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