clever
Your choices matter, you feel smart.
Example game named in April 2026: Agricola (a feeling has no BoardGameGeek tag, so it was not checked).
Your choices matter, you feel smart.
Example game named in April 2026: Agricola (a feeling has no BoardGameGeek tag, so it was not checked).
No one has recorded a check on this entry yet.
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roll and move works against the feeling clever.
drafting supports the feeling clever.
bidding neither supports nor works against the feeling clever.
push your luck neither supports nor works against the feeling clever.
area control supports the feeling clever.
worker placement supports the feeling clever.
pattern building supports the feeling clever.
hand management supports the feeling clever.
trick-taking supports the feeling clever.
negotiation neither supports nor works against the feeling clever.
set collection supports the feeling clever.
tile placement supports the feeling clever.
call and response neither supports nor works against the feeling clever.
playing in silence neither supports nor works against the feeling clever.
change the rules supports the feeling clever.
role-play neither supports nor works against the feeling clever.
dexterity works against the feeling clever.
drawing the map neither supports nor works against the feeling clever.
race to finish neither supports nor works against the feeling clever.
most points neither supports nor works against the feeling clever.
last standing neither supports nor works against the feeling clever.
cooperative survival neither supports nor works against the feeling clever.
shared objective neither supports nor works against the feeling clever.
hidden personal goal neither supports nor works against the feeling clever.
narrative completion neither supports nor works against the feeling clever.
no objective neither supports nor works against the feeling clever.
set your own goal neither supports nor works against the feeling clever.
one loser neither supports nor works against the feeling clever.
keep the game going neither supports nor works against the feeling clever.
cannot be won neither supports nor works against the feeling clever.
solo in parallel neither supports nor works against the feeling clever.
direct confrontation neither supports nor works against the feeling clever.
indirect via board neither supports nor works against the feeling clever.
fully cooperative neither supports nor works against the feeling clever.
semi-cooperative neither supports nor works against the feeling clever.
team vs team neither supports nor works against the feeling clever.
traitor works against the feeling clever.
playing by letter neither supports nor works against the feeling clever.
absent player neither supports nor works against the feeling clever.
game master neither supports nor works against the feeling clever.
public game neither supports nor works against the feeling clever.
mostly chance works against the feeling clever.
chance with mitigation neither supports nor works against the feeling clever.
skill with luck supports the feeling clever.
mostly skill supports the feeling clever.
chance read as a sign neither supports nor works against the feeling clever.
attunement neither supports nor works against the feeling clever.
dice tell the story neither supports nor works against the feeling clever.
abstract supports the feeling clever.
historical neither supports nor works against the feeling clever.
fantasy neither supports nor works against the feeling clever.
science fiction neither supports nor works against the feeling clever.
everyday life neither supports nor works against the feeling clever.
absurd neither supports nor works against the feeling clever.
educational neither supports nor works against the feeling clever.
real-world issue neither supports nor works against the feeling clever.
poetic neither supports nor works against the feeling clever.
ritual or sacred neither supports nor works against the feeling clever.
mortality and loss neither supports nor works against the feeling clever.
war and conquest neither supports nor works against the feeling clever.
full information supports the feeling clever.
hidden hands neither supports nor works against the feeling clever.
hidden identity neither supports nor works against the feeling clever.
deduction supports the feeling clever.
bluffing works against the feeling clever.
rules you discover supports the feeling clever.
one knows, cannot say neither supports nor works against the feeling clever.
map revealed as you go supports the feeling clever.
model a system supports the feeling clever.
stakeholder roles neither supports nor works against the feeling clever.
shared resource neither supports nor works against the feeling clever.
delayed effects supports the feeling clever.
try a rule supports the feeling clever.
debrief neither supports nor works against the feeling clever.
irreversible change neither supports nor works against the feeling clever.
real-time span neither supports nor works against the feeling clever.
rules make an argument supports the feeling clever.
stakes outside the game neither supports nor works against the feeling clever.
points stand for values neither supports nor works against the feeling clever.
rehearse a future neither supports nor works against the feeling clever.