try a rule
In the group Simulation.
Players agree a new rule for everyone, then play on to see what it changes. It is a safe way to test a rule before trying it for real.
In the group Simulation.
Players agree a new rule for everyone, then play on to see what it changes. It is a safe way to test a rule before trying it for real.
No one has recorded a check on this entry yet.
To add a record or propose a change, sign in with GitHub or sign in with Google.
Players agree a new rule, then roll and move to see what it changes.
Players agree a rule about picking, then see who it helps.
Players agree a rule for the auction, such as a price limit, and see what it changes.
Players agree a rule limiting how far anyone can push.
Players agree a rule about how land is shared, then play on.
Players agree a rule about who can use which action spaces.
Players agree a rule about which pieces can be used, then see what changes.
Players agree a rule about when cards can be played.
Players agree a new rule for tricks and see how play changes.
Players negotiate a new rule, then live with it.
Players agree a rule about sharing cards, then see who benefits.
Players agree a rule about where tiles can go, then build.
Players agree a rule that changes the race, then see who it helps.
Players agree a rule that changes scoring, then compare results.
Players agree a rule meant to keep more people in, then see if it works.
The team agrees a rule to help everyone survive, then tests it.
The group agrees a rule to reach its goal and tests it.
Players agree a rule while each has a secret reason to want it.
The story changes after players agree a new rule.
Each player tests a different rule side by side.
Players agree a rule to limit fighting, then see if it holds.
Players agree a rule that changes how moves affect each other.
The team agrees and tests rules together.
Players agree a rule that helps the group but may cost each player.
Each team proposes a rule, and both are tested.
Players agree a rule while a traitor tries to make it fail.
Players test a rule, but luck makes its effect hard to see.
Players test a rule meant to soften unlucky events.
Players test a rule where choices matter most.
Players test a rule with no luck, so its effect is easy to see.
Everyone sees exactly what the new rule changes.
Players test a rule while keeping their own position secret.
Players test a rule while secretly on hidden sides.
Players work out a hidden rule from what happens when they play.
Players can pretend to follow a rule while breaking it.
Players change a rule of the model and watch how the system responds.
Groups propose and test a rule from their own point of view.
Players agree a rule for sharing the resource and see if it holds.
Players test a rule whose effect only shows later.
After play, players talk about whether the rule they tried did what they hoped.
try a rule neither supports nor works against the feeling excited.
try a rule supports the feeling clever.
try a rule neither supports nor works against the feeling silly.
try a rule neither supports nor works against the feeling tense.
try a rule neither supports nor works against the feeling together.
try a rule neither supports nor works against the feeling sneaky.
try a rule neither supports nor works against the feeling lucky.
try a rule supports the feeling in charge.
try a rule neither supports nor works against the feeling surprised.
try a rule supports the feeling thoughtful.
try a rule neither supports nor works against the feeling fast.
try a rule neither supports nor works against the feeling unfair in a fun way.
try a rule neither supports nor works against the feeling careful.
try a rule neither supports nor works against the feeling daring.
try a rule neither supports nor works against the feeling friendly.