Pairs
all curated drafted nobody has checked yet
763 entries, in the order the knowledge base holds them.
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push your luck + direct confrontation
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Players keep risking more to grab rewards while trying to knock others back, creating exciting back-and-forth chases.
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push your luck + fully cooperative
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The group decides together when to push for bigger team wins against a shared challenge, like betting on a group dare.
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worker placement + direct confrontation
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People place helpers to claim spots but bump others off or fight for key areas, like competing for the best playground swings.
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worker placement + solo in parallel
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You place your workers on a board next to pretend opponents or alone, racing your own goals like building your dream town quietly.
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drafting + direct confrontation
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Friends pick from shared options then use them to mess with each other's setups, like choosing cards to prank rivals.
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drafting + fully cooperative
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Everyone passes choices around to build a team plan against the game, like sharing puzzle pieces for a group picture.
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area control + direct confrontation
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Groups battle to claim and hold map spots by pushing out rivals, like teams claiming neighborhood forts.
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area control + indirect via board
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Players grow strength on the board to nudge out others without head-on clashes, like plants overtaking a garden patch.
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trick-taking + fully cooperative
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The team follows suit rules to hit shared trick goals against the deck, like passing secret signals in a group quest.
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trick-taking + team vs team
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Partners signal quietly during tricks to outscore the other pair, like spouses guessing each other's card hints.
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roll and move + race to finish
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You roll dice to move your piece along a path, and it feels like a fun dash where luck decides who dashes ahead first.
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drafting + most points
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You pick cards from a shared pool to build your score, feeling like a clever trade where choices shape your total.
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worker placement + most points
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You place workers on spots to grab resources and build points, feeling like careful planning to grow your score biggest.
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set collection + most points
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You gather matching items like colors or types for points, feeling like hunting treasures to complete fun groups.
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tile placement + most points
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You lay tiles to build areas and score, feeling like growing a pretty map where connections boost your points.
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area control + last standing
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You claim map spots to push others out, feeling like a battle where you fight to stay in till the end.
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push your luck + mostly chance
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You risk more draws or rolls for rewards, feeling like a dare where luck decides if you win big or bust.
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worker placement + mostly skill
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You place workers with tiny luck, feeling like a brainy puzzle where smart spots win the day.
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drafting + skill with luck
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You draft with some luck but choices tame it, feeling like smart picks turn chance into wins.
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hand management + chance with mitigation
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You play cards from hand amid draws but discard to fix bad luck, feeling like steering fate with your choices.
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fully cooperative + hidden hands
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Players work as a team but can't freely talk about their secret cards, so they give hints to share info without saying it straight.
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fully cooperative + full information
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Everyone sees all cards and plans openly, focusing on smart group choices against the game.
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traitor + hidden identity
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A secret betrayer hides among the group, pretending to help while sabotaging quietly.
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direct confrontation + bluffing
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Players attack each other face-to-face while lying about their strength or plans to fool foes.
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direct confrontation + hidden hands
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Players clash openly but hide their cards, guessing enemy power during fights.
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team vs team + hidden identity
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Rival teams battle, but secret roles within teams create internal doubt and spies.
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fully cooperative + cooperative survival
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The team fights to stay alive together against tough threats like zombies or disasters.
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fully cooperative + shared objective
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Players unite on one big goal, like curing diseases or building a wonder.
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direct confrontation + last standing
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Players bash each other until only one monster or warrior remains victorious.
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traitor + semi-cooperative
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Players mostly cooperate but chase personal goals, with a traitor undermining all.
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hand management + hidden hands
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Players feel sneaky excitement guessing what others hold while carefully timing their own card plays.
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hand management + full information
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Everyone sees all cards, so turns feel like a public puzzle where order of play creates clever chains.
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bidding + hidden hands
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Bidding blindly on secret values sparks wild guesses and laughs from overpaying surprises.
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bidding + full information
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Open bids on known items turn into tense number-crunching standoffs over exact worth.
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deduction + trick-taking
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Tricks reveal clues bit by bit, making each lead a thrilling aha moment or swing of suspicion.
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deduction + worker placement
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Placing workers uncovers shared secrets, turning the board into a detective map of motives.
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bluffing + push your luck
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Risky presses with fake bravado create hilarious busts or epic steals from the pot.
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bluffing + bidding
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Fake bids bait opponents into costly folds, making auctions a theater of fake confidence.
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set collection + hidden hands
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Secret sets build surprise reveals, but trades force tough reveals of partial hands.
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tile placement + full information
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Open board invites rivalry over spots, where every tile locks in chain reactions everyone sees.
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hidden personal goal + hidden hands
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Players sneak toward secret wins while hiding their cards, making everyone suspicious of each other.
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hidden personal goal + full information
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Secret goals create surprise twists even when the board shows everything else clearly.
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cooperative survival + hidden hands
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Teammates hide cards to fight shared threats, but must share info carefully to survive together.
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most points + full information
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Everyone sees the scores and plans, turning it into a fair race to build the biggest total.
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mostly skill + full information
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Perfect setup for brainy showdowns where smart moves beat everyone since nothing's hidden.
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negotiation + fully cooperative
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Players talk a lot to share plans and help everyone win together against the game.
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negotiation + direct confrontation
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Deals happen right before fights, mixing talk with attacks to steal advantages.
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push your luck + race to finish
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You risk big moves to speed ahead, but one bad roll sends you back to the start.
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worker placement + fully cooperative
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Everyone places workers together to beat a shared challenge like a disaster.
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hand management + fully cooperative
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Players pass and play cards from hands to chain combos against the game.
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trick-taking + mostly skill
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You read opponents' plays to win tricks, with little luck in card deals.
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roll and move + drafting
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You roll to move around the board, and the spaces you land on let you pick from a shared row of cards.
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roll and move + bidding
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You roll to move, and some spaces start an auction where everyone offers to pay for a prize.
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roll and move + push your luck
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You keep rolling to move further, but one unlucky roll can send you back.
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roll and move + area control
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You roll to move pieces around a board and try to hold spaces before others reach them.
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roll and move + worker placement
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Dice decide how far you move or how many workers you get, then you place them on actions.
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roll and move + pattern building
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You roll to move, and where you land gives you pieces to build a shape or pattern.
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roll and move + hand management
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You roll to move, and cards in your hand let you change the roll or do something extra.
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roll and move + trick-taking
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Players win card tricks, and each trick won lets them move forward on a track.
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roll and move + negotiation
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You roll to move, and you can make deals with others to swap spaces, money or favours.
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roll and move + set collection
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You roll around the board, and each space gives you a card towards a matching set.
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roll and move + tile placement
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You roll to see which tile you take or how far you go, then place tiles to grow the board.
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drafting + bidding
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Players bid for the right to pick first, then choose cards from a shared set.
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drafting + push your luck
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You keep drawing cards to pick from, but if you draw one too many you lose the round.
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drafting + area control
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Players pick cards that let them place pieces on a map to hold areas.
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drafting + worker placement
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You pick cards that give you more workers or new action spaces to use.
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drafting + pattern building
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You pick tiles or cards from a shared pool and fit them into your own pattern.
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drafting + hand management
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You pick cards into your hand, then choose when to play them.
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drafting + trick-taking
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Players pick their hand from a shared pile before playing tricks with it.
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drafting + negotiation
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Players pick cards and can trade or promise them to each other.
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drafting + set collection
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You pick cards from a shared row to build matching sets, watching what others collect.
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drafting + tile placement
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You pick tiles from a shared offer and place them to build the board.
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bidding + push your luck
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Players bid on rewards, and the winner then risks pushing for more or stopping safely.
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bidding + area control
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Players bid for the right to place pieces or take control of areas.
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bidding + worker placement
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Players bid for the top action spaces before placing their workers.
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bidding + pattern building
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Players bid on pieces and then fit the pieces they win into their own pattern.
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bidding + hand management
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Players use cards from their hand as bids, so every bid uses up a card.
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bidding + trick-taking
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Players bid on how many tricks they will win, then try to win exactly that many.
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bidding + negotiation
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Players bid on prizes and can make deals to stop bidding against each other.
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bidding + set collection
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Players bid on cards and collect them into matching sets.
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bidding + tile placement
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Players bid on tiles and place the ones they win to build the board.
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push your luck + area control
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You keep pushing to take more areas, but stretching too far can lose them all.
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push your luck + worker placement
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You can place extra workers on risky spaces that might pay off or might lose them.
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push your luck + pattern building
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You keep drawing pieces to finish a pattern, but one wrong piece can spoil it.
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push your luck + hand management
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You keep drawing cards into your hand, but going over a limit loses them.
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push your luck + trick-taking
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Players can bid to win more tricks than is safe, earning more if they make it.
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push your luck + negotiation
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Players can make risky deals, promising more than they are sure they can give.
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push your luck + set collection
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You keep drawing cards to finish a set, but a wrong card can make you lose what you drew.
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push your luck + tile placement
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You keep drawing tiles to place, but one that does not fit can end your turn.
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area control + worker placement
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Placing workers on action spaces lets you send pieces to hold areas on the map.
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area control + pattern building
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Players hold areas on a board that score more when they form a shape or pattern.
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area control + hand management
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Cards in your hand let you move or place pieces to take areas.
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area control + trick-taking
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Winning a trick lets you take or hold an area on the map.
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area control + negotiation
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Players make deals about who gets which areas, and can break them.
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area control + set collection
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Holding areas gives you cards or pieces towards a matching set.
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area control + tile placement
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Players place tiles to build the map and put pieces on them to claim areas.
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worker placement + pattern building
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Placing workers gets you pieces to fit into your own pattern or shape.
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worker placement + hand management
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Cards in your hand change what your workers can do on action spaces.
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worker placement + trick-taking
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Winning tricks earns you workers or the first pick of action spaces.
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worker placement + negotiation
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Players can make deals to let each other use blocked action spaces.
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worker placement + set collection
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Placing workers gets you items to collect into matching sets.
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worker placement + tile placement
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Workers collect tiles, and you place the tiles to build your area or a shared board.
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pattern building + hand management
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You choose which cards from your hand to use to complete a pattern.
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pattern building + trick-taking
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Tricks you win give you cards to fit into a pattern.
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pattern building + negotiation
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Players trade pieces with each other to finish their own patterns.
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pattern building + set collection
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You collect matching items and arrange them in a pattern for extra points.
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pattern building + tile placement
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You place tiles to form shapes or patterns that score points.
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hand management + trick-taking
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You plan which cards to keep and when to play them across a hand of tricks.
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hand management + negotiation
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Players trade cards from their hands and make deals about what to play.
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hand management + set collection
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You hold cards in your hand and choose when to play them into sets.
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hand management + tile placement
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Cards in your hand show which tiles you can place and where.
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trick-taking + negotiation
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Players can talk and make deals about which tricks they will try to win.
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trick-taking + set collection
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Cards you win in tricks go into sets that score points.
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trick-taking + tile placement
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Winning a trick lets you place a tile on the board.
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negotiation + set collection
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Players trade cards to finish their own matching sets.
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negotiation + tile placement
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Players make deals about where tiles go on a shared board.
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set collection + tile placement
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You collect tiles and place them in matching groups to score.
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roll and move + most points
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You roll to move around the board and collect points from the spaces you land on.
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roll and move + last standing
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You roll to move, and landing on some spaces knocks players out until one is left.
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roll and move + cooperative survival
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Everyone rolls to move together, trying to reach safety before the danger catches up.
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roll and move + shared objective
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Players roll to move as a team towards one shared goal on the board.
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roll and move + hidden personal goal
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You roll to move, each player secretly trying to reach their own places on the board.
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roll and move + narrative completion
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You roll to move along a story path, and the game ends when the story is told.
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drafting + race to finish
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Players pick cards that move them forward, racing to be first to the end.
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drafting + last standing
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Players pick cards that attack or protect, until only one player is left.
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drafting + cooperative survival
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Players pick cards together to fight off a danger that threatens everyone.
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drafting + shared objective
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Players pick cards to help the group reach one shared goal.
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drafting + hidden personal goal
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Players pick cards, each secretly working towards their own goal.
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drafting + narrative completion
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Players pick cards that add scenes to a story, and the game ends when the story is complete.
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bidding + race to finish
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Players bid to move forward, racing to the finish line.
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bidding + most points
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Players bid on prizes worth points, and the most points at the end wins.
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bidding + last standing
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Players bid to attack or defend, and anyone who runs out is knocked out.
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bidding + cooperative survival
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Players pool or bid resources together to hold off a danger.
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bidding + shared objective
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Players bid to decide who takes on which part of a shared goal.
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bidding + hidden personal goal
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Players bid on items, each secretly wanting different things.
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bidding + narrative completion
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Players bid on story parts, and the story finishes when all parts are taken.
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push your luck + most points
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You keep taking risks to grab more points, but going too far loses them.
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push your luck + last standing
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Players take risks to stay in, and those who push too far are knocked out.
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push your luck + shared objective
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The team decides together how far to push towards a shared goal before stopping.
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push your luck + hidden personal goal
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You take risks to reach your own secret goal without others seeing what you need.
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push your luck + narrative completion
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Players push their luck to move the story forward, risking setbacks.
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area control + race to finish
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Players race to take a set number of areas first.
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area control + most points
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Holding areas scores points, and the most points at the end wins.
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area control + cooperative survival
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Players work together to hold areas against a spreading danger.
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area control + shared objective
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Players work together to take control of a set of areas.
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area control + hidden personal goal
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Players fight over areas, each secretly needing certain ones.
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area control + narrative completion
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Holding areas moves a story forward, and the game ends when the story is done.
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worker placement + race to finish
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Players place workers to gain steps on a track, racing to reach the end first.
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worker placement + last standing
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Players place workers to attack or defend, until only one player has workers left.
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worker placement + cooperative survival
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Players place workers together to keep everyone safe from a growing danger.
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worker placement + shared objective
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Players place workers together to build towards one shared goal.
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worker placement + hidden personal goal
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Players place workers, each secretly working towards their own goal.
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worker placement + narrative completion
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Workers carry out actions that move a story forward to its ending.
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pattern building + race to finish
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Players race to be the first to complete their pattern.
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pattern building + most points
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Patterns you complete score points, and the most points wins.
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pattern building + last standing
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Players who cannot complete their pattern in time are knocked out, until one is left.
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pattern building + cooperative survival
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Players build patterns together to keep a danger away.
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pattern building + shared objective
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The whole group builds one big pattern together.
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pattern building + hidden personal goal
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Players add to shared patterns, each secretly hoping for a certain shape.
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pattern building + narrative completion
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Completing patterns unlocks parts of a story.
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hand management + race to finish
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Players use cards from their hand to move forward, racing to the end.
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hand management + most points
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Players choose when to play cards for points, and the most points wins.
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hand management + last standing
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Players use cards to stay in the game, and those with no useful cards are knocked out.
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hand management + cooperative survival
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Players use cards together to fight off a danger.
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hand management + shared objective
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Players play cards towards one goal they share.
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hand management + hidden personal goal
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Players hold cards and play them towards their own secret goals.
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hand management + narrative completion
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Cards in your hand add to a story, and the game ends when the story is complete.
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trick-taking + race to finish
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Tricks you win move you forward, racing to the end of a track.
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trick-taking + most points
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Tricks you win score points, and the most points at the end wins.
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trick-taking + last standing
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Players who win too few tricks are knocked out, until one is left.
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trick-taking + cooperative survival
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Players work as a team to win the tricks they need to survive.
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trick-taking + shared objective
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The whole group tries to win a set pattern of tricks together.
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trick-taking + hidden personal goal
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Each player secretly needs to win certain tricks.
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trick-taking + narrative completion
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Winning tricks reveals parts of a story until it is finished.
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negotiation + race to finish
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Players make deals to move forward faster, racing to the end.
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negotiation + most points
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Players trade and make deals to earn points, and the most points wins.
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negotiation + last standing
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Players make and break alliances until only one is left.
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negotiation + cooperative survival
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Players discuss and agree on how to share the work of surviving together.
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negotiation + shared objective
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Players talk and agree on the steps towards one shared goal.
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negotiation + hidden personal goal
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Players make deals while secretly working towards their own goals.
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negotiation + narrative completion
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Players agree on what happens next in a story until it ends.
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set collection + race to finish
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Players race to be first to finish their sets.
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set collection + last standing
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Players who cannot finish a set in time are knocked out.
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set collection + cooperative survival
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Players collect sets together to hold off a danger.
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set collection + shared objective
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The group collects sets together to reach one goal.
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set collection + hidden personal goal
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Each player secretly collects a different set.
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set collection + narrative completion
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Completing sets unlocks parts of a story.
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tile placement + race to finish
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Players place tiles to build a path, racing to reach the end first.
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tile placement + last standing
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Players place tiles to cut off others until only one can still move.
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tile placement + cooperative survival
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Players place tiles together to build defences against a danger.
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tile placement + shared objective
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The group places tiles to build one shared picture or map.
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tile placement + hidden personal goal
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Players place tiles on a shared board, each secretly wanting certain shapes.
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tile placement + narrative completion
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Placing tiles reveals a story, and the game ends when the map is complete.
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push your luck + cooperative survival
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The team keeps pushing for more supplies or progress, but pushing too far lets the danger win.
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roll and move + solo in parallel
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Everyone rolls and moves along their own track, side by side, without getting in each other's way.
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roll and move + direct confrontation
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Players roll to move and can land on each other to attack or send someone back.
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roll and move + indirect via board
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Players roll to move, and where they stop can block a path or take a space others wanted.
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roll and move + fully cooperative
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The whole team rolls to move together towards a shared finish.
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roll and move + semi-cooperative
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Players roll to move as a loose team, but only one of them can win at the end.
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roll and move + team vs team
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Two teams roll to move their pieces, racing or blocking the other team.
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roll and move + traitor
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Players roll to move as a team, but one secretly wants the team to fail.
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drafting + solo in parallel
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Everyone picks cards from a shared pool to build their own collection.
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drafting + indirect via board
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Players pick cards, and taking a card someone needs is the main way to get in their way.
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drafting + semi-cooperative
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Players pick cards that help the group, but each also wants to come out ahead.
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drafting + team vs team
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Each team picks cards from a shared pool, trying to build a stronger set than the other team.
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drafting + traitor
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Players pick cards to help the team, but a hidden traitor picks to hurt it.
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bidding + solo in parallel
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Each player bids on their own rewards, side by side, without fighting over the same thing.
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bidding + direct confrontation
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Players bid against each other for power to attack or defend.
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bidding + indirect via board
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Players bid on spaces or items, and winning one takes it away from others.
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bidding + fully cooperative
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The team decides together how to spend shared resources.
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bidding + semi-cooperative
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Players bid to help a group goal, but each wants to spend less than others.
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bidding + team vs team
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Teams bid against each other for prizes.
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bidding + traitor
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Players bid for the team, but a hidden traitor bids to waste money.
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push your luck + solo in parallel
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Everyone takes their own risks at the same time and compares results.
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push your luck + indirect via board
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Players take risks, and what they grab leaves less for others.
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push your luck + semi-cooperative
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The group takes risks together, but each player also wants their own reward.
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push your luck + team vs team
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Each team decides how far to push its luck against the other team.
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push your luck + traitor
drafted
not checked yet
The team pushes its luck, but a hidden traitor wants it to go too far.
-
area control + solo in parallel
drafted
not checked yet
Each player builds up their own areas without fighting over the same ground.
-
area control + fully cooperative
drafted
not checked yet
The team works together to hold areas against the game itself.
-
area control + semi-cooperative
drafted
not checked yet
Players hold areas together against a threat, but each wants the most land.
-
area control + team vs team
drafted
not checked yet
Two teams fight to hold the most areas on a shared map.
-
area control + traitor
drafted
not checked yet
The team defends areas, but a hidden traitor lets them fall.
-
worker placement + indirect via board
drafted
not checked yet
Placing a worker on a space blocks others from using it that round.
-
worker placement + semi-cooperative
drafted
not checked yet
Players place workers to help a group goal but also to get ahead.
-
worker placement + team vs team
drafted
not checked yet
Teams place workers to beat the other team to key actions.
-
worker placement + traitor
drafted
not checked yet
The team places workers, but a traitor places them badly on purpose.
-
pattern building + solo in parallel
drafted
not checked yet
Everyone builds their own pattern at the same time.
-
pattern building + direct confrontation
drafted
not checked yet
Players can spoil each other's patterns while building their own.
-
pattern building + indirect via board
drafted
not checked yet
Players build patterns on a shared board, and one player's pattern can block another's.
-
pattern building + fully cooperative
drafted
not checked yet
The team builds one pattern together.
-
pattern building + semi-cooperative
drafted
not checked yet
Players build a shared pattern, but each wants their own part to score most.
-
pattern building + team vs team
drafted
not checked yet
Each team builds its own pattern, racing or competing with the other team.
-
pattern building + traitor
drafted
not checked yet
The team builds a pattern, but a hidden traitor tries to spoil it.
-
hand management + solo in parallel
drafted
not checked yet
Everyone plays cards from their own hand towards their own goal.
-
hand management + direct confrontation
drafted
not checked yet
Players use cards to attack each other or defend themselves.
-
hand management + indirect via board
drafted
not checked yet
Cards you play change the board in ways that get in others' way.
-
hand management + semi-cooperative
drafted
not checked yet
Players play cards to help the group but keep some for themselves.
-
hand management + team vs team
drafted
not checked yet
Team members plan which cards to play against the other team.
-
hand management + traitor
drafted
not checked yet
Players play cards for the team, but a traitor holds back or plays to hurt.
-
trick-taking + solo in parallel
drafted
not checked yet
Each player tries to win tricks for their own score.
-
trick-taking + direct confrontation
drafted
not checked yet
Winning tricks lets you attack other players or take their points.
-
trick-taking + indirect via board
drafted
not checked yet
Tricks you win change a shared board in ways that affect others.
-
trick-taking + semi-cooperative
drafted
not checked yet
Players sometimes help each other win tricks but each wants the top score.
-
trick-taking + traitor
drafted
not checked yet
The team tries to win tricks together, but one player is secretly losing them on purpose.
-
negotiation + solo in parallel
drafted
not checked yet
Players make trades now and then but mostly work on their own goals.
-
negotiation + indirect via board
drafted
not checked yet
Players make deals about the board, agreeing who goes where.
-
negotiation + semi-cooperative
drafted
not checked yet
Players have to agree on helping the group while each tries to come out ahead.
-
negotiation + team vs team
drafted
not checked yet
Each team agrees plans inside and makes deals with the other team.
-
negotiation + traitor
drafted
not checked yet
Players make deals as a team while one secretly works against them.
-
set collection + solo in parallel
drafted
not checked yet
Everyone collects their own sets at the same time.
-
set collection + direct confrontation
drafted
not checked yet
Players can steal cards from each other's sets.
-
set collection + indirect via board
drafted
not checked yet
Taking a card someone needs is the main way to get in their way.
-
set collection + fully cooperative
drafted
not checked yet
The team collects sets together.
-
set collection + semi-cooperative
drafted
not checked yet
Players collect sets for the group but also want the biggest set for themselves.
-
set collection + team vs team
drafted
not checked yet
Teams race to collect sets before the other team.
-
set collection + traitor
drafted
not checked yet
The team collects sets, but a traitor quietly keeps cards the team needs.
-
tile placement + solo in parallel
drafted
not checked yet
Everyone builds their own map or area with tiles.
-
tile placement + direct confrontation
drafted
not checked yet
Players place tiles to cut off or attack each other's areas.
-
tile placement + indirect via board
drafted
not checked yet
Players build a shared map, and each tile changes what others can do.
-
tile placement + fully cooperative
drafted
not checked yet
The team builds one map together towards a shared goal.
-
tile placement + semi-cooperative
drafted
not checked yet
Players build a shared map but each wants their own part to score most.
-
tile placement + team vs team
drafted
not checked yet
Teams place tiles to build their own areas or block the other team.
-
tile placement + traitor
drafted
not checked yet
The team builds a map, but a traitor places tiles that quietly cause trouble.
-
roll and move + mostly chance
drafted
not checked yet
The dice decide almost everything: how far you go and what happens when you land.
-
roll and move + chance with mitigation
drafted
not checked yet
You roll to move, but you have ways to change or reroll a poor result.
-
roll and move + skill with luck
drafted
not checked yet
You choose where to go, and a dice roll only nudges the result a little.
-
roll and move + mostly skill
drafted
not checked yet
You choose how far to move from a fixed set of options, with little luck involved.
-
drafting + mostly chance
drafted
not checked yet
Cards come out at random and you pick quickly, so luck shapes most of what you get.
-
drafting + chance with mitigation
drafted
not checked yet
Cards come out at random, but you can swap or discard to fix a weak pick.
-
drafting + mostly skill
drafted
not checked yet
Everyone sees all the cards and picks carefully, so planning decides the game.
-
bidding + mostly chance
drafted
not checked yet
Prizes are revealed at random and bids are quick, so luck shapes the result.
-
bidding + chance with mitigation
drafted
not checked yet
Prizes come out at random, but you can save money or pass to wait for a later prize.
-
bidding + skill with luck
drafted
not checked yet
Careful bidding matters most, with a little luck in what comes up for auction.
-
bidding + mostly skill
drafted
not checked yet
Everyone knows what is for sale and bids carefully; reading others decides the game.
-
push your luck + chance with mitigation
drafted
not checked yet
You take risks, but you have ways to protect yourself if things go wrong.
-
push your luck + skill with luck
drafted
not checked yet
You can work out the odds, and judging when to stop matters more than luck.
-
push your luck + mostly skill
drafted
not checked yet
Risks are mostly about reading the situation, not dice, so careful judgement wins.
-
area control + mostly chance
drafted
not checked yet
Dice or cards decide who wins fights over areas.
-
area control + chance with mitigation
drafted
not checked yet
Fights over areas use dice, but you can add bonuses or reroll.
-
area control + skill with luck
drafted
not checked yet
Fights over areas are mostly decided by planning, with a little luck.
-
area control + mostly skill
drafted
not checked yet
No dice: areas are won by planning and placing carefully.
-
worker placement + mostly chance
drafted
not checked yet
Which action spaces open each round is decided by chance.
-
worker placement + chance with mitigation
drafted
not checked yet
Random events change the actions, but you can plan around them.
-
worker placement + skill with luck
drafted
not checked yet
Planning your workers matters most, with a little chance in what comes up.
-
pattern building + mostly chance
drafted
not checked yet
The pieces you get are random, so luck shapes your pattern.
-
pattern building + chance with mitigation
drafted
not checked yet
Pieces come out at random, but you can store or swap them.
-
pattern building + skill with luck
drafted
not checked yet
You plan your pattern carefully, with a little luck in what pieces appear.
-
pattern building + mostly skill
drafted
not checked yet
All pieces are known, so building the pattern is pure planning.
-
hand management + mostly chance
drafted
not checked yet
You draw cards at random and play what you can.
-
hand management + skill with luck
drafted
not checked yet
You draw at random but plan carefully what to keep and play.
-
hand management + mostly skill
drafted
not checked yet
You know what cards are coming and plan each play carefully.
-
trick-taking + mostly chance
drafted
not checked yet
The cards you are dealt decide most of the tricks you win.
-
trick-taking + chance with mitigation
drafted
not checked yet
The deal is random, but you can pass or swap cards to improve your hand.
-
trick-taking + skill with luck
drafted
not checked yet
Careful card play matters most, though the deal still matters a little.
-
negotiation + mostly chance
drafted
not checked yet
Random events decide what everyone has to trade.
-
negotiation + chance with mitigation
drafted
not checked yet
Random events shape the game, but clever deals can make up for unlucky events.
-
negotiation + skill with luck
drafted
not checked yet
Clever deals matter most, with a little luck in what comes up.
-
negotiation + mostly skill
drafted
not checked yet
Everything depends on the deals players make.
-
set collection + mostly chance
drafted
not checked yet
Cards come at random, so luck decides who finishes sets.
-
set collection + chance with mitigation
drafted
not checked yet
Cards come at random, but you can trade or swap to finish sets.
-
set collection + skill with luck
drafted
not checked yet
Planning which sets to collect matters most, with a little luck.
-
set collection + mostly skill
drafted
not checked yet
All cards are visible, so collecting is pure planning.
-
tile placement + mostly chance
drafted
not checked yet
You draw tiles at random and place them where you can.
-
tile placement + chance with mitigation
drafted
not checked yet
Tiles come at random, but you can choose from a few or save one.
-
tile placement + skill with luck
drafted
not checked yet
Placing tiles well matters most, with a little luck in which tiles appear.
-
tile placement + mostly skill
drafted
not checked yet
All tiles are known, so placing them is pure planning.
-
roll and move + full information
drafted
not checked yet
Everyone can see the whole board and every piece as players roll and move.
-
roll and move + hidden hands
drafted
not checked yet
You roll to move and also hold secret cards that change what happens.
-
roll and move + hidden identity
drafted
not checked yet
Players roll to move, each secretly playing a role others do not know.
-
roll and move + deduction
drafted
not checked yet
As you move around the board you collect clues to work out a hidden answer.
-
roll and move + bluffing
drafted
not checked yet
Players roll to move and can claim to have rolled something they did not.
-
drafting + full information
drafted
not checked yet
All the cards on offer are face up, so everyone sees what others might take.
-
drafting + hidden hands
drafted
not checked yet
You pick cards and keep them hidden, so others can only guess what you have.
-
drafting + hidden identity
drafted
not checked yet
Players pick cards while secretly working for a hidden side.
-
drafting + deduction
drafted
not checked yet
The cards people pick or pass give clues to a hidden answer.
-
drafting + bluffing
drafted
not checked yet
Players pick cards and can pretend to want different things than they do.
-
bidding + hidden identity
drafted
not checked yet
Players bid while secretly playing a hidden role.
-
bidding + deduction
drafted
not checked yet
Bids give clues to what others know or need, and you work out a hidden answer.
-
push your luck + full information
drafted
not checked yet
Everyone can see exactly what is at risk before deciding whether to push on.
-
push your luck + hidden hands
drafted
not checked yet
You push your luck with cards only you can see.
-
push your luck + hidden identity
drafted
not checked yet
Players push their luck while secretly on different sides.
-
push your luck + deduction
drafted
not checked yet
Each risk you take reveals a clue about a hidden answer.
-
area control + full information
drafted
not checked yet
Everyone can see every piece and area, so planning is open.
-
area control + hidden hands
drafted
not checked yet
Players fight over areas using secret cards that change battles.
-
area control + hidden identity
drafted
not checked yet
Players fight over areas, but some secretly work for a hidden side.
-
area control + deduction
drafted
not checked yet
Holding areas reveals clues to a hidden answer.
-
area control + bluffing
drafted
not checked yet
Players can hide or fake their strength in an area.
-
worker placement + full information
drafted
not checked yet
All action spaces and resources are visible to everyone.
-
worker placement + hidden hands
drafted
not checked yet
Players place workers and hold secret cards that change actions.
-
worker placement + hidden identity
drafted
not checked yet
Players place workers while secretly working for a hidden side.
-
worker placement + bluffing
drafted
not checked yet
Players can place workers to mislead others about their plans.
-
pattern building + full information
drafted
not checked yet
Everyone sees every piece and pattern on the table.
-
pattern building + hidden hands
drafted
not checked yet
You build your pattern with pieces others cannot see.
-
pattern building + hidden identity
drafted
not checked yet
Players build patterns while secretly working for a hidden side.
-
pattern building + deduction
drafted
not checked yet
The pattern on the table holds clues to a hidden answer.
-
pattern building + bluffing
drafted
not checked yet
Players can pretend to be building a different pattern than they are.
-
hand management + hidden identity
drafted
not checked yet
Players manage hidden cards while secretly on a hidden side.
-
hand management + deduction
drafted
not checked yet
The cards people play give clues to a hidden answer.
-
hand management + bluffing
drafted
not checked yet
Players can play cards to suggest they hold something they do not.
-
trick-taking + full information
drafted
not checked yet
Everyone's cards are visible, so every trick can be planned.
-
trick-taking + hidden hands
drafted
not checked yet
Players hold secret cards and try to win tricks.
-
trick-taking + hidden identity
drafted
not checked yet
Players win tricks while secretly on hidden teams.
-
trick-taking + bluffing
drafted
not checked yet
Players can play cards to mislead others about their hand.
-
negotiation + full information
drafted
not checked yet
Everyone sees what everyone has, so deals are made in the open.
-
negotiation + hidden hands
drafted
not checked yet
Players make deals while hiding what they really have.
-
negotiation + hidden identity
drafted
not checked yet
Players make deals while secretly on hidden sides.
-
negotiation + deduction
drafted
not checked yet
Deals give clues to a hidden answer.
-
negotiation + bluffing
drafted
not checked yet
Players can lie in deals and try to spot others' lies.
-
set collection + full information
drafted
not checked yet
Everyone can see all collected cards.
-
set collection + hidden identity
drafted
not checked yet
Players collect sets while secretly on a hidden side.
-
set collection + deduction
drafted
not checked yet
The sets people collect give clues to a hidden answer.
-
set collection + bluffing
drafted
not checked yet
Players can pretend to collect one set while building another.
-
tile placement + hidden hands
drafted
not checked yet
Players place tiles from a secret hand.
-
tile placement + hidden identity
drafted
not checked yet
Players build a map while secretly on hidden sides.
-
tile placement + deduction
drafted
not checked yet
The growing map reveals clues to a hidden answer.
-
tile placement + bluffing
drafted
not checked yet
Players can place tiles to mislead others about their goals.
-
race to finish + solo in parallel
drafted
not checked yet
Everyone races along their own track, and the first to finish wins.
-
race to finish + direct confrontation
drafted
not checked yet
Players race to the end while attacking each other to slow them down.
-
race to finish + indirect via board
drafted
not checked yet
Players race and can block paths or take shortcuts others wanted.
-
race to finish + fully cooperative
drafted
not checked yet
The whole team races together to reach the finish before time runs out.
-
race to finish + semi-cooperative
drafted
not checked yet
Players help each other along but only the first to finish wins.
-
race to finish + team vs team
drafted
not checked yet
Two teams race each other to the finish.
-
race to finish + traitor
drafted
not checked yet
The team races to finish, but a traitor secretly slows them down.
-
most points + solo in parallel
drafted
not checked yet
Everyone scores on their own, and the highest score wins.
-
most points + direct confrontation
drafted
not checked yet
Players attack each other to take points while scoring their own.
-
most points + indirect via board
drafted
not checked yet
Players score points from a shared board, taking spots others wanted.
-
most points + fully cooperative
drafted
not checked yet
The team scores points together and tries to beat a target.
-
most points + semi-cooperative
drafted
not checked yet
Players help a group goal but the one with the most points wins.
-
most points + team vs team
drafted
not checked yet
Teams add up their points, and the higher team wins.
-
most points + traitor
drafted
not checked yet
The team scores points, but a traitor tries to keep the score low.
-
last standing + solo in parallel
drafted
not checked yet
Everyone tries to survive on their own, and the last one still in wins.
-
last standing + indirect via board
drafted
not checked yet
Players take space on a shared board until others have nowhere left to go.
-
last standing + fully cooperative
drafted
not checked yet
The team tries to keep everyone in, but there can be no single last one standing.
-
last standing + semi-cooperative
drafted
not checked yet
Players help each other survive until the end, when only one can remain.
-
last standing + team vs team
drafted
not checked yet
Two teams fight until one team has no one left.
-
last standing + traitor
drafted
not checked yet
Players try to stay in, while a hidden traitor knocks them out.
-
cooperative survival + solo in parallel
drafted
not checked yet
Each player survives their own danger, and the group wins only if all survive.
-
cooperative survival + direct confrontation
drafted
not checked yet
The team survives together, but players can also attack each other.
-
cooperative survival + indirect via board
drafted
not checked yet
The team survives together, but one player's moves can make it harder for others.
-
cooperative survival + semi-cooperative
drafted
not checked yet
Players survive together, but one may come out ahead at the end.
-
cooperative survival + team vs team
drafted
not checked yet
Two teams each try to survive, and the team that lasts longer wins.
-
cooperative survival + traitor
drafted
not checked yet
The team tries to survive while a hidden traitor works for the danger.
-
shared objective + solo in parallel
drafted
not checked yet
Each player works alone on their part of a shared goal.
-
shared objective + direct confrontation
drafted
not checked yet
Players share a goal but can still fight each other along the way.
-
shared objective + indirect via board
drafted
not checked yet
Players share a goal, but their moves can get in each other's way.
-
shared objective + semi-cooperative
drafted
not checked yet
Players share a goal, but one player also earns the most along the way.
-
shared objective + team vs team
drafted
not checked yet
Two teams each race to complete their own shared goal.
-
shared objective + traitor
drafted
not checked yet
The team works towards a goal while a hidden traitor tries to stop it.
-
hidden personal goal + solo in parallel
drafted
not checked yet
Each player works quietly towards their own secret goal.
-
hidden personal goal + direct confrontation
drafted
not checked yet
Players fight each other while each has a secret goal.
-
hidden personal goal + indirect via board
drafted
not checked yet
Players move on a shared board, each secretly needing certain spots.
-
hidden personal goal + fully cooperative
drafted
not checked yet
The team shares one goal, but each player also has a secret aim.
-
hidden personal goal + semi-cooperative
drafted
not checked yet
Players help a group goal while each secretly pursues their own.
-
hidden personal goal + team vs team
drafted
not checked yet
Teams compete, but each player also has a secret goal.
-
hidden personal goal + traitor
drafted
not checked yet
Players chase secret goals while a traitor works against everyone.
-
narrative completion + solo in parallel
drafted
not checked yet
Each player completes their own story.
-
narrative completion + direct confrontation
drafted
not checked yet
Players fight while a story unfolds, and the game ends when the story does.
-
narrative completion + indirect via board
drafted
not checked yet
Players move on a shared board that tells a story as it fills.
-
narrative completion + fully cooperative
drafted
not checked yet
The team tells a story together until it reaches its ending.
-
narrative completion + semi-cooperative
drafted
not checked yet
Players build a shared story but each wants their character to come out on top.
-
narrative completion + team vs team
drafted
not checked yet
Each team pushes the story towards its own ending.
-
narrative completion + traitor
drafted
not checked yet
The team builds a story while a traitor tries to give it a different ending.
-
race to finish + mostly chance
drafted
not checked yet
Dice or cards decide how far you go in a race to the end.
-
race to finish + chance with mitigation
drafted
not checked yet
Luck moves you along, but you have ways to speed up or fix a poor roll.
-
race to finish + skill with luck
drafted
not checked yet
Planning how you move matters most in the race, with a little luck.
-
race to finish + mostly skill
drafted
not checked yet
The race is won by planning every move carefully.
-
most points + mostly chance
drafted
not checked yet
Points come mostly from lucky draws or rolls.
-
most points + chance with mitigation
drafted
not checked yet
Luck brings points, but you can plan to soften it.
-
most points + skill with luck
drafted
not checked yet
Careful planning earns most points, with a little luck.
-
most points + mostly skill
drafted
not checked yet
Points come from planning alone.
-
last standing + mostly chance
drafted
not checked yet
Luck decides who gets knocked out.
-
last standing + chance with mitigation
drafted
not checked yet
Luck can knock you out, but you have ways to protect yourself.
-
last standing + skill with luck
drafted
not checked yet
Careful play keeps you in, with a little luck.
-
last standing + mostly skill
drafted
not checked yet
Staying in depends on planning alone.
-
cooperative survival + mostly chance
drafted
not checked yet
Luck decides whether the team survives.
-
cooperative survival + chance with mitigation
drafted
not checked yet
Random dangers arrive, but the team can plan to soften them.
-
cooperative survival + skill with luck
drafted
not checked yet
The team survives by planning well, with some random danger.
-
cooperative survival + mostly skill
drafted
not checked yet
The team survives by careful planning alone.
-
shared objective + mostly chance
drafted
not checked yet
Luck decides whether the shared goal is met.
-
shared objective + chance with mitigation
drafted
not checked yet
Luck shapes progress, but the team can plan around it.
-
shared objective + skill with luck
drafted
not checked yet
The team reaches its goal mostly by planning, with a little luck.
-
shared objective + mostly skill
drafted
not checked yet
The team reaches its goal by planning alone.
-
hidden personal goal + mostly chance
drafted
not checked yet
Luck decides whether you reach your secret goal.
-
hidden personal goal + chance with mitigation
drafted
not checked yet
Luck shapes your progress, but you can plan towards your secret goal.
-
hidden personal goal + skill with luck
drafted
not checked yet
Careful play gets you to your secret goal, with a little luck.
-
hidden personal goal + mostly skill
drafted
not checked yet
Reaching your secret goal depends on planning alone.
-
narrative completion + mostly chance
drafted
not checked yet
Random events shape how the story ends.
-
narrative completion + chance with mitigation
drafted
not checked yet
Random events shape the story, but players can steer it.
-
narrative completion + skill with luck
drafted
not checked yet
Players steer the story with careful choices and a little luck.
-
narrative completion + mostly skill
drafted
not checked yet
The story follows players' choices alone.
-
race to finish + full information
drafted
not checked yet
Everyone can see exactly how close each player is to the finish.
-
race to finish + hidden hands
drafted
not checked yet
Players race to the end using secret cards that can speed them up or slow others.
-
race to finish + hidden identity
drafted
not checked yet
Players race, but some are secretly on a side that wins differently.
-
race to finish + deduction
drafted
not checked yet
The race is to be first to work out a hidden answer.
-
race to finish + bluffing
drafted
not checked yet
Players can pretend to be further behind or ahead than they are.
-
most points + hidden hands
drafted
not checked yet
Players score from cards others cannot see, so the winner is a surprise.
-
most points + hidden identity
drafted
not checked yet
Players score points while secretly on hidden sides that score differently.
-
most points + deduction
drafted
not checked yet
Working out hidden facts earns you points.
-
most points + bluffing
drafted
not checked yet
Players can hide or fake how many points they have.
-
last standing + full information
drafted
not checked yet
Everyone sees who is close to being knocked out.
-
last standing + hidden hands
drafted
not checked yet
Players use secret cards to survive or knock others out.
-
last standing + hidden identity
drafted
not checked yet
Players try to stay in while working out who is on which side.
-
last standing + deduction
drafted
not checked yet
Players are knocked out by being found out or by guessing wrong.
-
last standing + bluffing
drafted
not checked yet
Players bluff to avoid being targeted until one is left.
-
cooperative survival + full information
drafted
not checked yet
The team can see every danger and plan together openly.
-
cooperative survival + hidden identity
drafted
not checked yet
The team tries to survive, but some players secretly hold a hidden role.
-
cooperative survival + deduction
drafted
not checked yet
The team survives by working out hidden facts together.
-
cooperative survival + bluffing
drafted
not checked yet
Players on the same team can bluff, which makes trust harder.
-
shared objective + full information
drafted
not checked yet
The team sees everything and plans its shared goal openly.
-
shared objective + hidden hands
drafted
not checked yet
The team works towards a goal but each player's cards are secret.
-
shared objective + hidden identity
drafted
not checked yet
The team works towards a goal while some hold hidden roles.
-
shared objective + deduction
drafted
not checked yet
The shared goal is to work out a hidden answer together.
-
shared objective + bluffing
drafted
not checked yet
Players bluff while still trying to reach a shared goal.
-
hidden personal goal + hidden identity
drafted
not checked yet
Players have secret goals and secret roles at the same time.
-
hidden personal goal + deduction
drafted
not checked yet
Players try to work out each other's secret goals.
-
hidden personal goal + bluffing
drafted
not checked yet
Players bluff to hide their secret goals.
-
narrative completion + full information
drafted
not checked yet
The whole story so far is visible to everyone.
-
narrative completion + hidden hands
drafted
not checked yet
Players add to a story using secret cards.
-
narrative completion + hidden identity
drafted
not checked yet
Players tell a story while secretly playing hidden characters.
-
narrative completion + deduction
drafted
not checked yet
The story ends when players work out a hidden answer.
-
narrative completion + bluffing
drafted
not checked yet
Players can bluff about what happens in the story.
-
solo in parallel + mostly chance
drafted
not checked yet
Everyone plays their own luck side by side.
-
solo in parallel + chance with mitigation
drafted
not checked yet
Everyone faces their own luck but can plan to soften it.
-
solo in parallel + skill with luck
drafted
not checked yet
Everyone plans their own game, with a little luck.
-
solo in parallel + mostly skill
drafted
not checked yet
Everyone plans their own game with no luck.
-
direct confrontation + mostly chance
drafted
not checked yet
Fights are decided mostly by dice or cards.
-
direct confrontation + chance with mitigation
drafted
not checked yet
Fights use luck, but you can plan to improve your odds.
-
direct confrontation + skill with luck
drafted
not checked yet
Fights are mostly decided by planning, with a little luck.
-
direct confrontation + mostly skill
drafted
not checked yet
Fights are decided by planning alone.
-
indirect via board + mostly chance
drafted
not checked yet
Luck decides where you can go and what you block.
-
indirect via board + chance with mitigation
drafted
not checked yet
Luck shapes your moves, but you can plan around it.
-
indirect via board + skill with luck
drafted
not checked yet
Careful planning shapes the board, with a little luck.
-
indirect via board + mostly skill
drafted
not checked yet
Every move on the shared board is planned.
-
fully cooperative + mostly chance
drafted
not checked yet
The team plays together against luck.
-
fully cooperative + chance with mitigation
drafted
not checked yet
The team faces random events but can plan to soften them.
-
fully cooperative + skill with luck
drafted
not checked yet
The team plans together, with some random surprises.
-
fully cooperative + mostly skill
drafted
not checked yet
The team solves the game together by planning alone.
-
semi-cooperative + mostly chance
drafted
not checked yet
Players help each other, but luck decides who comes out ahead.
-
semi-cooperative + chance with mitigation
drafted
not checked yet
Luck shapes the game, but players can plan their help and their own gains.
-
semi-cooperative + skill with luck
drafted
not checked yet
Careful choices about helping and winning matter most.
-
semi-cooperative + mostly skill
drafted
not checked yet
Everything depends on choosing when to help and when to win.
-
team vs team + mostly chance
drafted
not checked yet
Two teams play, but luck decides most of the result.
-
team vs team + chance with mitigation
drafted
not checked yet
Teams face luck but can plan to soften it.
-
team vs team + skill with luck
drafted
not checked yet
Team planning matters most, with a little luck.
-
team vs team + mostly skill
drafted
not checked yet
Teams win by planning alone.
-
traitor + mostly chance
drafted
not checked yet
Luck shapes the game, which gives the traitor cover.
-
traitor + chance with mitigation
drafted
not checked yet
Luck gives the traitor some cover, but careful play can reveal them.
-
traitor + skill with luck
drafted
not checked yet
Careful play matters most, so odd moves stand out.
-
traitor + mostly skill
drafted
not checked yet
With no luck, every odd move points to the traitor.
-
solo in parallel + full information
drafted
not checked yet
Everyone plays their own game in full view of everyone else.
-
solo in parallel + hidden hands
drafted
not checked yet
Everyone plays their own game with secret cards.
-
solo in parallel + hidden identity
drafted
not checked yet
Everyone plays alone while secretly holding a hidden role.
-
solo in parallel + deduction
drafted
not checked yet
Everyone works alone to solve the same hidden puzzle.
-
solo in parallel + bluffing
drafted
not checked yet
Players play alone but can bluff about how they are doing.
-
direct confrontation + full information
drafted
not checked yet
Players fight in full view, so every attack is planned openly.
-
direct confrontation + hidden identity
drafted
not checked yet
Players attack each other without being sure who is on which side.
-
direct confrontation + deduction
drafted
not checked yet
Players work out hidden facts to choose whom to attack.
-
indirect via board + full information
drafted
not checked yet
Everyone sees the whole board, so blocks are planned openly.
-
indirect via board + hidden hands
drafted
not checked yet
Players use secret cards to change a shared board.
-
indirect via board + hidden identity
drafted
not checked yet
Players move on a shared board while secretly on hidden sides.
-
indirect via board + deduction
drafted
not checked yet
The shared board holds clues to a hidden answer.
-
indirect via board + bluffing
drafted
not checked yet
Players can move to mislead others about their plans.
-
fully cooperative + hidden identity
drafted
not checked yet
The team plays together, but a hidden role means someone is not what they seem.
-
fully cooperative + deduction
drafted
not checked yet
The team works out a hidden answer together.
-
fully cooperative + bluffing
drafted
not checked yet
Teammates can bluff, which makes trust harder inside the team.
-
semi-cooperative + full information
drafted
not checked yet
Everyone sees what others have, so helping and competing are open.
-
semi-cooperative + hidden hands
drafted
not checked yet
Players help the group while keeping their own cards secret.
-
semi-cooperative + hidden identity
drafted
not checked yet
Players help the group while secretly on hidden sides.
-
semi-cooperative + deduction
drafted
not checked yet
Players work out hidden facts that help the group and themselves.
-
semi-cooperative + bluffing
drafted
not checked yet
Players bluff about how much they are helping.
-
team vs team + full information
drafted
not checked yet
Two teams play in full view of each other.
-
team vs team + hidden hands
drafted
not checked yet
Teams play with secret cards, hinting to each other.
-
team vs team + deduction
drafted
not checked yet
Teams race to work out a hidden answer first.
-
team vs team + bluffing
drafted
not checked yet
Teams bluff each other about their plans.
-
traitor + full information
drafted
not checked yet
Everything is visible, so the traitor has to act very carefully.
-
traitor + hidden hands
drafted
not checked yet
Secret cards give the traitor places to hide.
-
traitor + deduction
drafted
not checked yet
Players work out who the traitor is from clues.
-
traitor + bluffing
drafted
not checked yet
The traitor bluffs to hide, and others bluff to trap them.
-
mostly chance + full information
drafted
not checked yet
Luck decides most things, and everyone can see what happens.
-
mostly chance + hidden hands
drafted
not checked yet
Luck decides most things, and players hold secret cards.
-
mostly chance + hidden identity
drafted
not checked yet
Luck shapes the game while players hold secret roles.
-
mostly chance + deduction
drafted
not checked yet
Random clues come out, and players try to work out a hidden answer.
-
mostly chance + bluffing
drafted
not checked yet
Luck decides results, and players bluff about what they got.
-
chance with mitigation + full information
drafted
not checked yet
Luck plays a part, but everything is visible so players can plan around it.
-
chance with mitigation + hidden hands
drafted
not checked yet
Luck plays a part, and secret cards help you soften it.
-
chance with mitigation + hidden identity
drafted
not checked yet
Luck plays a part while players hold secret roles.
-
chance with mitigation + deduction
drafted
not checked yet
Random clues appear, but players can choose which to look at.
-
chance with mitigation + bluffing
drafted
not checked yet
Luck plays a part, and players bluff about what they got.
-
skill with luck + full information
drafted
not checked yet
Planning matters most, everything is visible, and a little luck keeps it fresh.
-
skill with luck + hidden hands
drafted
not checked yet
Careful play with secret cards and a little luck.
-
skill with luck + hidden identity
drafted
not checked yet
Careful play matters, with secret roles and a little luck.
-
skill with luck + deduction
drafted
not checked yet
Careful thinking solves the puzzle, with a little luck in the clues.
-
skill with luck + bluffing
drafted
not checked yet
Clever bluffing matters most, with a little luck.
-
mostly skill + hidden hands
drafted
not checked yet
No luck, but players keep their cards secret.
-
mostly skill + hidden identity
drafted
not checked yet
No luck, so secret roles show through choices alone.
-
mostly skill + deduction
drafted
not checked yet
Solving the hidden answer depends on careful thinking alone.
-
mostly skill + bluffing
drafted
not checked yet
No luck, so winning depends on reading and fooling others.
-
model a system + roll and move
drafted
not checked yet
You roll to move through a board that copies a real system, so where you land shows how that system behaves.
-
model a system + drafting
drafted
not checked yet
You pick from cards that stand for parts of a real system, and what you take changes the system for everyone.
-
model a system + bidding
drafted
not checked yet
Players bid for parts of a real system, and prices show how scarce each part has become.
-
model a system + push your luck
drafted
not checked yet
You keep pushing a real system for more, and the board shows when it starts to break.
-
model a system + area control
drafted
not checked yet
Players hold parts of a map that works like a real system, so taking one area changes others.
-
model a system + worker placement
drafted
not checked yet
Each action space is a real job or process, and placing workers runs the system.
-
model a system + pattern building
drafted
not checked yet
Players build patterns that stand for how parts of a real system connect.
-
model a system + hand management
drafted
not checked yet
Cards in your hand are actions in a real system, and when you play them matters.
-
model a system + trick-taking
drafted
not checked yet
Each trick stands for a contest inside a real system, such as buyers and sellers.
-
model a system + negotiation
drafted
not checked yet
Players make deals inside a model of a real system, and the board shows what each deal changes.
-
model a system + set collection
drafted
not checked yet
Players collect sets that stand for parts of a real system working together.
-
model a system + tile placement
drafted
not checked yet
Players place tiles to build a map of a real system, such as fields, wells and roads.
-
model a system + race to finish
drafted
not checked yet
Players race to reach a goal inside a model of a real system.
-
model a system + most points
drafted
not checked yet
Points measure how well each player does inside a model of a real system.
-
model a system + last standing
drafted
not checked yet
Players drop out as a model of a real system squeezes them, until one is left.
-
model a system + cooperative survival
drafted
not checked yet
The team tries to keep a model of a real system from collapsing.
-
model a system + shared objective
drafted
not checked yet
The group works together to reach a target inside a model of a real system.
-
model a system + hidden personal goal
drafted
not checked yet
Each player secretly wants something different from the same real system.
-
model a system + narrative completion
drafted
not checked yet
A model of a real system unfolds as a story until it reaches its end.
-
model a system + solo in parallel
drafted
not checked yet
Each player runs their own copy of a real system side by side.
-
model a system + direct confrontation
drafted
not checked yet
Players clash inside a model of a real system, and the system shows the cost of each fight.
-
model a system + indirect via board
drafted
not checked yet
Players share a model of a real system, so one player's choices change what others can do.
-
model a system + fully cooperative
drafted
not checked yet
The whole team runs a model of a real system together.
-
model a system + semi-cooperative
drafted
not checked yet
Players share a model of a real system, helping it but also wanting their own gains.
-
model a system + team vs team
drafted
not checked yet
Two teams work inside the same model of a real system, competing for it.
-
model a system + traitor
drafted
not checked yet
The team runs a model of a real system while one player secretly harms it.
-
model a system + mostly chance
drafted
not checked yet
Random events drive a model of a real system, like weather or prices.
-
model a system + chance with mitigation
drafted
not checked yet
Random events hit a model of a real system, but players can prepare for them.
-
model a system + skill with luck
drafted
not checked yet
Careful choices drive a model of a real system, with some random events.
-
model a system + mostly skill
drafted
not checked yet
A model of a real system responds only to players' choices.
-
model a system + full information
drafted
not checked yet
Everyone can see the whole model of the real system at once.
-
model a system + hidden hands
drafted
not checked yet
Players hold secret information about a model of a real system.
-
model a system + hidden identity
drafted
not checked yet
Players act inside a model of a real system while secretly on hidden sides.
-
model a system + deduction
drafted
not checked yet
Players work out how a hidden system works from what they see it do.
-
model a system + bluffing
drafted
not checked yet
Players can mislead each other about the state of a shared system.
-
stakeholder roles + roll and move
drafted
not checked yet
Each player plays a real group, and rolls decide what happens to that group on its journey.
-
stakeholder roles + drafting
drafted
not checked yet
Each player plays a real group and picks what that group needs from a shared pool.
-
stakeholder roles + bidding
drafted
not checked yet
Each player plays a real group and bids for what that group wants most.
-
stakeholder roles + push your luck
drafted
not checked yet
Each player plays a real group deciding how much risk it can afford.
-
stakeholder roles + area control
drafted
not checked yet
Each player plays a real group claiming land or space.
-
stakeholder roles + worker placement
drafted
not checked yet
Each player plays a real group, sending people to do the jobs that group needs.
-
stakeholder roles + pattern building
drafted
not checked yet
Each player plays a real group building what it needs.
-
stakeholder roles + hand management
drafted
not checked yet
Each player plays a real group with its own cards for what it can do.
-
stakeholder roles + trick-taking
drafted
not checked yet
Each player plays a real group, and tricks stand for who gets their way.
-
stakeholder roles + negotiation
drafted
not checked yet
Each player plays a real group and makes deals with the others.
-
stakeholder roles + set collection
drafted
not checked yet
Each player plays a real group collecting what it needs.
-
stakeholder roles + tile placement
drafted
not checked yet
Each player plays a real group shaping a shared map.
-
stakeholder roles + race to finish
drafted
not checked yet
Each player plays a real group racing to meet its goal first.
-
stakeholder roles + most points
drafted
not checked yet
Each player plays a real group, and points measure how well it does.
-
stakeholder roles + last standing
drafted
not checked yet
Real groups drop out one by one until one is left.
-
stakeholder roles + cooperative survival
drafted
not checked yet
Players play different real groups who keep something going together.
-
stakeholder roles + shared objective
drafted
not checked yet
Different real groups work towards one goal.
-
stakeholder roles + hidden personal goal
drafted
not checked yet
Each player plays a real group with a goal it keeps to itself.
-
stakeholder roles + narrative completion
drafted
not checked yet
Different real groups add their side to a shared story.
-
stakeholder roles + solo in parallel
drafted
not checked yet
Each player plays a real group, side by side, without affecting each other.
-
stakeholder roles + direct confrontation
drafted
not checked yet
Real groups clash openly over what they need.
-
stakeholder roles + indirect via board
drafted
not checked yet
Real groups share a board, so each one's choices change what others can do.
-
stakeholder roles + fully cooperative
drafted
not checked yet
Players play different real groups who all win or lose together.
-
stakeholder roles + semi-cooperative
drafted
not checked yet
Real groups help each other but each also wants to come out ahead.
-
stakeholder roles + team vs team
drafted
not checked yet
Groups form two sides and compete.
-
stakeholder roles + traitor
drafted
not checked yet
Players play real groups, and one of them is secretly working against the rest.
-
stakeholder roles + mostly chance
drafted
not checked yet
Players play real groups, and luck decides what happens to them.
-
stakeholder roles + chance with mitigation
drafted
not checked yet
Real groups face random events but can prepare in their own ways.
-
stakeholder roles + skill with luck
drafted
not checked yet
Real groups act mostly by choice, with a little luck.
-
stakeholder roles + mostly skill
drafted
not checked yet
Real groups act by choice alone.
-
stakeholder roles + full information
drafted
not checked yet
Every group knows what every other group has and needs.
-
stakeholder roles + hidden hands
drafted
not checked yet
Each group keeps what it has to itself.
-
stakeholder roles + hidden identity
drafted
not checked yet
Players do not know which real group each other player is playing.
-
stakeholder roles + deduction
drafted
not checked yet
Players work out what each real group wants from what it does.
-
stakeholder roles + bluffing
drafted
not checked yet
Real groups can mislead each other about what they need.
-
shared resource + roll and move
drafted
not checked yet
Players move around a board, taking from one shared resource as they go.
-
shared resource + drafting
drafted
not checked yet
Players pick from a shared pool that does not refill quickly.
-
shared resource + bidding
drafted
not checked yet
Players bid for portions of a shared resource.
-
shared resource + push your luck
drafted
not checked yet
Players keep taking from a shared resource, and taking too much can make it collapse for everyone.
-
shared resource + area control
drafted
not checked yet
Players claim parts of a shared resource, like stretches of a river.
-
shared resource + worker placement
drafted
not checked yet
Players send workers to draw from a shared resource.
-
shared resource + pattern building
drafted
not checked yet
Players use pieces from a shared supply to build their own patterns.
-
shared resource + hand management
drafted
not checked yet
Players decide when to play cards that draw from a shared resource.
-
shared resource + trick-taking
drafted
not checked yet
Winning tricks lets you draw from a shared resource.
-
shared resource + negotiation
drafted
not checked yet
Players agree how to share a limited resource.
-
shared resource + set collection
drafted
not checked yet
Players collect from a shared resource to complete sets.
-
shared resource + tile placement
drafted
not checked yet
Players place tiles that use up parts of a shared resource.
-
shared resource + race to finish
drafted
not checked yet
Players race to a goal while drawing from a shared resource.
-
shared resource + most points
drafted
not checked yet
Players score points by taking from a shared resource.
-
shared resource + last standing
drafted
not checked yet
Players who cannot get enough from a shared resource drop out.
-
shared resource + cooperative survival
drafted
not checked yet
The team has to keep a shared resource from running out.
-
shared resource + shared objective
drafted
not checked yet
The group works together to keep a shared resource healthy.
-
shared resource + hidden personal goal
drafted
not checked yet
Players draw from a shared resource, each secretly needing a different amount.
-
shared resource + narrative completion
drafted
not checked yet
The story follows a shared resource from plenty to its end or its recovery.
-
shared resource + solo in parallel
drafted
not checked yet
Each player draws from the same resource but plays alone.
-
shared resource + direct confrontation
drafted
not checked yet
Players fight each other over a shared resource.
-
shared resource + indirect via board
drafted
not checked yet
What one player takes leaves less for the next.
-
shared resource + fully cooperative
drafted
not checked yet
The whole team manages one shared resource together.
-
shared resource + semi-cooperative
drafted
not checked yet
Players share a resource but each also wants the most for themselves.
-
shared resource + team vs team
drafted
not checked yet
Two teams draw from the same resource.
-
shared resource + traitor
drafted
not checked yet
The team shares a resource while one player secretly takes too much.
-
shared resource + mostly chance
drafted
not checked yet
Random events decide how much of the shared resource comes back each round.
-
shared resource + chance with mitigation
drafted
not checked yet
The resource changes at random, but players can save for poor rounds.
-
shared resource + skill with luck
drafted
not checked yet
Careful use of the shared resource matters most, with some random change.
-
shared resource + mostly skill
drafted
not checked yet
The shared resource changes only because of what players take.
-
shared resource + full information
drafted
not checked yet
Everyone can see exactly how much of the shared resource is left.
-
shared resource + hidden hands
drafted
not checked yet
Players keep what they have taken from the shared resource secret.
-
shared resource + hidden identity
drafted
not checked yet
Players share a resource while secretly on hidden sides.
-
shared resource + deduction
drafted
not checked yet
Players work out how much of a hidden resource is left from clues.
-
shared resource + bluffing
drafted
not checked yet
Players can claim to take less than they do.
-
delayed effects + roll and move
drafted
not checked yet
You roll to move, and some spaces you land on now cause events several turns later.
-
delayed effects + drafting
drafted
not checked yet
Cards you pick now only take effect a few rounds later.
-
delayed effects + bidding
drafted
not checked yet
What you win in an auction pays off, or costs you, only later.
-
delayed effects + push your luck
drafted
not checked yet
Pushing your luck now builds up risk that arrives later.
-
delayed effects + area control
drafted
not checked yet
Taking an area now changes what that area produces several rounds later.
-
delayed effects + worker placement
drafted
not checked yet
Workers placed now finish their jobs in later rounds.
-
delayed effects + pattern building
drafted
not checked yet
The pattern you build only shows its full effect a few rounds later.
-
delayed effects + hand management
drafted
not checked yet
Cards you play now set off effects in later rounds.
-
delayed effects + trick-taking
drafted
not checked yet
Tricks you win now bring rewards or costs in later hands.
-
delayed effects + negotiation
drafted
not checked yet
Deals made now only come due later.
-
delayed effects + set collection
drafted
not checked yet
Sets you collect now pay out only after a few rounds.
-
delayed effects + tile placement
drafted
not checked yet
Tiles you place now change the board later, as things grow or wear out.
-
delayed effects + race to finish
drafted
not checked yet
Choices made early in the race speed you up or slow you down near the end.
-
delayed effects + most points
drafted
not checked yet
Points from many choices only arrive at the end.
-
delayed effects + last standing
drafted
not checked yet
Choices made early decide who drops out later.
-
delayed effects + cooperative survival
drafted
not checked yet
The team's early choices decide whether it survives later.
-
delayed effects + shared objective
drafted
not checked yet
The group's shared goal depends on choices whose effects come later.
-
delayed effects + hidden personal goal
drafted
not checked yet
Your secret goal depends on effects that only show later.
-
delayed effects + narrative completion
drafted
not checked yet
The story shows the late results of choices made early.
-
delayed effects + solo in parallel
drafted
not checked yet
Each player sees the late effects of their own choices side by side.
-
delayed effects + direct confrontation
drafted
not checked yet
Attacks made now do their damage later.
-
delayed effects + indirect via board
drafted
not checked yet
One player's choices change the board for others several rounds later.
-
delayed effects + fully cooperative
drafted
not checked yet
The team plans together for effects that arrive later.
-
delayed effects + semi-cooperative
drafted
not checked yet
Selfish choices now harm the group later.
-
delayed effects + team vs team
drafted
not checked yet
Each team's early choices decide how it does later.
-
delayed effects + traitor
drafted
not checked yet
The traitor's choices only cause trouble later, so they are hard to spot.
-
delayed effects + mostly chance
drafted
not checked yet
Random events arrive later from causes players cannot see.
-
delayed effects + chance with mitigation
drafted
not checked yet
Later events are partly random, but players can prepare now.
-
delayed effects + skill with luck
drafted
not checked yet
Careful choices now shape later rounds, with a little chance.
-
delayed effects + mostly skill
drafted
not checked yet
Later rounds follow from earlier choices with no luck.
-
delayed effects + full information
drafted
not checked yet
Everyone can see what effects are on their way.
-
delayed effects + hidden hands
drafted
not checked yet
Players hold secret cards whose effects arrive later.
-
delayed effects + hidden identity
drafted
not checked yet
Hidden roles show themselves through effects that arrive later.
-
delayed effects + deduction
drafted
not checked yet
Players work out what caused an effect from clues left earlier.
-
delayed effects + bluffing
drafted
not checked yet
Players can pretend a later effect is coming when it is not.
-
try a rule + roll and move
drafted
not checked yet
Players agree a new rule, then roll and move to see what it changes.
-
try a rule + drafting
drafted
not checked yet
Players agree a rule about picking, then see who it helps.
-
try a rule + bidding
drafted
not checked yet
Players agree a rule for the auction, such as a price limit, and see what it changes.
-
try a rule + push your luck
drafted
not checked yet
Players agree a rule limiting how far anyone can push.
-
try a rule + area control
drafted
not checked yet
Players agree a rule about how land is shared, then play on.
-
try a rule + worker placement
drafted
not checked yet
Players agree a rule about who can use which action spaces.
-
try a rule + pattern building
drafted
not checked yet
Players agree a rule about which pieces can be used, then see what changes.
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try a rule + hand management
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Players agree a rule about when cards can be played.
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try a rule + trick-taking
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Players agree a new rule for tricks and see how play changes.
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try a rule + negotiation
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Players negotiate a new rule, then live with it.
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try a rule + set collection
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Players agree a rule about sharing cards, then see who benefits.
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try a rule + tile placement
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Players agree a rule about where tiles can go, then build.
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try a rule + race to finish
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Players agree a rule that changes the race, then see who it helps.
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try a rule + most points
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Players agree a rule that changes scoring, then compare results.
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try a rule + last standing
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Players agree a rule meant to keep more people in, then see if it works.
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try a rule + cooperative survival
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The team agrees a rule to help everyone survive, then tests it.
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try a rule + shared objective
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The group agrees a rule to reach its goal and tests it.
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try a rule + hidden personal goal
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Players agree a rule while each has a secret reason to want it.
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try a rule + narrative completion
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The story changes after players agree a new rule.
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try a rule + solo in parallel
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Each player tests a different rule side by side.
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try a rule + direct confrontation
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Players agree a rule to limit fighting, then see if it holds.
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try a rule + indirect via board
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Players agree a rule that changes how moves affect each other.
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try a rule + fully cooperative
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The team agrees and tests rules together.
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try a rule + semi-cooperative
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Players agree a rule that helps the group but may cost each player.
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try a rule + team vs team
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Each team proposes a rule, and both are tested.
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try a rule + traitor
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Players agree a rule while a traitor tries to make it fail.
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try a rule + mostly chance
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Players test a rule, but luck makes its effect hard to see.
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try a rule + chance with mitigation
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Players test a rule meant to soften unlucky events.
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try a rule + skill with luck
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Players test a rule where choices matter most.
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try a rule + mostly skill
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Players test a rule with no luck, so its effect is easy to see.
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try a rule + full information
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Everyone sees exactly what the new rule changes.
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try a rule + hidden hands
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Players test a rule while keeping their own position secret.
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try a rule + hidden identity
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Players test a rule while secretly on hidden sides.
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try a rule + deduction
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Players work out a hidden rule from what happens when they play.
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try a rule + bluffing
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Players can pretend to follow a rule while breaking it.
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debrief + roll and move
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After a simple race of rolls, players talk about what the game was like and what it means.
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debrief + drafting
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After play, players talk about why they picked what they picked.
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debrief + bidding
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After play, players talk about how they decided what things were worth.
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debrief + push your luck
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After play, players talk about when they chose to stop and why.
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debrief + area control
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After play, players talk about who held what and how that felt.
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debrief + worker placement
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After play, players talk about where they sent workers and why.
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debrief + pattern building
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After play, players compare patterns and what they were aiming for.
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debrief + hand management
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After play, players talk about when they played their cards.
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debrief + trick-taking
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After play, players talk about how tricks were won and lost.
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debrief + negotiation
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After play, players talk about the deals they made and broke.
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debrief + set collection
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After play, players talk about what they collected and why.
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debrief + tile placement
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After play, players look at the map they built together and talk about it.
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debrief + race to finish
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After the race, players talk about what helped and slowed them.
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debrief + most points
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After play, players talk about how points were earned.
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debrief + last standing
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After play, players talk about why people dropped out.
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debrief + cooperative survival
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After play, the team talks about what kept it going or made it fail.
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debrief + shared objective
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After play, the group talks about how it reached its goal.
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debrief + hidden personal goal
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After play, players reveal their secret goals and talk about them.
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debrief + narrative completion
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After play, players retell the story and compare it with real life.
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debrief + solo in parallel
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After play, players compare what each of them did.
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debrief + direct confrontation
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After play, players talk about the fights and how they felt.
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debrief + indirect via board
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After play, players talk about how their moves affected each other.
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debrief + fully cooperative
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After play, the team talks about how it worked together.
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debrief + semi-cooperative
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After play, players talk about when they helped and when they did not.
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debrief + team vs team
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After play, both teams talk about their plans.
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debrief + traitor
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After play, the traitor is revealed and everyone talks about the clues.
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debrief + mostly chance
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After play, players talk about how much was luck.
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debrief + chance with mitigation
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After play, players talk about how they handled luck.
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debrief + skill with luck
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After play, players talk about their choices and a few lucky moments.
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debrief + mostly skill
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After play, players talk through every choice.
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debrief + full information
drafted
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After play, players look back at the whole board together.
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debrief + hidden hands
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After play, players reveal their cards and talk about them.
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debrief + hidden identity
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After play, players reveal roles and talk about what they suspected.
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debrief + deduction
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After play, players talk about how they reasoned.
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debrief + bluffing
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After play, players admit their bluffs and talk about trust.
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model a system + stakeholder roles
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Each player plays a real group inside a model of the system those groups share.
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model a system + shared resource
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The model shows one shared resource and how everyone's use changes it.
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model a system + delayed effects
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The model shows how choices now change the system later.
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model a system + try a rule
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Players change a rule of the model and watch how the system responds.
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model a system + debrief
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After playing in the model, players compare it with the real system.
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stakeholder roles + shared resource
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Different real groups share one limited resource.
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stakeholder roles + delayed effects
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Each group's choices affect other groups later.
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stakeholder roles + try a rule
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Groups propose and test a rule from their own point of view.
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stakeholder roles + debrief
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After play, players talk about what it was like to be their group.
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shared resource + delayed effects
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Taking from the shared resource now shows its effect later.
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shared resource + try a rule
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Players agree a rule for sharing the resource and see if it holds.
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shared resource + debrief
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After play, players talk about why the resource lasted or ran out.
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delayed effects + try a rule
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Players test a rule whose effect only shows later.
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delayed effects + debrief
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After play, players trace late effects back to earlier choices.
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try a rule + debrief
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After play, players talk about whether the rule they tried did what they hoped.