push your luck
In the group Core mechanic.
Keep risking for more points — but if you go too far, you lose what you had. Like saying "one more dive!" when you should have stopped.
In the group Core mechanic.
Keep risking for more points — but if you go too far, you lose what you had. Like saying "one more dive!" when you should have stopped.
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Players keep risking more to grab rewards while trying to knock others back, creating exciting back-and-forth chases.
The group decides together when to push for bigger team wins against a shared challenge, like betting on a group dare.
You risk more draws or rolls for rewards, feeling like a dare where luck decides if you win big or bust.
Risky presses with fake bravado create hilarious busts or epic steals from the pot.
You risk big moves to speed ahead, but one bad roll sends you back to the start.
Players race ahead by risking big moves but often smash into each other, causing chaotic fights that slow everyone down.
Team risks collective pushes against disasters, banking shared rewards or busting together.
You keep rolling to move further, but one unlucky roll can send you back.
You keep drawing cards to pick from, but if you draw one too many you lose the round.
Players bid on rewards, and the winner then risks pushing for more or stopping safely.
You keep pushing to take more areas, but stretching too far can lose them all.
You can place extra workers on risky spaces that might pay off or might lose them.
You keep drawing pieces to finish a pattern, but one wrong piece can spoil it.
You keep drawing cards into your hand, but going over a limit loses them.
Players can bid to win more tricks than is safe, earning more if they make it.
Players can make risky deals, promising more than they are sure they can give.
You keep drawing cards to finish a set, but a wrong card can make you lose what you drew.
You keep drawing tiles to place, but one that does not fit can end your turn.
You keep taking risks to grab more points, but going too far loses them.
Players take risks to stay in, and those who push too far are knocked out.
The team decides together how far to push towards a shared goal before stopping.
You take risks to reach your own secret goal without others seeing what you need.
Players push their luck to move the story forward, risking setbacks.
The team keeps pushing for more supplies or progress, but pushing too far lets the danger win.
Everyone takes their own risks at the same time and compares results.
Players take risks, and what they grab leaves less for others.
The group takes risks together, but each player also wants their own reward.
Each team decides how far to push its luck against the other team.
The team pushes its luck, but a hidden traitor wants it to go too far.
You take risks, but you have ways to protect yourself if things go wrong.
You can work out the odds, and judging when to stop matters more than luck.
Risks are mostly about reading the situation, not dice, so careful judgement wins.
Everyone can see exactly what is at risk before deciding whether to push on.
You push your luck with cards only you can see.
Players push their luck while secretly on different sides.
Each risk you take reveals a clue about a hidden answer.
You keep pushing a real system for more, and the board shows when it starts to break.
Each player plays a real group deciding how much risk it can afford.
Players keep taking from a shared resource, and taking too much can make it collapse for everyone.
Pushing your luck now builds up risk that arrives later.
Players agree a rule limiting how far anyone can push.
After play, players talk about when they chose to stop and why.
push your luck supports the feeling excited.
push your luck neither supports nor works against the feeling clever.
push your luck supports the feeling silly.
push your luck supports the feeling tense.
push your luck neither supports nor works against the feeling together.
push your luck neither supports nor works against the feeling sneaky.
push your luck supports the feeling lucky.
push your luck works against the feeling in charge.
push your luck supports the feeling surprised.
push your luck works against the feeling thoughtful.
push your luck supports the feeling fast.
push your luck supports the feeling unfair in a fun way.
push your luck works against the feeling careful.
push your luck supports the feeling daring.
push your luck neither supports nor works against the feeling friendly.