lucky
The dice or the draw felt magical. You got away with it.
Example game named in April 2026: Can't Stop (a feeling has no BoardGameGeek tag, so it was not checked).
The dice or the draw felt magical. You got away with it.
Example game named in April 2026: Can't Stop (a feeling has no BoardGameGeek tag, so it was not checked).
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roll and move supports the feeling lucky.
drafting neither supports nor works against the feeling lucky.
bidding neither supports nor works against the feeling lucky.
push your luck supports the feeling lucky.
area control neither supports nor works against the feeling lucky.
worker placement works against the feeling lucky.
pattern building works against the feeling lucky.
hand management works against the feeling lucky.
trick-taking neither supports nor works against the feeling lucky.
negotiation works against the feeling lucky.
set collection neither supports nor works against the feeling lucky.
tile placement neither supports nor works against the feeling lucky.
race to finish neither supports nor works against the feeling lucky.
most points neither supports nor works against the feeling lucky.
last standing neither supports nor works against the feeling lucky.
cooperative survival neither supports nor works against the feeling lucky.
shared objective neither supports nor works against the feeling lucky.
hidden personal goal neither supports nor works against the feeling lucky.
narrative completion neither supports nor works against the feeling lucky.
solo in parallel neither supports nor works against the feeling lucky.
direct confrontation neither supports nor works against the feeling lucky.
indirect via board neither supports nor works against the feeling lucky.
fully cooperative neither supports nor works against the feeling lucky.
semi-cooperative neither supports nor works against the feeling lucky.
team vs team neither supports nor works against the feeling lucky.
traitor neither supports nor works against the feeling lucky.
mostly chance supports the feeling lucky.
chance with mitigation supports the feeling lucky.
skill with luck works against the feeling lucky.
mostly skill works against the feeling lucky.
abstract neither supports nor works against the feeling lucky.
historical neither supports nor works against the feeling lucky.
fantasy neither supports nor works against the feeling lucky.
science fiction neither supports nor works against the feeling lucky.
everyday life neither supports nor works against the feeling lucky.
absurd neither supports nor works against the feeling lucky.
educational neither supports nor works against the feeling lucky.
real-world issue neither supports nor works against the feeling lucky.
full information neither supports nor works against the feeling lucky.
hidden hands neither supports nor works against the feeling lucky.
hidden identity neither supports nor works against the feeling lucky.
deduction works against the feeling lucky.
bluffing neither supports nor works against the feeling lucky.
model a system neither supports nor works against the feeling lucky.
stakeholder roles neither supports nor works against the feeling lucky.
shared resource neither supports nor works against the feeling lucky.
delayed effects neither supports nor works against the feeling lucky.
try a rule neither supports nor works against the feeling lucky.
debrief neither supports nor works against the feeling lucky.