Pairs
all curated drafted nobody has checked yet
2058 entries, in the order the knowledge base holds them.
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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
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The team pushes its luck, but a hidden traitor wants it to go too far.
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area control + solo in parallel
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Each player builds up their own areas without fighting over the same ground.
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area control + fully cooperative
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The team works together to hold areas against the game itself.
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area control + semi-cooperative
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Players hold areas together against a threat, but each wants the most land.
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area control + team vs team
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Two teams fight to hold the most areas on a shared map.
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area control + traitor
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The team defends areas, but a hidden traitor lets them fall.
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worker placement + indirect via board
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Placing a worker on a space blocks others from using it that round.
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worker placement + semi-cooperative
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Players place workers to help a group goal but also to get ahead.
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worker placement + team vs team
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Teams place workers to beat the other team to key actions.
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worker placement + traitor
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The team places workers, but a traitor places them badly on purpose.
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pattern building + solo in parallel
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Everyone builds their own pattern at the same time.
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pattern building + direct confrontation
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Players can spoil each other's patterns while building their own.
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pattern building + indirect via board
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Players build patterns on a shared board, and one player's pattern can block another's.
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pattern building + fully cooperative
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The team builds one pattern together.
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pattern building + semi-cooperative
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Players build a shared pattern, but each wants their own part to score most.
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pattern building + team vs team
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Each team builds its own pattern, racing or competing with the other team.
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pattern building + traitor
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The team builds a pattern, but a hidden traitor tries to spoil it.
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hand management + solo in parallel
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Everyone plays cards from their own hand towards their own goal.
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hand management + direct confrontation
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Players use cards to attack each other or defend themselves.
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hand management + indirect via board
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Cards you play change the board in ways that get in others' way.
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hand management + semi-cooperative
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Players play cards to help the group but keep some for themselves.
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hand management + team vs team
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Team members plan which cards to play against the other team.
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hand management + traitor
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Players play cards for the team, but a traitor holds back or plays to hurt.
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trick-taking + solo in parallel
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Each player tries to win tricks for their own score.
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trick-taking + direct confrontation
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Winning tricks lets you attack other players or take their points.
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trick-taking + indirect via board
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Tricks you win change a shared board in ways that affect others.
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trick-taking + semi-cooperative
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Players sometimes help each other win tricks but each wants the top score.
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trick-taking + traitor
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The team tries to win tricks together, but one player is secretly losing them on purpose.
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negotiation + solo in parallel
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Players make trades now and then but mostly work on their own goals.
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negotiation + indirect via board
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Players make deals about the board, agreeing who goes where.
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negotiation + semi-cooperative
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Players have to agree on helping the group while each tries to come out ahead.
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negotiation + team vs team
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Each team agrees plans inside and makes deals with the other team.
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negotiation + traitor
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Players make deals as a team while one secretly works against them.
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set collection + solo in parallel
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Everyone collects their own sets at the same time.
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set collection + direct confrontation
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Players can steal cards from each other's sets.
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set collection + indirect via board
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Taking a card someone needs is the main way to get in their way.
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set collection + fully cooperative
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The team collects sets together.
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set collection + semi-cooperative
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Players collect sets for the group but also want the biggest set for themselves.
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set collection + team vs team
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Teams race to collect sets before the other team.
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set collection + traitor
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The team collects sets, but a traitor quietly keeps cards the team needs.
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tile placement + solo in parallel
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Everyone builds their own map or area with tiles.
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tile placement + direct confrontation
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Players place tiles to cut off or attack each other's areas.
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tile placement + indirect via board
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Players build a shared map, and each tile changes what others can do.
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tile placement + fully cooperative
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The team builds one map together towards a shared goal.
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tile placement + semi-cooperative
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Players build a shared map but each wants their own part to score most.
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tile placement + team vs team
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Teams place tiles to build their own areas or block the other team.
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tile placement + traitor
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The team builds a map, but a traitor places tiles that quietly cause trouble.
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roll and move + mostly chance
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The dice decide almost everything: how far you go and what happens when you land.
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roll and move + chance with mitigation
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You roll to move, but you have ways to change or reroll a poor result.
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roll and move + skill with luck
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You choose where to go, and a dice roll only nudges the result a little.
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roll and move + mostly skill
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You choose how far to move from a fixed set of options, with little luck involved.
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drafting + mostly chance
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Cards come out at random and you pick quickly, so luck shapes most of what you get.
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drafting + chance with mitigation
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Cards come out at random, but you can swap or discard to fix a weak pick.
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drafting + mostly skill
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Everyone sees all the cards and picks carefully, so planning decides the game.
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bidding + mostly chance
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Prizes are revealed at random and bids are quick, so luck shapes the result.
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bidding + chance with mitigation
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Prizes come out at random, but you can save money or pass to wait for a later prize.
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bidding + skill with luck
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Careful bidding matters most, with a little luck in what comes up for auction.
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bidding + mostly skill
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Everyone knows what is for sale and bids carefully; reading others decides the game.
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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.
-
try a rule + hand management
drafted
not checked yet
Players agree a rule about when cards can be played.
-
try a rule + trick-taking
drafted
not checked yet
Players agree a new rule for tricks and see how play changes.
-
try a rule + negotiation
drafted
not checked yet
Players negotiate a new rule, then live with it.
-
try a rule + set collection
drafted
not checked yet
Players agree a rule about sharing cards, then see who benefits.
-
try a rule + tile placement
drafted
not checked yet
Players agree a rule about where tiles can go, then build.
-
try a rule + race to finish
drafted
not checked yet
Players agree a rule that changes the race, then see who it helps.
-
try a rule + most points
drafted
not checked yet
Players agree a rule that changes scoring, then compare results.
-
try a rule + last standing
drafted
not checked yet
Players agree a rule meant to keep more people in, then see if it works.
-
try a rule + cooperative survival
drafted
not checked yet
The team agrees a rule to help everyone survive, then tests it.
-
try a rule + shared objective
drafted
not checked yet
The group agrees a rule to reach its goal and tests it.
-
try a rule + hidden personal goal
drafted
not checked yet
Players agree a rule while each has a secret reason to want it.
-
try a rule + narrative completion
drafted
not checked yet
The story changes after players agree a new rule.
-
try a rule + solo in parallel
drafted
not checked yet
Each player tests a different rule side by side.
-
try a rule + direct confrontation
drafted
not checked yet
Players agree a rule to limit fighting, then see if it holds.
-
try a rule + indirect via board
drafted
not checked yet
Players agree a rule that changes how moves affect each other.
-
try a rule + fully cooperative
drafted
not checked yet
The team agrees and tests rules together.
-
try a rule + semi-cooperative
drafted
not checked yet
Players agree a rule that helps the group but may cost each player.
-
try a rule + team vs team
drafted
not checked yet
Each team proposes a rule, and both are tested.
-
try a rule + traitor
drafted
not checked yet
Players agree a rule while a traitor tries to make it fail.
-
try a rule + mostly chance
drafted
not checked yet
Players test a rule, but luck makes its effect hard to see.
-
try a rule + chance with mitigation
drafted
not checked yet
Players test a rule meant to soften unlucky events.
-
try a rule + skill with luck
drafted
not checked yet
Players test a rule where choices matter most.
-
try a rule + mostly skill
drafted
not checked yet
Players test a rule with no luck, so its effect is easy to see.
-
try a rule + full information
drafted
not checked yet
Everyone sees exactly what the new rule changes.
-
try a rule + hidden hands
drafted
not checked yet
Players test a rule while keeping their own position secret.
-
try a rule + hidden identity
drafted
not checked yet
Players test a rule while secretly on hidden sides.
-
try a rule + deduction
drafted
not checked yet
Players work out a hidden rule from what happens when they play.
-
try a rule + bluffing
drafted
not checked yet
Players can pretend to follow a rule while breaking it.
-
debrief + roll and move
drafted
not checked yet
After a simple race of rolls, players talk about what the game was like and what it means.
-
debrief + drafting
drafted
not checked yet
After play, players talk about why they picked what they picked.
-
debrief + bidding
drafted
not checked yet
After play, players talk about how they decided what things were worth.
-
debrief + push your luck
drafted
not checked yet
After play, players talk about when they chose to stop and why.
-
debrief + area control
drafted
not checked yet
After play, players talk about who held what and how that felt.
-
debrief + worker placement
drafted
not checked yet
After play, players talk about where they sent workers and why.
-
debrief + pattern building
drafted
not checked yet
After play, players compare patterns and what they were aiming for.
-
debrief + hand management
drafted
not checked yet
After play, players talk about when they played their cards.
-
debrief + trick-taking
drafted
not checked yet
After play, players talk about how tricks were won and lost.
-
debrief + negotiation
drafted
not checked yet
After play, players talk about the deals they made and broke.
-
debrief + set collection
drafted
not checked yet
After play, players talk about what they collected and why.
-
debrief + tile placement
drafted
not checked yet
After play, players look at the map they built together and talk about it.
-
debrief + race to finish
drafted
not checked yet
After the race, players talk about what helped and slowed them.
-
debrief + most points
drafted
not checked yet
After play, players talk about how points were earned.
-
debrief + last standing
drafted
not checked yet
After play, players talk about why people dropped out.
-
debrief + cooperative survival
drafted
not checked yet
After play, the team talks about what kept it going or made it fail.
-
debrief + shared objective
drafted
not checked yet
After play, the group talks about how it reached its goal.
-
debrief + hidden personal goal
drafted
not checked yet
After play, players reveal their secret goals and talk about them.
-
debrief + narrative completion
drafted
not checked yet
After play, players retell the story and compare it with real life.
-
debrief + solo in parallel
drafted
not checked yet
After play, players compare what each of them did.
-
debrief + direct confrontation
drafted
not checked yet
After play, players talk about the fights and how they felt.
-
debrief + indirect via board
drafted
not checked yet
After play, players talk about how their moves affected each other.
-
debrief + fully cooperative
drafted
not checked yet
After play, the team talks about how it worked together.
-
debrief + semi-cooperative
drafted
not checked yet
After play, players talk about when they helped and when they did not.
-
debrief + team vs team
drafted
not checked yet
After play, both teams talk about their plans.
-
debrief + traitor
drafted
not checked yet
After play, the traitor is revealed and everyone talks about the clues.
-
debrief + mostly chance
drafted
not checked yet
After play, players talk about how much was luck.
-
debrief + chance with mitigation
drafted
not checked yet
After play, players talk about how they handled luck.
-
debrief + skill with luck
drafted
not checked yet
After play, players talk about their choices and a few lucky moments.
-
debrief + mostly skill
drafted
not checked yet
After play, players talk through every choice.
-
debrief + full information
drafted
not checked yet
After play, players look back at the whole board together.
-
debrief + hidden hands
drafted
not checked yet
After play, players reveal their cards and talk about them.
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debrief + hidden identity
drafted
not checked yet
After play, players reveal roles and talk about what they suspected.
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debrief + deduction
drafted
not checked yet
After play, players talk about how they reasoned.
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debrief + bluffing
drafted
not checked yet
After play, players admit their bluffs and talk about trust.
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model a system + stakeholder roles
drafted
not checked yet
Each player plays a real group inside a model of the system those groups share.
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model a system + shared resource
drafted
not checked yet
The model shows one shared resource and how everyone's use changes it.
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model a system + delayed effects
drafted
not checked yet
The model shows how choices now change the system later.
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model a system + try a rule
drafted
not checked yet
Players change a rule of the model and watch how the system responds.
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model a system + debrief
drafted
not checked yet
After playing in the model, players compare it with the real system.
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stakeholder roles + shared resource
drafted
not checked yet
Different real groups share one limited resource.
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stakeholder roles + delayed effects
drafted
not checked yet
Each group's choices affect other groups later.
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stakeholder roles + try a rule
drafted
not checked yet
Groups propose and test a rule from their own point of view.
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stakeholder roles + debrief
drafted
not checked yet
After play, players talk about what it was like to be their group.
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shared resource + delayed effects
drafted
not checked yet
Taking from the shared resource now shows its effect later.
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shared resource + try a rule
drafted
not checked yet
Players agree a rule for sharing the resource and see if it holds.
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shared resource + debrief
drafted
not checked yet
After play, players talk about why the resource lasted or ran out.
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delayed effects + try a rule
drafted
not checked yet
Players test a rule whose effect only shows later.
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delayed effects + debrief
drafted
not checked yet
After play, players trace late effects back to earlier choices.
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try a rule + debrief
drafted
not checked yet
After play, players talk about whether the rule they tried did what they hoped.
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call and response + roll and move
drafted
not checked yet
You roll to move, and the space you land on asks you to answer the last player's word or move.
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call and response + drafting
drafted
not checked yet
You pick a card from a shared row and use it to answer what the last player did.
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call and response + bidding
drafted
not checked yet
Players bid for the right to answer next, so the answer itself has a price.
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call and response + push your luck
drafted
not checked yet
You keep adding answers to the chain, but one that does not fit can break it.
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call and response + area control
drafted
not checked yet
Each move answers the last one, and the answers decide who holds each area.
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call and response + worker placement
drafted
not checked yet
Placing a worker answers the last placement, so each action reacts to someone else's.
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call and response + pattern building
drafted
not checked yet
Each player adds a piece that answers the shape the last player made, and a shared pattern grows.
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call and response + hand management
drafted
not checked yet
You keep cards in your hand and choose which one answers the last card played.
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call and response + trick-taking
drafted
not checked yet
Each card played answers the card that led the trick, as in following suit.
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call and response + negotiation
drafted
not checked yet
Every offer answers the last offer, so deals build up like a conversation.
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call and response + set collection
drafted
not checked yet
You answer the last card played with one from the same set, and the sets build up.
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call and response + tile placement
drafted
not checked yet
Each tile answers the last tile, so the map grows as a chain of replies.
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call and response + playing in silence
drafted
not checked yet
Players answer each other only by what they play, with no words at all.
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call and response + change the rules
drafted
not checked yet
A player can answer the last move by changing a rule, and the next player answers that change.
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call and response + race to finish
drafted
not checked yet
Each answer moves you forward, and the first to reach the end wins.
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call and response + most points
drafted
not checked yet
Answers earn points, and whoever scores the most wins.
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call and response + last standing
drafted
not checked yet
A player who cannot answer the last move is out, until one remains.
-
call and response + cooperative survival
drafted
not checked yet
Everyone answers each other to keep the chain going, and the group loses if it breaks.
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call and response + shared objective
drafted
not checked yet
Players answer each other to build one thing together, such as a story or a picture.
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call and response + hidden personal goal
drafted
not checked yet
Each player answers the chain while steering it towards a secret aim of their own.
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call and response + narrative completion
drafted
not checked yet
Players answer each other line by line until the story reaches an ending.
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call and response + no objective
drafted
not checked yet
Players answer each other with no winner, and simply stop when the chain feels done.
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call and response + set your own goal
drafted
not checked yet
Players answer each other, and each decides afterwards what a satisfying chain was for them.
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call and response + one loser
drafted
not checked yet
The chain goes on until one player cannot answer, and only that player loses.
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call and response + solo in parallel
drafted
not checked yet
Each player answers a shared prompt on their own, and the answers are compared at the end.
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call and response + direct confrontation
drafted
not checked yet
Each answer is aimed at the last player, trying to top or undo what they did.
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call and response + indirect via board
drafted
not checked yet
Players answer each other through moves on the board rather than by speaking.
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call and response + fully cooperative
drafted
not checked yet
All players answer each other to keep one chain going against the game.
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call and response + semi-cooperative
drafted
not checked yet
Players keep a shared chain going, but each answer also helps the one who gives it.
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call and response + team vs team
drafted
not checked yet
Teams take turns answering each other, back and forth across the table.
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call and response + traitor
drafted
not checked yet
Players answer each other, but one player's answers quietly push the chain off course.
-
call and response + playing by letter
drafted
not checked yet
Players answer each other by letter, so each reply arrives days after the last.
-
call and response + absent player
drafted
not checked yet
Players answer moves left by someone not at the table, such as a player from an earlier game.
-
call and response + mostly chance
drafted
not checked yet
A draw or roll gives each player the word or move they have to answer with.
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call and response + chance with mitigation
drafted
not checked yet
A draw gives you something to answer with, but you can swap or change it to fit.
-
call and response + skill with luck
drafted
not checked yet
Answers depend on how well you read the last move, with a small draw adding surprise.
-
call and response + mostly skill
drafted
not checked yet
How well you answer depends only on how well you read the last move.
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call and response + chance read as a sign
drafted
not checked yet
A thrown die or drawn card is read as a sign, and players answer what the sign seems to say.
-
call and response + attunement
drafted
not checked yet
Players answer each other by sensing when and how the others will respond.
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call and response + full information
drafted
not checked yet
Every answer is on the table, so everyone can see the whole chain.
-
call and response + hidden hands
drafted
not checked yet
Players answer from cards nobody else can see, so each answer is a small reveal.
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call and response + hidden identity
drafted
not checked yet
Players answer each other while some hide who they really are.
-
call and response + deduction
drafted
not checked yet
Each answer gives a clue, and players work out a hidden fact from the chain.
-
call and response + bluffing
drafted
not checked yet
Players answer with claims that may not be true, and the next player can doubt them.
-
call and response + rules you discover
drafted
not checked yet
One player knows a secret rule about which answers count, and others learn it by answering.
-
call and response + one knows, cannot say
drafted
not checked yet
One player knows the answer and can only reply with hints, while others answer the hints.
-
call and response + model a system
drafted
not checked yet
Each player's move answers the last change in a model of a real system.
-
call and response + stakeholder roles
drafted
not checked yet
Each player answers the last move as their role would, such as a farmer answering a factory.
-
call and response + shared resource
drafted
not checked yet
Each player answers the last player's use of a shared resource with their own use of it.
-
call and response + delayed effects
drafted
not checked yet
Each answer shows its effect only some turns later, so players answer what they cannot yet see.
-
call and response + try a rule
drafted
not checked yet
Players answer a new rule with moves that test it, and the next player answers the result.
-
call and response + debrief
drafted
not checked yet
Afterwards, players trace the chain of answers and talk about why each one followed.
-
call and response + irreversible change
drafted
not checked yet
Each answer is written into the game permanently, so the next game starts from the chain you left.
-
call and response + real-time span
drafted
not checked yet
Players answer each other once a day or once a week, so the chain grows slowly.
-
playing in silence + roll and move
drafted
not checked yet
Players roll and move without speaking, so nobody can plan out loud.
-
playing in silence + drafting
drafted
not checked yet
Players pick from a shared row without speaking, reading each other only from what they take.
-
playing in silence + bidding
drafted
not checked yet
Players bid without words, by placing coins or cards, so nobody can talk up a price.
-
playing in silence + push your luck
drafted
not checked yet
Players decide in silence whether to keep going or stop, with no one to egg them on.
-
playing in silence + area control
drafted
not checked yet
Players take areas on the map without discussing it, so every move is a silent claim.
-
playing in silence + worker placement
drafted
not checked yet
Players place workers without speaking, reading plans only from the board.
-
playing in silence + pattern building
drafted
not checked yet
Players build their patterns in silence, side by side.
-
playing in silence + hand management
drafted
not checked yet
Players manage hidden hands without speaking, so the only clues are cards played.
-
playing in silence + trick-taking
drafted
not checked yet
Players take tricks without table talk, as many card traditions require.
-
playing in silence + negotiation
drafted
not checked yet
Players negotiate without words, by offering and pushing back pieces.
-
playing in silence + set collection
drafted
not checked yet
Players collect sets in silence, so nobody can ask for what they need.
-
playing in silence + tile placement
drafted
not checked yet
Players place tiles without speaking, building one board from silent choices.
-
playing in silence + change the rules
drafted
not checked yet
Players change the rules without speaking, so others work out each change from what happens.
-
playing in silence + race to finish
drafted
not checked yet
Players race without speaking, focused only on their own moves.
-
playing in silence + most points
drafted
not checked yet
Players score points without talking, so each choice is made alone.
-
playing in silence + last standing
drafted
not checked yet
Players knock each other out without words, so each attack comes as a surprise.
-
playing in silence + cooperative survival
drafted
not checked yet
The group tries to survive together without speaking.
-
playing in silence + shared objective
drafted
not checked yet
Players work towards one goal without speaking, guessing what others plan.
-
playing in silence + hidden personal goal
drafted
not checked yet
Each player chases a secret goal in silence, so the only clues are moves.
-
playing in silence + narrative completion
drafted
not checked yet
A story is told only through moves and pieces, with no spoken words.
-
playing in silence + no objective
drafted
not checked yet
Players play in silence with no winner, and stop when it feels done.
-
playing in silence + set your own goal
drafted
not checked yet
Each player sets their own aim and plays towards it without speaking.
-
playing in silence + one loser
drafted
not checked yet
Players play in silence until one of them loses.
-
playing in silence + solo in parallel
drafted
not checked yet
Each player plays their own game in silence, side by side.
-
playing in silence + direct confrontation
drafted
not checked yet
Players attack each other without words, so every attack lands without warning.
-
playing in silence + indirect via board
drafted
not checked yet
Players affect each other only through the board, and never speak.
-
playing in silence + fully cooperative
drafted
not checked yet
The whole group works against the game without speaking.
-
playing in silence + semi-cooperative
drafted
not checked yet
Players cooperate in silence while each keeps a private aim.
-
playing in silence + team vs team
drafted
not checked yet
Teams play without speaking, so teammates read each other only from moves.
-
playing in silence + traitor
drafted
not checked yet
A traitor hides among silent players, so suspicion comes only from moves.
-
playing in silence + playing by letter
drafted
not checked yet
Players send moves by post with no words attached, only the move itself.
-
playing in silence + absent player
drafted
not checked yet
Players play alongside an absent player who gives no words, only moves left behind.
-
playing in silence + mostly chance
drafted
not checked yet
Players roll and draw without speaking, so chance does all the talking.
-
playing in silence + chance with mitigation
drafted
not checked yet
Players soften unlucky draws in silence, choosing alone how to fix a poor draw.
-
playing in silence + skill with luck
drafted
not checked yet
Skilled play in silence with a little luck mixed in.
-
playing in silence + mostly skill
drafted
not checked yet
Pure thinking with no talking, as in a quiet game of chess.
-
playing in silence + chance read as a sign
drafted
not checked yet
Players throw dice or draw cards in silence and each reads the sign alone.
-
playing in silence + attunement
drafted
not checked yet
Players act without speaking, sensing the moment the others will move.
-
playing in silence + full information
drafted
not checked yet
Everything is visible, and nobody speaks, so players read the board instead of each other.
-
playing in silence + hidden hands
drafted
not checked yet
Players hold hidden cards and cannot talk, so timing and choices are the only clues.
-
playing in silence + hidden identity
drafted
not checked yet
Players hide their roles without speaking, so only actions give them away.
-
playing in silence + deduction
drafted
not checked yet
Players work out hidden facts in silence, from what others do.
-
playing in silence + bluffing
drafted
not checked yet
Players bluff without words, only through what they play and how.
-
playing in silence + rules you discover
drafted
not checked yet
Players find a secret rule in silence, learning only from which moves are refused.
-
playing in silence + one knows, cannot say
drafted
not checked yet
One player knows the answer, nobody may speak, and hints come only as moves or pictures.
-
playing in silence + model a system
drafted
not checked yet
Players act in a model of a real system without speaking, as people often do in real life.
-
playing in silence + stakeholder roles
drafted
not checked yet
Each role acts without speaking, showing its side only through choices.
-
playing in silence + shared resource
drafted
not checked yet
Players take from a shared resource without talking, so nobody can agree limits.
-
playing in silence + delayed effects
drafted
not checked yet
Players act in silence, and the effects come later, so nobody can explain what they planned.
-
playing in silence + try a rule
drafted
not checked yet
A new rule is tried in silence, and players work out its effect only by watching.
-
playing in silence + debrief
drafted
not checked yet
Players play in silence, then talk it all through afterwards.
-
playing in silence + irreversible change
drafted
not checked yet
Players make lasting changes to the game without speaking, so each one is a silent decision.
-
playing in silence + real-time span
drafted
not checked yet
Players make one silent move a day, with no messages between them.
-
change the rules + roll and move
drafted
not checked yet
You roll to move, and some spaces let you change a rule, such as how far a roll takes you.
-
change the rules + drafting
drafted
not checked yet
Some cards in the shared row are new rules, and picking one puts it into play.
-
change the rules + bidding
drafted
not checked yet
Players bid for the right to change a rule, so each change has a price.
-
change the rules + push your luck
drafted
not checked yet
You can keep adding rule changes on your turn, but a change that backfires costs you.
-
change the rules + area control
drafted
not checked yet
Holding an area gives you the power to change a rule, so the map decides who rewrites the game.
-
change the rules + worker placement
drafted
not checked yet
One action space lets a worker change a rule, so players compete for it.
-
change the rules + pattern building
drafted
not checked yet
Players can change what counts as a scoring pattern while they build.
-
change the rules + hand management
drafted
not checked yet
Some cards in your hand change rules, and you choose when to play them.
-
change the rules + trick-taking
drafted
not checked yet
Winning a trick lets you change a rule, such as which suit is strongest.
-
change the rules + negotiation
drafted
not checked yet
Players make deals to support or block rule changes,.
-
change the rules + set collection
drafted
not checked yet
Completing a set lets you change a rule, so collecting brings power.
-
change the rules + tile placement
drafted
not checked yet
Some tiles carry new rules, so the board grows with its own laws.
-
change the rules + race to finish
drafted
not checked yet
Players race to the end, but anyone can change the rules of the race on their turn.
-
change the rules + most points
drafted
not checked yet
Players score points and can change how points are scored,.
-
change the rules + last standing
drafted
not checked yet
Players knock each other out, and can change the rules that decide who is out.
-
change the rules + cooperative survival
drafted
not checked yet
The group survives together and can change rules to make the game easier or harder.
-
change the rules + shared objective
drafted
not checked yet
Players work towards one goal and agree changes to the rules on the way.
-
change the rules + hidden personal goal
drafted
not checked yet
Each player secretly changes rules to help a hidden aim.
-
change the rules + narrative completion
drafted
not checked yet
Changing a rule changes the story, such as a rule that lets the dead return.
-
change the rules + no objective
drafted
not checked yet
Players change the rules with no winner, just to see what the game becomes.
-
change the rules + set your own goal
drafted
not checked yet
Each player changes the rules towards what they want the game to be.
-
change the rules + one loser
drafted
not checked yet
Players change rules to avoid being the one who loses.
-
change the rules + solo in parallel
drafted
not checked yet
Each player plays alone but can change a rule that applies to everyone.
-
change the rules + direct confrontation
drafted
not checked yet
Players attack each other by changing rules against them.
-
change the rules + indirect via board
drafted
not checked yet
Rule changes work through the board, such as making one area cost more.
-
change the rules + fully cooperative
drafted
not checked yet
The group changes rules together to beat the game.
-
change the rules + semi-cooperative
drafted
not checked yet
Players change rules for the group but slip in changes that help themselves.
-
change the rules + team vs team
drafted
not checked yet
Teams take turns changing rules to help their side.
-
change the rules + traitor
drafted
not checked yet
Players change rules together, but one player's changes secretly sabotage the group.
-
change the rules + playing by letter
drafted
not checked yet
Players propose rule changes by post, and the game slowly rewrites itself.
-
change the rules + absent player
drafted
not checked yet
Rules changed by players from an earlier game stay in force, so you play under their laws.
-
change the rules + mostly chance
drafted
not checked yet
A roll or draw decides which rule changes next.
-
change the rules + chance with mitigation
drafted
not checked yet
A draw suggests a rule change, but players can adjust or reject it.
-
change the rules + skill with luck
drafted
not checked yet
Players change rules with skill, with a little luck in what changes are available.
-
change the rules + mostly skill
drafted
not checked yet
Winning depends on how cleverly you change the rules.
-
change the rules + chance read as a sign
drafted
not checked yet
A thrown die is read as a sign, and players change a rule in response to what it seems to say.
-
change the rules + attunement
drafted
not checked yet
Players change rules by sensing what the group wants, without voting.
-
change the rules + full information
drafted
not checked yet
Every rule and change is written where everyone can see it.
-
change the rules + hidden hands
drafted
not checked yet
Players hold hidden rule cards and reveal them when they play.
-
change the rules + hidden identity
drafted
not checked yet
Players change rules while hiding their role, so each change is a clue.
-
change the rules + deduction
drafted
not checked yet
Players work out hidden facts while the rules about clues keep changing.
-
change the rules + bluffing
drafted
not checked yet
Players claim a rule has changed and others decide whether to believe them.
-
change the rules + rules you discover
drafted
not checked yet
One player secretly adds rules, and others discover them by breaking them.
-
change the rules + one knows, cannot say
drafted
not checked yet
One player can change rules but cannot say what they changed, so others have to notice.
-
change the rules + model a system
drafted
not checked yet
Players change the rules of a model of a real system, such as a tax rule, and watch the effects.
-
change the rules + stakeholder roles
drafted
not checked yet
Each role proposes rule changes that suit it, and the group decides.
-
change the rules + shared resource
drafted
not checked yet
Players change the rules about how much each can take from a shared resource.
-
change the rules + delayed effects
drafted
not checked yet
Rule changes take effect a few rounds later, so players vote on what they cannot yet see.
-
change the rules + try a rule
drafted
not checked yet
Any player can change a rule as a move, and the group plays on to see what it does.
-
change the rules + debrief
drafted
not checked yet
Afterwards, players trace each rule change and talk about what it did.
-
change the rules + irreversible change
drafted
not checked yet
Rule changes are written into the rulebook permanently, so the next game starts with them.
-
change the rules + real-time span
drafted
not checked yet
Players change one rule a day, so the game slowly becomes something new.
-
no objective + roll and move
drafted
not checked yet
Players roll and move around the board, with no finish line and no winner.
-
no objective + drafting
drafted
not checked yet
Players pick cards from a shared row to make something, and nobody wins.
-
no objective + bidding
drafted
not checked yet
Players bid for things they want to keep, with no winner at the end.
-
no objective + push your luck
drafted
not checked yet
Players push their luck to see what happens, with nothing to win or lose overall.
-
no objective + area control
drafted
not checked yet
Players spread across a map with no winner, and look at the map they made together.
-
no objective + worker placement
drafted
not checked yet
Players place workers to build something together or apart, and nobody wins.
-
no objective + pattern building
drafted
not checked yet
Players build patterns for their own sake, like a calm landscape.
-
no objective + hand management
drafted
not checked yet
Players play cards from their hands to make something, without any winner.
-
no objective + trick-taking
drafted
not checked yet
Players play tricks without counting them, just to enjoy the cards.
-
no objective + negotiation
drafted
not checked yet
Players make deals with each other just to see what they can arrange.
-
no objective + set collection
drafted
not checked yet
Players collect sets they like, with no score at the end.
-
no objective + tile placement
drafted
not checked yet
Players place tiles to build a landscape and then simply look at it.
-
no objective + solo in parallel
drafted
not checked yet
Each player makes their own thing beside the others, with no winner.
-
no objective + direct confrontation
drafted
not checked yet
Players clash without anything to win, so fights are only for their own sake.
-
no objective + indirect via board
drafted
not checked yet
Players change a shared board with no winner, noticing how their moves touch others.
-
no objective + fully cooperative
drafted
not checked yet
Players work together on something with no win or loss, such as drawing pictures and praising each other's.
-
no objective + semi-cooperative
drafted
not checked yet
Players work together with small private aims, but nobody wins.
-
no objective + team vs team
drafted
not checked yet
Teams play against each other but nobody is declared the winner.
-
no objective + traitor
drafted
not checked yet
A traitor works against the group, but nobody wins, and the group talks afterwards about what happened.
-
no objective + playing by letter
drafted
not checked yet
Players exchange moves by post with no winner, like a long correspondence.
-
no objective + absent player
drafted
not checked yet
Players play beside an absent player with no winner, thinking about who is missing.
-
no objective + mostly chance
drafted
not checked yet
Dice and cards decide what happens, and nobody wins or loses.
-
no objective + chance with mitigation
drafted
not checked yet
Luck sets up each turn, players make small choices, and nobody wins.
-
no objective + skill with luck
drafted
not checked yet
Players use skill and a little luck to make something, with no score.
-
no objective + mostly skill
drafted
not checked yet
Players use skill to make something, but nobody judges who did it most cleverly.
-
no objective + chance read as a sign
drafted
not checked yet
Players throw dice or draw cards and talk about what the signs might mean, with no winner.
-
no objective + attunement
drafted
not checked yet
Players try to act together by sensing each other, and nobody wins or loses.
-
no objective + full information
drafted
not checked yet
Everything is visible and nobody wins, so players can just look at the whole game.
-
no objective + hidden hands
drafted
not checked yet
Players hold hidden cards and play them with no score, revealing things over time.
-
no objective + hidden identity
drafted
not checked yet
Players hide roles, but there is no winning side, only the reveal at the end.
-
no objective + deduction
drafted
not checked yet
Players work out a hidden fact for its own sake, with no prize for being first.
-
no objective + bluffing
drafted
not checked yet
Players bluff for fun, and nobody keeps score.
-
no objective + rules you discover
drafted
not checked yet
Players try to discover a secret rule just for the joy of finding it.
-
no objective + one knows, cannot say
drafted
not checked yet
One player knows something and hints at it, and nobody wins or loses when it is guessed.
-
no objective + model a system
drafted
not checked yet
Players run a model of a real system with no winner, watching what happens.
-
no objective + stakeholder roles
drafted
not checked yet
Players act out roles in a real situation with no winner, then talk about it.
-
no objective + shared resource
drafted
not checked yet
Players use a shared resource with no winner, and see what is left at the end.
-
no objective + delayed effects
drafted
not checked yet
Players act and watch effects arrive later, with no winner.
-
no objective + try a rule
drafted
not checked yet
Players try a new rule with no winner, only to see what it changes.
-
no objective + debrief
drafted
not checked yet
Players play with no winner and talk afterwards about what happened.
-
no objective + irreversible change
drafted
not checked yet
Players make permanent changes to the game with no winner, leaving a record of what they did.
-
no objective + real-time span
drafted
not checked yet
The game runs over days or weeks with nothing to win, and players simply keep it going.
-
set your own goal + roll and move
drafted
not checked yet
Players roll and move, and each decides what a satisfying journey would be, such as visiting every corner.
-
set your own goal + drafting
drafted
not checked yet
Players pick from a shared row towards an aim they chose themselves.
-
set your own goal + bidding
drafted
not checked yet
Each player bids for what matters to their own aim, so prices show what people value.
-
set your own goal + push your luck
drafted
not checked yet
Each player decides how much risk fits their own aim, then pushes or stops.
-
set your own goal + area control
drafted
not checked yet
Each player chooses which areas matter to them, rather than chasing the most.
-
set your own goal + worker placement
drafted
not checked yet
Players place workers towards aims they set, such as building one thing or helping others.
-
set your own goal + pattern building
drafted
not checked yet
Each player decides what pattern they want to make and builds towards it.
-
set your own goal + hand management
drafted
not checked yet
Players decide what they want from their hand, and play it towards that.
-
set your own goal + trick-taking
drafted
not checked yet
Each player decides how many tricks or which tricks they want, and aims for that.
-
set your own goal + negotiation
drafted
not checked yet
Players negotiate towards aims they chose, so each deal serves a different purpose.
-
set your own goal + set collection
drafted
not checked yet
Each player decides which sets matter to them and collects those.
-
set your own goal + tile placement
drafted
not checked yet
Each player decides what part of the map they want to make and builds towards it.
-
set your own goal + solo in parallel
drafted
not checked yet
Each player works on their own aim side by side, without affecting the others.
-
set your own goal + direct confrontation
drafted
not checked yet
Each player chooses their own aim, but others can attack to stop it.
-
set your own goal + indirect via board
drafted
not checked yet
Players chase their own aims on a shared board, affecting each other by accident.
-
set your own goal + fully cooperative
drafted
not checked yet
The group works together, and each player decides what success would mean for them.
-
set your own goal + semi-cooperative
drafted
not checked yet
Players cooperate while each keeps an aim they set themselves.
-
set your own goal + team vs team
drafted
not checked yet
Each team decides what winning means for itself.
-
set your own goal + traitor
drafted
not checked yet
Players set their own aims, but one player secretly aims to stop the group's aims.
-
set your own goal + playing by letter
drafted
not checked yet
Players write to each other with aims they chose, such as learning something or telling a story.
-
set your own goal + absent player
drafted
not checked yet
Players set aims connected to someone absent, such as finishing what an earlier player began.
-
set your own goal + mostly chance
drafted
not checked yet
Luck decides most of what happens, and each player decides how they feel about the result.
-
set your own goal + chance with mitigation
drafted
not checked yet
Luck sets up each turn and players steer towards aims they chose.
-
set your own goal + skill with luck
drafted
not checked yet
Players use skill towards their own aims, with a little luck.
-
set your own goal + mostly skill
drafted
not checked yet
Players set a challenge for themselves and use skill to meet it.
-
set your own goal + chance read as a sign
drafted
not checked yet
A thrown sign suggests an aim, and each player decides what it means for them.
-
set your own goal + attunement
drafted
not checked yet
Players sense each other and set aims that fit what the group seems to want.
-
set your own goal + full information
drafted
not checked yet
Each player's aim and progress is open for all to see.
-
set your own goal + hidden hands
drafted
not checked yet
Players chase aims they chose with hidden cards, revealing both at the end.
-
set your own goal + hidden identity
drafted
not checked yet
Players hide both who they are and what they aim for.
-
set your own goal + deduction
drafted
not checked yet
Players try to work out each other's chosen aims from their moves.
-
set your own goal + bluffing
drafted
not checked yet
Players claim aims that may not be true, and others decide whether to believe them.
-
set your own goal + rules you discover
drafted
not checked yet
Players set aims while still discovering what the rules allow.
-
set your own goal + one knows, cannot say
drafted
not checked yet
One player knows something, and others set aims based on the hints they get.
-
set your own goal + model a system
drafted
not checked yet
Players run a model of a real system, and each decides what outcome they care about, such as fairness or growth.
-
set your own goal + stakeholder roles
drafted
not checked yet
Each role decides its own aim, as people in real situations do.
-
set your own goal + shared resource
drafted
not checked yet
Each player decides how much of a shared resource they want, and the group sees what is left.
-
set your own goal + delayed effects
drafted
not checked yet
Players set aims whose results show only later.
-
set your own goal + try a rule
drafted
not checked yet
Players try a new rule and each decides what they want to learn from it.
-
set your own goal + debrief
drafted
not checked yet
Players say afterwards what they aimed for and whether they feel they reached it.
-
set your own goal + irreversible change
drafted
not checked yet
Players set aims that leave permanent marks on the game.
-
set your own goal + real-time span
drafted
not checked yet
Players set aims for a game that runs over days or weeks.
-
one loser + roll and move
drafted
not checked yet
Players roll and move, and the first to land on a dreaded space loses, while everyone else is safe.
-
one loser + drafting
drafted
not checked yet
Players pick from a shared row, trying not to be the one left with the cards that lose.
-
one loser + bidding
drafted
not checked yet
Players bid to avoid an unwanted item, and whoever ends up with it loses.
-
one loser + push your luck
drafted
not checked yet
Players push their luck, and the first to bust loses the whole game.
-
one loser + area control
drafted
not checked yet
Players spread across the map, and the one squeezed out of every area loses.
-
one loser + worker placement
drafted
not checked yet
Players place workers, and the one who runs out of useful spaces loses.
-
one loser + pattern building
drafted
not checked yet
Players build patterns, and the one whose pattern breaks first loses.
-
one loser + hand management
drafted
not checked yet
Players play cards to avoid being stuck with a losing card.
-
one loser + trick-taking
drafted
not checked yet
Players avoid taking certain tricks, and whoever takes too many penalty cards loses.
-
one loser + negotiation
drafted
not checked yet
Players trade and make deals to pass danger to someone else.
-
one loser + set collection
drafted
not checked yet
Players collect sets, and the one who completes a dangerous set first loses.
-
one loser + tile placement
drafted
not checked yet
Players place tiles, and the one who cannot place a tile loses.
-
one loser + solo in parallel
drafted
not checked yet
Each player works alone, and the one who fails first loses while others carry on.
-
one loser + direct confrontation
drafted
not checked yet
Players push danger at each other, and whoever cannot push it away loses.
-
one loser + indirect via board
drafted
not checked yet
Players shape a shared board, and whoever is left with no safe space loses.
-
one loser + fully cooperative
drafted
not checked yet
The group plays together against the game, and if anyone fails, that one player loses.
-
one loser + semi-cooperative
drafted
not checked yet
Players cooperate to avoid danger, but each quietly hopes someone else ends up with it.
-
one loser + team vs team
drafted
not checked yet
Teams play to make one member of the other team the loser.
-
one loser + traitor
drafted
not checked yet
A traitor tries to make one honest player lose while the group tries to protect everyone.
-
one loser + playing by letter
drafted
not checked yet
Players pass danger by post, and whoever holds it at the deadline loses.
-
one loser + absent player
drafted
not checked yet
Players try to make sure the danger ends with an absent player rather than themselves.
-
one loser + mostly chance
drafted
not checked yet
Luck decides who loses, and everyone else is safe.
-
one loser + chance with mitigation
drafted
not checked yet
Luck brings danger, but players can dodge it with choices.
-
one loser + skill with luck
drafted
not checked yet
Mostly skill decides who avoids losing, with a little luck.
-
one loser + mostly skill
drafted
not checked yet
Whoever plays least cleverly loses, and everyone else is safe.
-
one loser + chance read as a sign
drafted
not checked yet
A thrown sign names who carries the loss, and players talk about what it means.
-
one loser + attunement
drafted
not checked yet
Players try to act together by sensing each other, and the one out of step loses.
-
one loser + full information
drafted
not checked yet
Everyone can see who is in danger, so players work openly to avoid it.
-
one loser + hidden hands
drafted
not checked yet
Players hide the danger in their hands, and whoever is caught holding it loses.
-
one loser + hidden identity
drafted
not checked yet
One player secretly carries the danger, and the others try to find out who before it ends.
-
one loser + deduction
drafted
not checked yet
Players use clues to avoid the danger, and the one who guesses wrong loses.
-
one loser + bluffing
drafted
not checked yet
Players pass danger with claims that may be lies, and the one fooled too often loses.
-
one loser + rules you discover
drafted
not checked yet
Players try to learn a secret rule, and the one who breaks it most loses.
-
one loser + one knows, cannot say
drafted
not checked yet
One player knows the danger and can only hint, and the one who misreads the hints loses.
-
one loser + model a system
drafted
not checked yet
Players act in a model of a real system, and the one left with the least loses, as can happen in real systems.
-
one loser + stakeholder roles
drafted
not checked yet
Players play roles, and the role left with the least loses.
-
one loser + shared resource
drafted
not checked yet
Players draw from a shared resource, and the one who takes the last of it loses.
-
one loser + delayed effects
drafted
not checked yet
Players act, and effects arrive later, so the loser is decided by earlier choices.
-
one loser + try a rule
drafted
not checked yet
Players try a new rule and see who it leaves as the loser.
-
one loser + debrief
drafted
not checked yet
One player loses, then the group talks about how it happened.
-
one loser + irreversible change
drafted
not checked yet
The player who loses leaves a permanent mark on the game, such as a torn card.
-
one loser + real-time span
drafted
not checked yet
The game runs over days, and the player holding the danger when time runs out loses.
-
playing by letter + roll and move
drafted
not checked yet
Players post their rolls and moves to each other, so one trip round the board takes weeks.
-
playing by letter + drafting
drafted
not checked yet
A shared row of cards travels by post, and each player picks one before sending it on.
-
playing by letter + bidding
drafted
not checked yet
Players send sealed bids by post, opened together on a set day.
-
playing by letter + push your luck
drafted
not checked yet
Players decide by letter whether to keep going or stop, and the result comes back days later.
-
playing by letter + area control
drafted
not checked yet
Players send orders by post to move pieces on a map.
-
playing by letter + worker placement
drafted
not checked yet
Players post where they place their workers, and someone updates the board.
-
playing by letter + pattern building
drafted
not checked yet
Players build patterns and post them to each other to compare.
-
playing by letter + hand management
drafted
not checked yet
Players hold cards and send them in letters, choosing which to give or keep.
-
playing by letter + trick-taking
drafted
not checked yet
Players post their card for each trick, and the trick resolves when all letters arrive.
-
playing by letter + negotiation
drafted
not checked yet
Players make deals in letters, building trust slowly.
-
playing by letter + set collection
drafted
not checked yet
Players post cards to each other to build sets over weeks.
-
playing by letter + tile placement
drafted
not checked yet
Players post tiles to each other and place them on copies of a shared map.
-
playing by letter + race to finish
drafted
not checked yet
Players race by post, and the first to report reaching the end wins.
-
playing by letter + most points
drafted
not checked yet
Players score points across many letters, and totals are compared at the end.
-
playing by letter + last standing
drafted
not checked yet
Players knock each other out by post until one remains.
-
playing by letter + cooperative survival
drafted
not checked yet
Players far apart work together by letter to survive a threat.
-
playing by letter + shared objective
drafted
not checked yet
Players write to each other towards one goal, such as building a story together.
-
playing by letter + hidden personal goal
drafted
not checked yet
Each player chases a secret aim through their letters.
-
playing by letter + narrative completion
drafted
not checked yet
Players write a story together through letters, as in epistolary games, until it ends.
-
playing by letter + mostly chance
drafted
not checked yet
Players post their rolls or draws, and luck decides most of what happens.
-
playing by letter + chance with mitigation
drafted
not checked yet
Players post their luck and how they softened it.
-
playing by letter + skill with luck
drafted
not checked yet
Players post careful moves with a little luck mixed in.
-
playing by letter + mostly skill
drafted
not checked yet
Players post moves of pure skill, as in chess by correspondence.
-
playing by letter + chance read as a sign
drafted
not checked yet
Players throw signs and post their readings to each other.
-
playing by letter + attunement
drafted
not checked yet
Players try to sense each other across distance, sending moves without planning together.
-
playing by letter + full information
drafted
not checked yet
Each letter shares everything, so all players know the full state of the game.
-
playing by letter + hidden hands
drafted
not checked yet
Each player keeps cards hidden and reveals them only in their letters.
-
playing by letter + hidden identity
drafted
not checked yet
Players hide who they are in their letters, and others try to guess.
-
playing by letter + deduction
drafted
not checked yet
Each letter carries a clue, and players work out a hidden fact over weeks.
-
playing by letter + bluffing
drafted
not checked yet
Players make claims in their letters that others may doubt.
-
playing by letter + rules you discover
drafted
not checked yet
One player knows a secret rule and answers each letter with yes or no.
-
playing by letter + one knows, cannot say
drafted
not checked yet
One player knows the answer and sends only hints by post.
-
playing by letter + model a system
drafted
not checked yet
Players act in a model of a real system by post, as decisions are made slowly in real life.
-
playing by letter + stakeholder roles
drafted
not checked yet
Each role writes to the others, as people do in real disputes.
-
playing by letter + shared resource
drafted
not checked yet
Players report by post how much of a shared resource they took.
-
playing by letter + delayed effects
drafted
not checked yet
Players post choices whose effects arrive in later letters.
-
playing by letter + try a rule
drafted
not checked yet
A new rule is tried by post, and players report what it changed.
-
playing by letter + debrief
drafted
not checked yet
After the letters end, players meet or write to talk about the whole exchange.
-
playing by letter + irreversible change
drafted
not checked yet
Each letter makes a permanent change to the game, such as a card that is kept or destroyed.
-
playing by letter + real-time span
drafted
not checked yet
Players write once a week or month, and the game runs for a year.
-
absent player + roll and move
drafted
not checked yet
An absent player's piece moves by dice rolled on their behalf, as if they were still playing.
-
absent player + drafting
drafted
not checked yet
A share of each pick goes to an absent player, so cards leave the row for someone not there.
-
absent player + bidding
drafted
not checked yet
An absent player has a fixed bid, written before the game, that others have to beat.
-
absent player + push your luck
drafted
not checked yet
Players push their luck on behalf of an absent player as well as themselves.
-
absent player + area control
drafted
not checked yet
An absent player holds areas on the map, left from an earlier game, that others work around.
-
absent player + worker placement
drafted
not checked yet
Some action spaces are held by an absent player's workers, placed long ago.
-
absent player + pattern building
drafted
not checked yet
Players add to a pattern started by someone who is not there.
-
absent player + hand management
drafted
not checked yet
An absent player's hand is played by a set rule, such as always playing the top card.
-
absent player + trick-taking
drafted
not checked yet
An absent player's cards are played face up or by rule, as a dummy hand is in bridge.
-
absent player + negotiation
drafted
not checked yet
Players negotiate with an absent player through their written wishes or will.
-
absent player + set collection
drafted
not checked yet
Players collect sets for an absent player as well as for themselves.
-
absent player + tile placement
drafted
not checked yet
Players place tiles on a board started by an absent player.
-
absent player + race to finish
drafted
not checked yet
Players race against the time or route set by an absent player.
-
absent player + most points
drafted
not checked yet
Players try to beat a score left by an absent player from an earlier game.
-
absent player + last standing
drafted
not checked yet
An absent player's pieces stay on the board until knocked out, as old board games were once linked with the dead.
-
absent player + cooperative survival
drafted
not checked yet
Players survive together while keeping a seat for an absent player they protect.
-
absent player + shared objective
drafted
not checked yet
Players work towards a goal an absent player once set.
-
absent player + hidden personal goal
drafted
not checked yet
An absent player left a secret aim, and one present player tries to fulfil it.
-
absent player + narrative completion
drafted
not checked yet
Players finish a story begun by someone who is no longer there.
-
absent player + mostly chance
drafted
not checked yet
The absent player's moves are made by dice, so chance stands in for them.
-
absent player + chance with mitigation
drafted
not checked yet
The absent player's moves come from dice, but present players can adjust them.
-
absent player + skill with luck
drafted
not checked yet
An absent player's strategy is written as rules, with a little luck.
-
absent player + mostly skill
drafted
not checked yet
Players play against moves an absent player wrote down long ago, as in a printed chess problem.
-
absent player + chance read as a sign
drafted
not checked yet
Players throw dice and read the result as a message from the absent player.
-
absent player + attunement
drafted
not checked yet
Players try to act as the absent player would, sensing what they would have done.
-
absent player + full information
drafted
not checked yet
Everything the absent player left is visible on the table.
-
absent player + hidden hands
drafted
not checked yet
The absent player's hand is hidden and revealed one card at a time.
-
absent player + hidden identity
drafted
not checked yet
One present player secretly speaks for the absent player.
-
absent player + deduction
drafted
not checked yet
Players work out what the absent player wanted from clues they left.
-
absent player + bluffing
drafted
not checked yet
Players claim to know what the absent player wanted, and others decide whether to believe them.
-
absent player + rules you discover
drafted
not checked yet
The absent player set a secret rule long ago, and players discover it by breaking it.
-
absent player + one knows, cannot say
drafted
not checked yet
The absent player is a ghost who knows the answer and can only give picture hints.
-
absent player + model a system
drafted
not checked yet
A model of a real system includes someone who cannot speak for themselves, such as a future generation.
-
absent player + stakeholder roles
drafted
not checked yet
One role belongs to someone absent, such as a river or a child, and players decide for it.
-
absent player + shared resource
drafted
not checked yet
A share of the resource belongs to an absent player, and others choose whether to leave it.
-
absent player + delayed effects
drafted
not checked yet
Effects of present choices fall on an absent player, such as one who plays the next game.
-
absent player + try a rule
drafted
not checked yet
Players try a rule and ask how it would affect someone who is not there.
-
absent player + debrief
drafted
not checked yet
After the game, players talk about the absent player and what their seat meant.
-
absent player + irreversible change
drafted
not checked yet
Players inherit permanent changes left by an earlier player, as in legacy games.
-
absent player + real-time span
drafted
not checked yet
The absent player's moves arrive on set days, as if they were playing from far away.
-
chance read as a sign + roll and move
drafted
not checked yet
You roll to move, and the space you land on is read as a message about your journey.
-
chance read as a sign + drafting
drafted
not checked yet
Cards are turned up at random and each player picks one to read as a sign for themselves.
-
chance read as a sign + bidding
drafted
not checked yet
Players bid for the chance to throw the sign or keep a reading.
-
chance read as a sign + push your luck
drafted
not checked yet
Players keep throwing for signs, but one sign can end their turn or turn the reading.
-
chance read as a sign + area control
drafted
not checked yet
A thrown sign says which areas are open or closed this round, and players move to hold them.
-
chance read as a sign + worker placement
drafted
not checked yet
A sign is thrown each round and read to decide which action spaces are open.
-
chance read as a sign + pattern building
drafted
not checked yet
Players read each throw as a sign and add it to a growing pattern of meanings.
-
chance read as a sign + hand management
drafted
not checked yet
Players draw cards as signs and choose which ones to keep and act on.
-
chance read as a sign + trick-taking
drafted
not checked yet
The cards that win each trick are read as signs, as playing cards were once used for fortune telling.
-
chance read as a sign + negotiation
drafted
not checked yet
Players argue about what a thrown sign means and make deals based on the reading.
-
chance read as a sign + set collection
drafted
not checked yet
Players collect signs that belong together, such as all the signs of one season.
-
chance read as a sign + tile placement
drafted
not checked yet
Tiles are drawn at random and read as signs before being placed.
-
chance read as a sign + race to finish
drafted
not checked yet
Players race to the end, and each throw is read as a sign of what helps or hinders them.
-
chance read as a sign + most points
drafted
not checked yet
Signs are read and players score points for readings the others accept.
-
chance read as a sign + last standing
drafted
not checked yet
A thrown sign decides who is in danger, and players are knocked out until one remains.
-
chance read as a sign + cooperative survival
drafted
not checked yet
The group reads signs together and decides how to survive what they warn of.
-
chance read as a sign + shared objective
drafted
not checked yet
Players read signs together to decide the next step towards a shared goal.
-
chance read as a sign + hidden personal goal
drafted
not checked yet
Each player reads the signs in light of a secret aim.
-
chance read as a sign + narrative completion
drafted
not checked yet
Each throw is read as the next turn in a story until the story ends.
-
chance read as a sign + solo in parallel
drafted
not checked yet
Each player throws and reads their own signs side by side.
-
chance read as a sign + direct confrontation
drafted
not checked yet
Players throw signs against each other and argue whose reading wins.
-
chance read as a sign + indirect via board
drafted
not checked yet
Signs change the board, and the changes affect everyone.
-
chance read as a sign + fully cooperative
drafted
not checked yet
The whole group reads each sign together and acts on the shared reading.
-
chance read as a sign + semi-cooperative
drafted
not checked yet
Players read signs for the group but each leans the reading towards their own aim.
-
chance read as a sign + team vs team
drafted
not checked yet
Each team reads the signs for its own side.
-
chance read as a sign + traitor
drafted
not checked yet
Players read signs together, but one player's readings secretly mislead the group.
-
chance read as a sign + full information
drafted
not checked yet
Every sign and every reading is shared for all to see.
-
chance read as a sign + hidden hands
drafted
not checked yet
Each player draws a sign in secret and reveals it only when it matters.
-
chance read as a sign + hidden identity
drafted
not checked yet
Signs are read to hint at who is hiding a role.
-
chance read as a sign + deduction
drafted
not checked yet
Players read signs as clues and use them to work out a hidden fact.
-
chance read as a sign + bluffing
drafted
not checked yet
Players claim what their hidden sign says, and others decide whether to believe them.
-
chance read as a sign + rules you discover
drafted
not checked yet
A sign is thrown, and players learn a secret rule about what each sign means by acting on it.
-
chance read as a sign + one knows, cannot say
drafted
not checked yet
One player knows what each sign means and can only hint at it.
-
chance read as a sign + model a system
drafted
not checked yet
Random events in a model of a real system, such as a drought, are read for what they say about the system.
-
chance read as a sign + stakeholder roles
drafted
not checked yet
Each role reads the same sign in its own way, as different people read the same news.
-
chance read as a sign + shared resource
drafted
not checked yet
A sign is thrown each round and read to decide how much of the shared resource returns.
-
chance read as a sign + delayed effects
drafted
not checked yet
A sign thrown now is read as a warning about something that arrives later.
-
chance read as a sign + try a rule
drafted
not checked yet
Players throw a sign and read it to choose which new rule to try.
-
chance read as a sign + debrief
drafted
not checked yet
Afterwards, players talk about the signs and what they made of them.
-
chance read as a sign + irreversible change
drafted
not checked yet
Each sign read is written into the game permanently, so the game keeps a record of its omens.
-
chance read as a sign + real-time span
drafted
not checked yet
One sign is thrown each day, and players read it and act on it slowly.
-
attunement + roll and move
drafted
not checked yet
Players roll and move, but bonus moves come when they act at the same moment without planning.
-
attunement + drafting
drafted
not checked yet
Players pick from a shared row without speaking, trying to sense what others want.
-
attunement + bidding
drafted
not checked yet
Players bid at the same moment, trying to match each other without talking.
-
attunement + push your luck
drafted
not checked yet
Players sense together when to stop pushing, and all stop at once if they can.
-
attunement + area control
drafted
not checked yet
Players try to spread across the map without clashing, sensing where others will go.
-
attunement + worker placement
drafted
not checked yet
Players place workers at the same time, trying not to choose the same space.
-
attunement + pattern building
drafted
not checked yet
Players add to a shared pattern by sensing what the others will add next.
-
attunement + hand management
drafted
not checked yet
Players play cards from hidden hands at the moment it feels right, sensing others' cards.
-
attunement + trick-taking
drafted
not checked yet
Partners play tricks by sensing each other's hands without signals.
-
attunement + negotiation
drafted
not checked yet
Players reach agreement by sensing what others will accept, with few words.
-
attunement + set collection
drafted
not checked yet
Players try to collect different sets by sensing what others collect.
-
attunement + tile placement
drafted
not checked yet
Players place tiles together by sensing where others will build.
-
attunement + race to finish
drafted
not checked yet
Players race together and win only if they cross the line at the same moment.
-
attunement + most points
drafted
not checked yet
Players score points for acting in step with each other.
-
attunement + last standing
drafted
not checked yet
The player most out of step with the group is out each round, until one remains.
-
attunement + cooperative survival
drafted
not checked yet
The group survives only by sensing each other's timing, without speaking.
-
attunement + shared objective
drafted
not checked yet
The group reaches a shared goal by moving in step.
-
attunement + hidden personal goal
drafted
not checked yet
Players try to stay in step with the group while quietly following a secret aim.
-
attunement + narrative completion
drafted
not checked yet
Players tell a story by sensing where the others want it to go.
-
attunement + solo in parallel
drafted
not checked yet
Players work alone but try to keep time with each other.
-
attunement + direct confrontation
drafted
not checked yet
Players try to sense when an opponent will act, and act first.
-
attunement + indirect via board
drafted
not checked yet
Players shape the board by sensing each other's plans.
-
attunement + fully cooperative
drafted
not checked yet
The whole group plays against the game by sensing each other's timing, without speaking.
-
attunement + semi-cooperative
drafted
not checked yet
Players keep in step for the group while each tests how far to drift for themselves.
-
attunement + team vs team
drafted
not checked yet
The team whose members keep in step with each other longest wins.
-
attunement + traitor
drafted
not checked yet
Players try to keep in step, and one player secretly breaks the rhythm.
-
attunement + full information
drafted
not checked yet
Players see everything and still have to sense when others will act.
-
attunement + hidden hands
drafted
not checked yet
Players hold hidden cards and play them by sensing the right moment.
-
attunement + hidden identity
drafted
not checked yet
Players try to keep in step while hiding a role that wants them out of step.
-
attunement + deduction
drafted
not checked yet
Players work out a hidden fact by sensing what others know.
-
attunement + bluffing
drafted
not checked yet
Players try to sense whether others are bluffing, as much as reading cards.
-
attunement + rules you discover
drafted
not checked yet
Players sense a hidden rule from how others play, rather than being told.
-
attunement + one knows, cannot say
drafted
not checked yet
One player knows the answer, and others sense it from how they move.
-
attunement + model a system
drafted
not checked yet
Players act in a model of a real system and try to keep in step, as people do in a crowd.
-
attunement + stakeholder roles
drafted
not checked yet
Each role tries to sense what the other roles need without being told.
-
attunement + shared resource
drafted
not checked yet
Players take from a shared resource by sensing how much others will take.
-
attunement + delayed effects
drafted
not checked yet
Players act in step, and the results show only later.
-
attunement + try a rule
drafted
not checked yet
Players try a new rule and sense together whether it changes the rhythm of play.
-
attunement + debrief
drafted
not checked yet
Afterwards, players talk about moments when they felt in step and moments when they did not.
-
attunement + irreversible change
drafted
not checked yet
Each time the group falls out of step, a permanent mark is left on the game.
-
attunement + real-time span
drafted
not checked yet
Players act once a day at a moment they sense the others will act too.
-
rules you discover + roll and move
drafted
not checked yet
Players roll and move, and one player knows a secret rule about which spaces are safe.
-
rules you discover + drafting
drafted
not checked yet
Players pick from a shared row, and a secret rule decides which picks are allowed.
-
rules you discover + bidding
drafted
not checked yet
A secret rule decides which bids count, and players learn it by bidding.
-
rules you discover + push your luck
drafted
not checked yet
Players keep pushing, and a secret rule decides when a push fails.
-
rules you discover + area control
drafted
not checked yet
A secret rule decides which areas can be taken, and players learn it from refused moves.
-
rules you discover + worker placement
drafted
not checked yet
Some action spaces follow a secret rule, and players learn it by placing workers.
-
rules you discover + pattern building
drafted
not checked yet
A secret rule decides which patterns score, and players learn it by building.
-
rules you discover + hand management
drafted
not checked yet
Cards are played under a secret rule, and a card that breaks it goes back with a penalty, as in some traditional card games.
-
rules you discover + trick-taking
drafted
not checked yet
Tricks follow a secret rule about which card wins, and players learn it by playing.
-
rules you discover + negotiation
drafted
not checked yet
Players negotiate while one knows a secret rule about which deals hold.
-
rules you discover + set collection
drafted
not checked yet
A secret rule decides what counts as a set, and players learn it by collecting.
-
rules you discover + tile placement
drafted
not checked yet
Tiles have to follow a secret rule, and a tile that breaks it is handed back.
-
rules you discover + race to finish
drafted
not checked yet
Players race to discover a secret rule first.
-
rules you discover + most points
drafted
not checked yet
Players score points for moves that follow a secret rule they are still learning.
-
rules you discover + last standing
drafted
not checked yet
Players who break a secret rule too often are out, until one remains.
-
rules you discover + cooperative survival
drafted
not checked yet
The group survives by working out a secret rule together before time runs out.
-
rules you discover + shared objective
drafted
not checked yet
The group works together to discover a hidden rule as its goal.
-
rules you discover + hidden personal goal
drafted
not checked yet
Each player secretly tries to learn one hidden rule while others learn different ones.
-
rules you discover + narrative completion
drafted
not checked yet
A story unfolds as players discover the rules of its world.
-
rules you discover + solo in parallel
drafted
not checked yet
Each player discovers a secret rule on their own, side by side.
-
rules you discover + direct confrontation
drafted
not checked yet
Players use what they have learnt about a secret rule against each other.
-
rules you discover + indirect via board
drafted
not checked yet
A secret rule changes the board when broken, and players learn it from the changes.
-
rules you discover + fully cooperative
drafted
not checked yet
The whole group works out a secret rule held by the game itself.
-
rules you discover + semi-cooperative
drafted
not checked yet
Players share what they learn about a secret rule, but may keep some of it to themselves.
-
rules you discover + team vs team
drafted
not checked yet
Teams race to work out a secret rule.
-
rules you discover + traitor
drafted
not checked yet
Players work out a secret rule together, and one player secretly knows it and misleads them.
-
rules you discover + mostly chance
drafted
not checked yet
A secret rule exists, but luck decides most of what happens anyway.
-
rules you discover + chance with mitigation
drafted
not checked yet
Luck brings each move, and players use what they learn about the rule to soften it.
-
rules you discover + skill with luck
drafted
not checked yet
Skill in reading a secret rule decides most outcomes, with a little luck.
-
rules you discover + mostly skill
drafted
not checked yet
Winning depends on how quickly you work out a secret rule.
-
rules you discover + model a system
drafted
not checked yet
Players act in a model of a real system whose rules they do not know at first, as newcomers to a real system often do.
-
rules you discover + stakeholder roles
drafted
not checked yet
Some roles know the rules and others have to discover them, as in real institutions.
-
rules you discover + shared resource
drafted
not checked yet
A secret rule decides how fast a shared resource returns, and players learn it by taking.
-
rules you discover + delayed effects
drafted
not checked yet
A secret rule shows its effects only later, so players learn it slowly.
-
rules you discover + try a rule
drafted
not checked yet
One player tries a rule in secret, and others work out what it is from its effects.
-
rules you discover + debrief
drafted
not checked yet
Afterwards, the secret rule is revealed and players talk about how they worked it out.
-
rules you discover + irreversible change
drafted
not checked yet
Each rule discovered is written into the rulebook permanently, so the next game starts knowing it.
-
rules you discover + real-time span
drafted
not checked yet
Players test a secret rule once a day and slowly work it out over weeks.
-
one knows, cannot say + roll and move
drafted
not checked yet
Players roll and move, and one player who knows where the safe path is can only hint.
-
one knows, cannot say + drafting
drafted
not checked yet
Players pick from a row while one player who knows which cards matter can only hint.
-
one knows, cannot say + bidding
drafted
not checked yet
Players bid on items whose value only one player knows and can only hint at.
-
one knows, cannot say + push your luck
drafted
not checked yet
Players push their luck while one player who knows the danger can only hint.
-
one knows, cannot say + area control
drafted
not checked yet
One player knows which areas matter and can only hint as others take them.
-
one knows, cannot say + worker placement
drafted
not checked yet
One player knows which actions pay off and can only hint where to place workers.
-
one knows, cannot say + pattern building
drafted
not checked yet
One player knows the target pattern and can only hint while others build it.
-
one knows, cannot say + hand management
drafted
not checked yet
One player knows the right cards to play and can only hint by what they play.
-
one knows, cannot say + trick-taking
drafted
not checked yet
One player can see all the hands and can only hint which cards to lead.
-
one knows, cannot say + negotiation
drafted
not checked yet
Players negotiate while one player knows the true value of things and can only hint.
-
one knows, cannot say + set collection
drafted
not checked yet
One player knows which sets matter and can only hint as others collect.
-
one knows, cannot say + tile placement
drafted
not checked yet
One player knows the hidden map and can only hint where tiles go.
-
one knows, cannot say + race to finish
drafted
not checked yet
Players race to guess what the one player knows, and the first to guess wins.
-
one knows, cannot say + most points
drafted
not checked yet
Players score points for correctly reading the hints of the one who knows.
-
one knows, cannot say + last standing
drafted
not checked yet
Players who misread the hints are out, until one remains.
-
one knows, cannot say + cooperative survival
drafted
not checked yet
The group survives by reading the hints of the one who knows, before time runs out.
-
one knows, cannot say + shared objective
drafted
not checked yet
The group works together to guess what the one player knows.
-
one knows, cannot say + hidden personal goal
drafted
not checked yet
The one who knows also has a secret aim, and may bend their hints towards it.
-
one knows, cannot say + narrative completion
drafted
not checked yet
One player knows how the story ends and can only hint, while others tell it.
-
one knows, cannot say + solo in parallel
drafted
not checked yet
Each player reads the same hints on their own and makes their own guess.
-
one knows, cannot say + direct confrontation
drafted
not checked yet
One player knows the answer and players attack each other to get more hints.
-
one knows, cannot say + indirect via board
drafted
not checked yet
The one who knows changes the board as a hint, and others read the changes.
-
one knows, cannot say + fully cooperative
drafted
not checked yet
The whole group, including the one who knows, works together against time or the game.
-
one knows, cannot say + semi-cooperative
drafted
not checked yet
The group reads hints together, but each player wants to be the one who guesses.
-
one knows, cannot say + team vs team
drafted
not checked yet
Each team has one player who knows and can only hint to their team.
-
one knows, cannot say + traitor
drafted
not checked yet
The one who knows might be a traitor giving false hints.
-
one knows, cannot say + mostly chance
drafted
not checked yet
Hints are drawn at random from a deck, so the one who knows has little control.
-
one knows, cannot say + chance with mitigation
drafted
not checked yet
The one who knows draws hint cards at random but chooses which to give.
-
one knows, cannot say + skill with luck
drafted
not checked yet
Skill in giving and reading hints decides most of the game, with a little luck.
-
one knows, cannot say + mostly skill
drafted
not checked yet
Everything depends on how cleverly hints are given and read.
-
one knows, cannot say + model a system
drafted
not checked yet
One player knows how a real system works and can only hint, as experts sometimes can.
-
one knows, cannot say + stakeholder roles
drafted
not checked yet
One role holds information the others need but can only hint at it.
-
one knows, cannot say + shared resource
drafted
not checked yet
One player knows how much of a shared resource is left and can only hint.
-
one knows, cannot say + delayed effects
drafted
not checked yet
The one who knows can see effects coming but can only hint at them.
-
one knows, cannot say + try a rule
drafted
not checked yet
One player knows the effect of a new rule and can only hint while others test it.
-
one knows, cannot say + debrief
drafted
not checked yet
Afterwards, the one who knew explains their hints and others say how they read them.
-
one knows, cannot say + irreversible change
drafted
not checked yet
Each wrong guess leaves a permanent mark, so the game remembers every misreading.
-
one knows, cannot say + real-time span
drafted
not checked yet
The one who knows sends one hint a day, and others guess slowly.
-
irreversible change + roll and move
drafted
not checked yet
Where you land can change the board permanently, such as a space you mark that stays marked in every later game.
-
irreversible change + drafting
drafted
not checked yet
Cards picked from the shared row are kept or destroyed for later games too, so the deck shrinks and changes over games.
-
irreversible change + bidding
drafted
not checked yet
Players bid for permanent upgrades that stay for every later game.
-
irreversible change + push your luck
drafted
not checked yet
Pushing too far leaves a permanent mark, such as a torn card or a scar on your piece.
-
irreversible change + area control
drafted
not checked yet
Areas taken are marked on the board permanently, so later games start from the old borders.
-
irreversible change + worker placement
drafted
not checked yet
Some actions build things that stay on the board in every later game.
-
irreversible change + pattern building
drafted
not checked yet
Finished patterns are stuck on to the board and stay.
-
irreversible change + hand management
drafted
not checked yet
Cards played in certain ways are destroyed, so the deck changes from game to game.
-
irreversible change + trick-taking
drafted
not checked yet
Tricks won add permanent marks to cards, changing them for later hands.
-
irreversible change + negotiation
drafted
not checked yet
Deals are written into the game permanently, so promises carry into later games.
-
irreversible change + set collection
drafted
not checked yet
Completed sets are removed or stickered permanently, changing what can be collected later.
-
irreversible change + tile placement
drafted
not checked yet
Tiles placed stay on the map in every later game, so the land grows across sessions.
-
irreversible change + race to finish
drafted
not checked yet
Each race leaves permanent changes to the track, so the next race is different.
-
irreversible change + most points
drafted
not checked yet
Points scored unlock permanent changes, such as new rules or cards, for later games.
-
irreversible change + last standing
drafted
not checked yet
Players knocked out leave a permanent mark on the game, such as a torn card.
-
irreversible change + cooperative survival
drafted
not checked yet
The group's losses and wins change the game permanently, as in legacy games.
-
irreversible change + shared objective
drafted
not checked yet
The group works towards a goal across many games, with permanent progress.
-
irreversible change + hidden personal goal
drafted
not checked yet
Each player's secret aim leaves permanent marks that later players discover.
-
irreversible change + narrative completion
drafted
not checked yet
The story is written into the game as it happens, so each session continues the last.
-
irreversible change + solo in parallel
drafted
not checked yet
Each player permanently changes their own part of the game, side by side.
-
irreversible change + direct confrontation
drafted
not checked yet
Attacks leave permanent damage that carries into later games.
-
irreversible change + indirect via board
drafted
not checked yet
Players change the board permanently and the changes affect everyone later.
-
irreversible change + fully cooperative
drafted
not checked yet
The group changes the game permanently together, sharing every win and loss.
-
irreversible change + semi-cooperative
drafted
not checked yet
Players make permanent changes that help the group but also themselves.
-
irreversible change + team vs team
drafted
not checked yet
Teams change the game permanently in their favour.
-
irreversible change + traitor
drafted
not checked yet
A traitor's sabotage leaves permanent marks, discovered only later.
-
irreversible change + mostly chance
drafted
not checked yet
Luck decides which permanent changes happen.
-
irreversible change + chance with mitigation
drafted
not checked yet
Luck brings permanent changes, but players can soften or redirect them.
-
irreversible change + skill with luck
drafted
not checked yet
Skilled choices make permanent changes, with a little luck.
-
irreversible change + mostly skill
drafted
not checked yet
Permanent changes come only from players' choices.
-
irreversible change + full information
drafted
not checked yet
Every permanent change is visible to all.
-
irreversible change + hidden hands
drafted
not checked yet
Players hold cards that may change the game permanently when played.
-
irreversible change + hidden identity
drafted
not checked yet
Players with hidden roles make permanent changes, revealed later.
-
irreversible change + deduction
drafted
not checked yet
Clues are written into the game permanently, building a mystery across sessions.
-
irreversible change + bluffing
drafted
not checked yet
Bluffs that succeed leave permanent marks, so lies become part of the game's history.
-
irreversible change + model a system
drafted
not checked yet
Players change a model of a real system permanently, as real choices cannot be undone.
-
irreversible change + stakeholder roles
drafted
not checked yet
Each role makes permanent changes that the other roles have to live with.
-
irreversible change + shared resource
drafted
not checked yet
Using up a shared resource is permanent, so later games have less.
-
irreversible change + delayed effects
drafted
not checked yet
Choices have permanent effects that show only in later games.
-
irreversible change + try a rule
drafted
not checked yet
A rule tried is written in permanently if the group keeps it.
-
irreversible change + debrief
drafted
not checked yet
After each game, players talk about the permanent changes they made.
-
irreversible change + real-time span
drafted
not checked yet
The game runs over weeks, and every change made along the way stays.
-
real-time span + roll and move
drafted
not checked yet
Players roll and move once a day, so a trip around the board takes weeks.
-
real-time span + drafting
drafted
not checked yet
A new card appears in the shared row each day, and players pick slowly.
-
real-time span + bidding
drafted
not checked yet
Bids are open for a day or a week before they close.
-
real-time span + push your luck
drafted
not checked yet
Players push their luck once a day, deciding each morning whether to go on.
-
real-time span + area control
drafted
not checked yet
Areas change hands slowly over days, with one move per player per day.
-
real-time span + worker placement
drafted
not checked yet
Workers take real days to finish their jobs before returning.
-
real-time span + pattern building
drafted
not checked yet
Players add one piece a day to a pattern that grows over weeks.
-
real-time span + hand management
drafted
not checked yet
Players draw one card a day and decide when to play it.
-
real-time span + trick-taking
drafted
not checked yet
One trick is played each day, so a hand lasts weeks.
-
real-time span + negotiation
drafted
not checked yet
Deals are made over days, with time to think between offers.
-
real-time span + set collection
drafted
not checked yet
Players collect one item a day towards their sets.
-
real-time span + tile placement
drafted
not checked yet
One tile is placed each day, so the map grows over weeks.
-
real-time span + race to finish
drafted
not checked yet
Players race over weeks, one move a day.
-
real-time span + most points
drafted
not checked yet
Players score points over weeks, and totals are compared at the end.
-
real-time span + last standing
drafted
not checked yet
Players are knocked out over days until one remains.
-
real-time span + cooperative survival
drafted
not checked yet
The group has to keep something going every day, or it fails.
-
real-time span + shared objective
drafted
not checked yet
The group works towards a goal over weeks, a little each day.
-
real-time span + hidden personal goal
drafted
not checked yet
Each player works on a secret aim over weeks.
-
real-time span + narrative completion
drafted
not checked yet
The story unfolds day by day until it ends.
-
real-time span + solo in parallel
drafted
not checked yet
Each player works on their own game a little each day.
-
real-time span + direct confrontation
drafted
not checked yet
Players attack each other slowly over days, with time to respond.
-
real-time span + indirect via board
drafted
not checked yet
Players change a shared board over days, and effects spread slowly.
-
real-time span + fully cooperative
drafted
not checked yet
The group plays against the game over weeks, a little each day.
-
real-time span + semi-cooperative
drafted
not checked yet
Players cooperate over weeks while each keeps a private aim.
-
real-time span + team vs team
drafted
not checked yet
Teams play against each other over weeks.
-
real-time span + traitor
drafted
not checked yet
A traitor works slowly against the group over weeks.
-
real-time span + mostly chance
drafted
not checked yet
Luck decides what happens each day.
-
real-time span + chance with mitigation
drafted
not checked yet
Luck brings something each day and players choose how to respond.
-
real-time span + skill with luck
drafted
not checked yet
Players make careful moves each day, with a little luck.
-
real-time span + mostly skill
drafted
not checked yet
Players make one carefully thought-out move a day, as in long correspondence games.
-
real-time span + full information
drafted
not checked yet
Everyone can see the whole game at any time and checks in daily.
-
real-time span + hidden hands
drafted
not checked yet
Players hold hidden cards for days before revealing them.
-
real-time span + hidden identity
drafted
not checked yet
Players hide their roles for weeks before the reveal.
-
real-time span + deduction
drafted
not checked yet
Clues arrive day by day, and players work out a hidden fact over weeks.
-
real-time span + bluffing
drafted
not checked yet
Players make claims that can be checked only days later.
-
real-time span + model a system
drafted
not checked yet
A model of a real system runs over weeks, as real systems change slowly.
-
real-time span + stakeholder roles
drafted
not checked yet
Each role acts once a day, and the situation develops slowly.
-
real-time span + shared resource
drafted
not checked yet
A shared resource refills slowly each day, and players take from it over weeks.
-
real-time span + delayed effects
drafted
not checked yet
Effects of choices arrive days or weeks later.
-
real-time span + try a rule
drafted
not checked yet
A new rule is tried over weeks to see its slow effects.
-
real-time span + debrief
drafted
not checked yet
After weeks of play, players meet to talk about what happened.
-
role-play + roll and move
drafted
not checked yet
Players move around the board as characters, and each space asks them to act out what their character does there.
-
role-play + drafting
drafted
not checked yet
Players pick cards that add to their character, such as a skill, a secret or a belonging.
-
role-play + bidding
drafted
not checked yet
Characters bid for what they want, and players speak as their character while bidding.
-
role-play + push your luck
drafted
not checked yet
Characters take risks, and players decide in character whether to press on or stop.
-
role-play + area control
drafted
not checked yet
Characters claim places on the map and speak for why they hold them.
-
role-play + worker placement
drafted
not checked yet
Each worker is sent as the character would send them, with a reason said aloud.
-
role-play + pattern building
drafted
not checked yet
Characters build something together or apart, and say what each piece means to them.
-
role-play + hand management
drafted
not checked yet
The cards in hand are what the character knows or can do, and players choose when to reveal them in a scene.
-
role-play + trick-taking
drafted
not checked yet
Each trick is a contest between characters, and players say what their character does with each card.
-
role-play + negotiation
drafted
not checked yet
Characters make deals with each other, speaking as they would.
-
role-play + set collection
drafted
not checked yet
Characters gather things that matter to their story, such as letters, keys or memories.
-
role-play + tile placement
drafted
not checked yet
Each tile is a place the characters reach, and players act out what happens there.
-
role-play + call and response
drafted
not checked yet
Characters answer each other line by line, building a scene together.
-
role-play + playing in silence
drafted
not checked yet
Players act their characters without words, using gestures and moves only.
-
role-play + change the rules
drafted
not checked yet
Characters can change the rules of their world, such as a king making a new law.
-
role-play + dexterity
drafted
not checked yet
Characters act through physical feats, such as balancing a tower to cross a bridge.
-
role-play + drawing the map
drafted
not checked yet
Characters draw the places they travel to, so the map is their story.
-
role-play + race to finish
drafted
not checked yet
Characters race to reach a place or a goal first, acting out the journey.
-
role-play + most points
drafted
not checked yet
Characters earn points for actions in their story.
-
role-play + last standing
drafted
not checked yet
Characters are removed from the story one by one until one remains.
-
role-play + cooperative survival
drafted
not checked yet
Characters work together to survive something, such as a storm or a siege.
-
role-play + shared objective
drafted
not checked yet
Characters pursue one goal together, each in their own way.
-
role-play + hidden personal goal
drafted
not checked yet
Each character has a secret want that they pursue in scenes.
-
role-play + narrative completion
drafted
not checked yet
The game ends when the characters' story reaches its end.
-
role-play + no objective
drafted
not checked yet
Players act out characters with no winner, and stop when the story feels done.
-
role-play + set your own goal
drafted
not checked yet
Each player decides what their character wants and whether they got it.
-
role-play + one loser
drafted
not checked yet
Characters play until one of them falls, and the others carry on.
-
role-play + keep the game going
drafted
not checked yet
Characters' stories carry on from session to session, with no ending planned.
-
role-play + cannot be won
drafted
not checked yet
Characters face something they cannot beat, and the story is how they meet it.
-
role-play + solo in parallel
drafted
not checked yet
Each player acts out their own character's story beside the others.
-
role-play + direct confrontation
drafted
not checked yet
Characters clash with each other directly in scenes.
-
role-play + indirect via board
drafted
not checked yet
Characters affect each other through the world rather than by meeting.
-
role-play + fully cooperative
drafted
not checked yet
All characters are on one side against the world.
-
role-play + semi-cooperative
drafted
not checked yet
Characters work together but each has a private reason that can pull them apart.
-
role-play + team vs team
drafted
not checked yet
Two groups of characters face each other.
-
role-play + traitor
drafted
not checked yet
One character secretly works against the others.
-
role-play + playing by letter
drafted
not checked yet
Characters write letters to each other, in character, over weeks.
-
role-play + absent player
drafted
not checked yet
One character is played by nobody, and others speak of them or for them.
-
role-play + game master
drafted
not checked yet
One player runs the world and plays everyone the characters meet, as in tabletop role-playing games.
-
role-play + public game
drafted
not checked yet
Characters are played in a public place, and passers-by may join or watch.
-
role-play + mostly chance
drafted
not checked yet
Dice decide whether characters succeed, and players act out the result.
-
role-play + chance with mitigation
drafted
not checked yet
Dice decide, but characters can use what they know to soften a roll.
-
role-play + skill with luck
drafted
not checked yet
Players' choices decide most outcomes, with a little luck for surprise.
-
role-play + mostly skill
drafted
not checked yet
Outcomes come from what players choose and say, with no dice.
-
role-play + chance read as a sign
drafted
not checked yet
A thrown sign is read as an omen for the characters, and players act on it.
-
role-play + attunement
drafted
not checked yet
Players act together by sensing where the others are taking the scene.
-
role-play + dice tell the story
drafted
not checked yet
Rolls on tables decide what characters meet, and players act out the result.
-
role-play + full information
drafted
not checked yet
Every character's thoughts and goals are known to all.
-
role-play + hidden hands
drafted
not checked yet
Characters hold secrets in hand, revealed when the scene calls for it.
-
role-play + hidden identity
drafted
not checked yet
Some characters are not who they say they are.
-
role-play + deduction
drafted
not checked yet
Characters gather clues and work out a mystery together.
-
role-play + bluffing
drafted
not checked yet
Characters lie to each other, and players decide whom to believe.
-
role-play + rules you discover
drafted
not checked yet
Characters learn the hidden laws of their world by breaking them.
-
role-play + one knows, cannot say
drafted
not checked yet
One character knows the truth but can only hint at it.
-
role-play + map revealed as you go
drafted
not checked yet
Characters explore a hidden world, and each new place sets a new scene.
-
role-play + model a system
drafted
not checked yet
Characters live inside a model of a real system, such as a town's water supply.
-
role-play + stakeholder roles
drafted
not checked yet
Each player acts a real role, such as a farmer or an official, in a real situation.
-
role-play + shared resource
drafted
not checked yet
Characters share one limited thing and argue in character about who takes what.
-
role-play + delayed effects
drafted
not checked yet
What characters do now comes back later in the story.
-
role-play + try a rule
drafted
not checked yet
Characters live under a new rule, and players act out how it changes their lives.
-
role-play + debrief
drafted
not checked yet
After playing characters, players step out and talk about what happened and why.
-
role-play + irreversible change
drafted
not checked yet
What characters do changes the world permanently, for every later session.
-
role-play + real-time span
drafted
not checked yet
Characters live a day in the story for each real day, so the game runs over weeks.
-
role-play + rules make an argument
drafted
not checked yet
The rules for what characters can do say something about the world they live in.
-
role-play + stakes outside the game
drafted
not checked yet
What happens to a character can affect the player, such as feelings that carry into real life.
-
role-play + points stand for values
drafted
not checked yet
Characters earn points for things like kindness, and players notice when they chase points instead.
-
role-play + rehearse a future
drafted
not checked yet
Characters live in a world that does not exist yet, and players try out how it feels.
-
dexterity + roll and move
drafted
not checked yet
You roll to move, and some spaces ask you to flick, stack or balance something.
-
dexterity + drafting
drafted
not checked yet
Players pick pieces from a shared pool, then have to place or stack them by hand.
-
dexterity + bidding
drafted
not checked yet
Players bid for the right to attempt a feat, and the winner has to pull it off.
-
dexterity + push your luck
drafted
not checked yet
Players keep stacking or flicking for more, but one wobble loses it all, as in a falling tower.
-
dexterity + area control
drafted
not checked yet
Players flick or slide pieces onto areas of the board to hold them.
-
dexterity + worker placement
drafted
not checked yet
Players place workers by tossing or sliding them onto action spaces.
-
dexterity + pattern building
drafted
not checked yet
Players build a shape by stacking or balancing pieces.
-
dexterity + hand management
drafted
not checked yet
Players choose which card to play, and the card says which feat they try.
-
dexterity + trick-taking
drafted
not checked yet
Players win tricks by a small feat, such as flicking a card closest to a line.
-
dexterity + negotiation
drafted
not checked yet
Players trade help, such as steadying a tower for someone in exchange for a favour.
-
dexterity + set collection
drafted
not checked yet
Players collect pieces by catching, flicking or picking them up quickly.
-
dexterity + tile placement
drafted
not checked yet
Players place tiles by sliding or dropping them, and they stay where they land.
-
dexterity + call and response
drafted
not checked yet
One player does a feat, and the next has to copy it or answer with another.
-
dexterity + playing in silence
drafted
not checked yet
Players stack or balance without speaking, reading each other's hands.
-
dexterity + change the rules
drafted
not checked yet
A player who succeeds at a feat can change a rule.
-
dexterity + drawing the map
drafted
not checked yet
Players draw the map with eyes closed or by flicking ink, so the world is shaped by hands.
-
dexterity + race to finish
drafted
not checked yet
Players race by flicking pieces along a track, the first to the end winning.
-
dexterity + most points
drafted
not checked yet
Players score points for feats, such as how high they stack.
-
dexterity + last standing
drafted
not checked yet
Players drop out when their feat fails, until one remains.
-
dexterity + cooperative survival
drafted
not checked yet
Players together keep something standing, such as a tower, and lose if it falls.
-
dexterity + shared objective
drafted
not checked yet
Players build one thing together by hand.
-
dexterity + hidden personal goal
drafted
not checked yet
Each player secretly aims for a different feat while building with others.
-
dexterity + narrative completion
drafted
not checked yet
Each feat moves a story on, such as building a bridge the characters cross.
-
dexterity + no objective
drafted
not checked yet
Players stack and balance just for the joy of it, with no winner.
-
dexterity + set your own goal
drafted
not checked yet
Each player sets their own feat to try, such as how high to stack.
-
dexterity + one loser
drafted
not checked yet
The player whose move makes the tower fall loses, and everyone else is safe.
-
dexterity + keep the game going
drafted
not checked yet
Players try to keep a tower or a rally going as long as they can, together.
-
dexterity + cannot be won
drafted
not checked yet
The feat is made so that it always fails in the end, and players see how long they can last.
-
dexterity + solo in parallel
drafted
not checked yet
Each player builds or flicks on their own, side by side.
-
dexterity + direct confrontation
drafted
not checked yet
Players flick pieces at each other's pieces to knock them away.
-
dexterity + indirect via board
drafted
not checked yet
Players' pieces bump into each other on a shared board.
-
dexterity + fully cooperative
drafted
not checked yet
The whole group does a feat together against the game.
-
dexterity + semi-cooperative
drafted
not checked yet
Players build together but each gains from where pieces land.
-
dexterity + team vs team
drafted
not checked yet
Teams compete at feats.
-
dexterity + traitor
drafted
not checked yet
One player secretly tries to make the group's feat fail.
-
dexterity + playing by letter
drafted
not checked yet
Players post photos of their feats to each other over weeks.
-
dexterity + absent player
drafted
not checked yet
Players try to beat a feat left by someone who is not there, such as a record height.
-
dexterity + game master
drafted
not checked yet
One player sets the feats and judges whether they succeed.
-
dexterity + public game
drafted
not checked yet
Feats are done in a public place, and passers-by try too, as in street games.
-
dexterity + mostly chance
drafted
not checked yet
Feats are hard to control, so luck decides most results.
-
dexterity + chance with mitigation
drafted
not checked yet
Luck sets the feat and skill decides whether you manage it.
-
dexterity + skill with luck
drafted
not checked yet
Steady hands decide most outcomes, with a bit of luck in what is attempted.
-
dexterity + mostly skill
drafted
not checked yet
Only steady hands decide who wins.
-
dexterity + chance read as a sign
drafted
not checked yet
Where a thrown piece lands is read as a sign.
-
dexterity + attunement
drafted
not checked yet
Players do a feat together by sensing each other's movements, such as lifting something as one.
-
dexterity + dice tell the story
drafted
not checked yet
A roll decides which feat comes next in the story.
-
dexterity + full information
drafted
not checked yet
Everyone can see every piece and every wobble.
-
dexterity + hidden hands
drafted
not checked yet
Players hold cards that say which feat they will try, revealed when they play.
-
dexterity + hidden identity
drafted
not checked yet
One player secretly has a different aim with their feats.
-
dexterity + deduction
drafted
not checked yet
Players work out a hidden fact from how pieces fall or where they land.
-
dexterity + bluffing
drafted
not checked yet
Players claim they will manage a feat, and others bet on whether they can.
-
dexterity + rules you discover
drafted
not checked yet
A secret rule decides which feats count, and players learn it by trying.
-
dexterity + one knows, cannot say
drafted
not checked yet
One player knows the target and can only hint, while others try the feat.
-
dexterity + map revealed as you go
drafted
not checked yet
Players flick a piece to explore, and the area where it lands is revealed.
-
dexterity + model a system
drafted
not checked yet
A balancing structure stands for a real system, such as a fragile supply chain.
-
dexterity + stakeholder roles
drafted
not checked yet
Each role has a different feat, showing how hard different jobs are.
-
dexterity + shared resource
drafted
not checked yet
Players take pieces from a shared stack without toppling it, as in a fragile shared supply.
-
dexterity + delayed effects
drafted
not checked yet
A feat done now weakens the structure for later turns.
-
dexterity + try a rule
drafted
not checked yet
Players try a new rule for feats, such as using only one hand, to see what changes.
-
dexterity + debrief
drafted
not checked yet
After the feats, players talk about how it felt to try and fail.
-
dexterity + irreversible change
drafted
not checked yet
Pieces that fall are lost for later games, so the game wears down.
-
dexterity + real-time span
drafted
not checked yet
Players add one piece a day to a shared structure, and it grows or falls over weeks.
-
dexterity + rules make an argument
drafted
not checked yet
The feats are made to say something, such as stacking harder for some players than others.
-
dexterity + stakes outside the game
drafted
not checked yet
Something real rides on a feat, such as who washes up after.
-
dexterity + points stand for values
drafted
not checked yet
Points for feats stand for something real, such as effort at work, and players notice what gets counted.
-
dexterity + rehearse a future
drafted
not checked yet
Players practise a task they may face later, such as building together by hand.
-
drawing the map + roll and move
drafted
not checked yet
You roll to move, and when you reach the edge of the map you draw the next stretch of land.
-
drawing the map + drafting
drafted
not checked yet
Players pick land features from a shared row and draw them onto the shared map.
-
drawing the map + bidding
drafted
not checked yet
Players bid for the right to draw the next part of the map.
-
drawing the map + push your luck
drafted
not checked yet
Players keep drawing more of the map, but a drawn danger can end their turn.
-
drawing the map + area control
drafted
not checked yet
Players draw the land and then claim parts of what they drew.
-
drawing the map + worker placement
drafted
not checked yet
Workers can only go to places someone has drawn, so the map decides the actions.
-
drawing the map + pattern building
drafted
not checked yet
Players draw the map to make shapes that score, such as a ring of forests.
-
drawing the map + hand management
drafted
not checked yet
Cards in hand say what you can draw next, and you choose when to play them.
-
drawing the map + trick-taking
drafted
not checked yet
Winning a trick lets you draw a feature on the shared map.
-
drawing the map + negotiation
drafted
not checked yet
Players make deals about what gets drawn where.
-
drawing the map + set collection
drafted
not checked yet
Players collect sets of places they have drawn, such as three rivers.
-
drawing the map + tile placement
drafted
not checked yet
Players place blank tiles and draw what is on each, building a map together.
-
drawing the map + call and response
drafted
not checked yet
Each player draws something that answers what the last player drew, such as a bridge after a river.
-
drawing the map + playing in silence
drafted
not checked yet
Players draw the map together without speaking, reading each other's lines.
-
drawing the map + change the rules
drafted
not checked yet
Drawing certain places changes the rules, such as a castle that adds a law.
-
drawing the map + race to finish
drafted
not checked yet
Players race to draw a route from one side of the map to the other.
-
drawing the map + most points
drafted
not checked yet
Players score points for what they draw, such as each village or road.
-
drawing the map + last standing
drafted
not checked yet
Players draw dangers onto the map that push others out, until one remains.
-
drawing the map + cooperative survival
drafted
not checked yet
Players draw the map together while a danger spreads across it.
-
drawing the map + shared objective
drafted
not checked yet
Players draw one map toward a shared goal, such as a town that feeds everyone.
-
drawing the map + hidden personal goal
drafted
not checked yet
Each player secretly wants the map to include something, and draws toward it.
-
drawing the map + narrative completion
drafted
not checked yet
The map tells a story, and the game ends when the story's journey is drawn.
-
drawing the map + no objective
drafted
not checked yet
Players draw a world together with no winner, and look at it at the end.
-
drawing the map + set your own goal
drafted
not checked yet
Each player decides what they want to add to the world.
-
drawing the map + one loser
drafted
not checked yet
Players draw the map until one player's land is cut off, and that player loses.
-
drawing the map + keep the game going
drafted
not checked yet
The map grows over many sessions, with no end planned.
-
drawing the map + cannot be won
drafted
not checked yet
The map is drawn toward something that cannot be stopped, such as rising water.
-
drawing the map + solo in parallel
drafted
not checked yet
Each player draws their own map beside the others.
-
drawing the map + direct confrontation
drafted
not checked yet
Players draw over or into each other's land.
-
drawing the map + indirect via board
drafted
not checked yet
What one player draws changes what others can do, such as a river blocking a road.
-
drawing the map + fully cooperative
drafted
not checked yet
The whole group draws one map against a threat from the game.
-
drawing the map + semi-cooperative
drafted
not checked yet
Players draw a shared world while each tries to get more for themselves.
-
drawing the map + team vs team
drafted
not checked yet
Teams draw rival parts of one map.
-
drawing the map + traitor
drafted
not checked yet
One player secretly draws things that will harm the group's world.
-
drawing the map + playing by letter
drafted
not checked yet
Players post the map to each other, each adding a part before sending it on.
-
drawing the map + absent player
drafted
not checked yet
Players continue a map started by someone who is not there.
-
drawing the map + game master
drafted
not checked yet
One player draws the world as the others explore and describe where they go.
-
drawing the map + public game
drafted
not checked yet
The map is drawn in chalk or on a wall in a public place, and passers-by add to it.
-
drawing the map + mostly chance
drafted
not checked yet
Dice decide what gets drawn where.
-
drawing the map + chance with mitigation
drafted
not checked yet
Dice suggest what to draw, and players choose where it goes.
-
drawing the map + skill with luck
drafted
not checked yet
Players draw with care, and a little luck decides some features.
-
drawing the map + mostly skill
drafted
not checked yet
Players plan and draw the map with no chance at all.
-
drawing the map + chance read as a sign
drafted
not checked yet
A thrown sign is read as what the land holds next.
-
drawing the map + attunement
drafted
not checked yet
Players draw together by sensing where the others will draw.
-
drawing the map + dice tell the story
drafted
not checked yet
Rolls on tables decide what players find, and they draw it on the map.
-
drawing the map + full information
drafted
not checked yet
The whole map is always visible to everyone.
-
drawing the map + hidden hands
drafted
not checked yet
Players hold secret cards about what they will draw.
-
drawing the map + hidden identity
drafted
not checked yet
Some players secretly draw for a hidden side.
-
drawing the map + deduction
drafted
not checked yet
Players work out a hidden fact from how the map is drawn, such as where treasure lies.
-
drawing the map + bluffing
drafted
not checked yet
Players claim what they have drawn means, and others decide whether to believe them.
-
drawing the map + rules you discover
drafted
not checked yet
A secret rule decides which drawings are allowed, and players learn it by drawing.
-
drawing the map + one knows, cannot say
drafted
not checked yet
One player knows how the map has to look and can only hint as others draw.
-
drawing the map + map revealed as you go
drafted
not checked yet
Players draw each area only as they reach it, so the world appears as they explore.
-
drawing the map + model a system
drafted
not checked yet
Players draw a real place, such as their neighbourhood, and mark how things flow through it.
-
drawing the map + stakeholder roles
drafted
not checked yet
Each role draws the map as they see it, and the maps are compared.
-
drawing the map + shared resource
drafted
not checked yet
Players draw where a shared resource is, and how much each takes from it.
-
drawing the map + delayed effects
drafted
not checked yet
What players draw now changes the land later, such as a dam that floods the valley.
-
drawing the map + try a rule
drafted
not checked yet
Players try a new rule for drawing, such as no borders, and see what world appears.
-
drawing the map + debrief
drafted
not checked yet
After drawing, players talk about what their map says about what they value.
-
drawing the map + irreversible change
drafted
not checked yet
Lines on the map are never erased, so each game's world carries into the next.
-
drawing the map + real-time span
drafted
not checked yet
Players add to the map once a day, and it grows over weeks.
-
drawing the map + rules make an argument
drafted
not checked yet
The rules for what can be drawn say something, such as roads only to cities.
-
drawing the map + stakes outside the game
drafted
not checked yet
The map is of a real place, and what players draw may be shown to the people who live there.
-
drawing the map + points stand for values
drafted
not checked yet
Places on the map earn points, and players notice which places the scoring ignores.
-
drawing the map + rehearse a future
drafted
not checked yet
Players draw a place as they would like it to be, and play in it.
-
keep the game going + roll and move
drafted
not checked yet
Players roll and move around a loop with no finish, keeping the journey going together.
-
keep the game going + drafting
drafted
not checked yet
Players pick from a row that refills, and the aim is to keep the row from running dry.
-
keep the game going + bidding
drafted
not checked yet
Players bid in a way that keeps everyone able to bid again.
-
keep the game going + push your luck
drafted
not checked yet
Players push their luck, but a bust ends the game for everyone, so they push carefully.
-
keep the game going + area control
drafted
not checked yet
Players hold areas, but nobody may be pushed off entirely, so play continues.
-
keep the game going + worker placement
drafted
not checked yet
Players place workers so that everyone always has a space left.
-
keep the game going + pattern building
drafted
not checked yet
Players add to a pattern that never has to be finished.
-
keep the game going + hand management
drafted
not checked yet
Players play cards so that nobody runs out, keeping the game alive.
-
keep the game going + trick-taking
drafted
not checked yet
Tricks are played so that the hand never ends, with players helping each other stay in.
-
keep the game going + negotiation
drafted
not checked yet
Players make deals that keep everyone in the game.
-
keep the game going + set collection
drafted
not checked yet
Collected sets go back into the game, so collecting never ends.
-
keep the game going + tile placement
drafted
not checked yet
The tile map keeps growing, and the aim is to always have somewhere to place the next tile.
-
keep the game going + call and response
drafted
not checked yet
Players answer each other to keep a chain going as long as they can.
-
keep the game going + playing in silence
drafted
not checked yet
Players keep a silent game going as long as they can without breaking it.
-
keep the game going + change the rules
drafted
not checked yet
Players change the rules whenever the game is about to end, to keep it going.
-
keep the game going + solo in parallel
drafted
not checked yet
Each player keeps their own game going side by side.
-
keep the game going + direct confrontation
drafted
not checked yet
Players clash, but never so hard that someone leaves the game.
-
keep the game going + indirect via board
drafted
not checked yet
Players change the board so that others always have moves left.
-
keep the game going + fully cooperative
drafted
not checked yet
The whole group works to keep the game going against what would end it.
-
keep the game going + semi-cooperative
drafted
not checked yet
Players keep the game going together while each gains a little more for themselves.
-
keep the game going + team vs team
drafted
not checked yet
Teams compete, but neither team is allowed to fall out of the game.
-
keep the game going + traitor
drafted
not checked yet
One player secretly tries to end the game while others keep it going.
-
keep the game going + playing by letter
drafted
not checked yet
Players write to each other with no end planned, keeping the exchange going.
-
keep the game going + absent player
drafted
not checked yet
Players continue a game started by someone else, and pass it on to someone else after.
-
keep the game going + game master
drafted
not checked yet
One player runs a world that keeps going from session to session, as in a long campaign.
-
keep the game going + public game
drafted
not checked yet
A public game keeps going as people come and go, such as a street game played every evening.
-
keep the game going + mostly chance
drafted
not checked yet
Luck decides each turn, and players keep playing for as long as they like.
-
keep the game going + chance with mitigation
drafted
not checked yet
Luck threatens to end the game, and players use choices to keep it alive.
-
keep the game going + skill with luck
drafted
not checked yet
Skill keeps the game alive, with a little luck adding risk.
-
keep the game going + mostly skill
drafted
not checked yet
Only careful play keeps the game going.
-
keep the game going + chance read as a sign
drafted
not checked yet
Signs thrown each round tell players how to keep the game going.
-
keep the game going + attunement
drafted
not checked yet
Players keep the game going by staying in step with each other.
-
keep the game going + dice tell the story
drafted
not checked yet
Rolls on tables add new events, so the story keeps going.
-
keep the game going + full information
drafted
not checked yet
Everyone sees everything and works to keep the game alive.
-
keep the game going + hidden hands
drafted
not checked yet
Players hold hidden cards and try to keep the game going without knowing what others hold.
-
keep the game going + hidden identity
drafted
not checked yet
Some players secretly want the game to end.
-
keep the game going + deduction
drafted
not checked yet
Players work out what keeps the game alive from clues.
-
keep the game going + bluffing
drafted
not checked yet
Players claim they can keep the game going, and others decide whether to believe them.
-
keep the game going + rules you discover
drafted
not checked yet
Players discover a secret rule about what ends the game, and try to avoid it.
-
keep the game going + one knows, cannot say
drafted
not checked yet
One player knows what will end the game and can only hint to avoid it.
-
keep the game going + map revealed as you go
drafted
not checked yet
Players keep exploring a map that never runs out.
-
keep the game going + model a system
drafted
not checked yet
Players keep a model of a real system running, such as a forest that has to last.
-
keep the game going + stakeholder roles
drafted
not checked yet
Each role tries to keep their part going, and they need each other to continue.
-
keep the game going + shared resource
drafted
not checked yet
Players share a resource and try to make it last as long as possible.
-
keep the game going + delayed effects
drafted
not checked yet
Choices made now decide whether the game can keep going later.
-
keep the game going + try a rule
drafted
not checked yet
Players try a rule to see whether it helps the game keep going.
-
keep the game going + debrief
drafted
not checked yet
After the game finally stops, players talk about what kept it going and what ended it.
-
keep the game going + irreversible change
drafted
not checked yet
Every session leaves permanent marks, and the game carries on from them.
-
keep the game going + real-time span
drafted
not checked yet
The game runs on real days with no end date.
-
keep the game going + rules make an argument
drafted
not checked yet
The rules show what it takes to keep something going, such as care or sharing.
-
keep the game going + stakes outside the game
drafted
not checked yet
Keeping the game going matters outside it, such as a weekly game that keeps friends meeting.
-
keep the game going + points stand for values
drafted
not checked yet
Points measure how long the group keeps something alive, and players notice what that leaves out.
-
keep the game going + rehearse a future
drafted
not checked yet
Players practise keeping a new way of living going over many sessions.
-
cannot be won + roll and move
drafted
not checked yet
Players roll and move toward a finish they can never reach, as the track keeps sending them back.
-
cannot be won + drafting
drafted
not checked yet
Players pick cards toward a goal that the deck never allows them to complete.
-
cannot be won + bidding
drafted
not checked yet
Players bid for a prize that is always taken away at the end.
-
cannot be won + push your luck
drafted
not checked yet
Players push their luck, but the game always busts them in the end.
-
cannot be won + area control
drafted
not checked yet
Players try to hold land that is always taken back by the game.
-
cannot be won + worker placement
drafted
not checked yet
Workers are placed, but the game takes away the rewards each round.
-
cannot be won + pattern building
drafted
not checked yet
Players build a pattern that the game always breaks before it is finished.
-
cannot be won + hand management
drafted
not checked yet
Players manage cards that never add up to a win.
-
cannot be won + trick-taking
drafted
not checked yet
Tricks are dealt so that no player can win the hand.
-
cannot be won + negotiation
drafted
not checked yet
Players make deals toward a goal that no deal can reach.
-
cannot be won + set collection
drafted
not checked yet
Players collect toward a set that the deck does not contain.
-
cannot be won + tile placement
drafted
not checked yet
Players place tiles toward a finished map that the tiles can never make.
-
cannot be won + call and response
drafted
not checked yet
Players answer each other in a chain that is made to break.
-
cannot be won + playing in silence
drafted
not checked yet
Players try silently to do something the game will not let them do.
-
cannot be won + change the rules
drafted
not checked yet
Players change the rules to try to win, but the game always changes them back.
-
cannot be won + solo in parallel
drafted
not checked yet
Each player plays alone against a game nobody can win.
-
cannot be won + direct confrontation
drafted
not checked yet
Players fight each other, but nobody can ever come out on top.
-
cannot be won + indirect via board
drafted
not checked yet
Players change the board, but every change is undone by the game.
-
cannot be won + fully cooperative
drafted
not checked yet
The group works together against a game that cannot be beaten.
-
cannot be won + semi-cooperative
drafted
not checked yet
Players work together and apart toward a goal nobody can reach.
-
cannot be won + team vs team
drafted
not checked yet
Teams compete, but the game makes sure neither can win.
-
cannot be won + traitor
drafted
not checked yet
Players search for a traitor, but the game cannot be won either way.
-
cannot be won + playing by letter
drafted
not checked yet
Players write to each other toward a goal that never arrives.
-
cannot be won + absent player
drafted
not checked yet
Players try to reach someone who is not there, and never can.
-
cannot be won + game master
drafted
not checked yet
One player runs a world that the others can never defeat, and the story is how they face it.
-
cannot be won + public game
drafted
not checked yet
A public game that nobody can win, and passers-by find out by trying.
-
cannot be won + mostly chance
drafted
not checked yet
Luck decides every turn, and the dice are made so nobody can win.
-
cannot be won + chance with mitigation
drafted
not checked yet
Players soften unlucky draws, but the game is made so it always wins.
-
cannot be won + skill with luck
drafted
not checked yet
Skill helps, but the game is made so nobody wins.
-
cannot be won + mostly skill
drafted
not checked yet
No amount of skill can win.
-
cannot be won + chance read as a sign
drafted
not checked yet
Signs are thrown and read, but none points to a way to win.
-
cannot be won + attunement
drafted
not checked yet
Players try to act as one, but the game always pulls them apart.
-
cannot be won + dice tell the story
drafted
not checked yet
Rolls on tables tell a story that always ends in loss for the characters.
-
cannot be won + full information
drafted
not checked yet
Everyone can see from the start that nobody can win, and plays anyway.
-
cannot be won + hidden hands
drafted
not checked yet
Hidden cards make players hope, but no hand can win.
-
cannot be won + hidden identity
drafted
not checked yet
Some players have hidden roles, but no side can win.
-
cannot be won + deduction
drafted
not checked yet
Players work out the mystery and discover there was no way to win.
-
cannot be won + bluffing
drafted
not checked yet
Players bluff toward a win that does not exist.
-
cannot be won + rules you discover
drafted
not checked yet
Players discover a hidden rule that means nobody can win.
-
cannot be won + one knows, cannot say
drafted
not checked yet
One player knows nobody can win and can only hint at it.
-
cannot be won + map revealed as you go
drafted
not checked yet
Players explore a map that never reveals a way out.
-
cannot be won + model a system
drafted
not checked yet
A model of a real system shows a problem no single player can solve.
-
cannot be won + stakeholder roles
drafted
not checked yet
Each role tries to get what they need, but the system lets nobody succeed.
-
cannot be won + shared resource
drafted
not checked yet
Players share a resource that always runs out, whatever they do.
-
cannot be won + delayed effects
drafted
not checked yet
Effects arrive later that always undo what players built.
-
cannot be won + try a rule
drafted
not checked yet
Players try new rules to make the game winnable, and see which come closest.
-
cannot be won + debrief
drafted
not checked yet
After a game nobody could win, players talk about why they kept trying.
-
cannot be won + irreversible change
drafted
not checked yet
Each failed game leaves a permanent mark, so the losses build up.
-
cannot be won + real-time span
drafted
not checked yet
Players keep trying over weeks at something that cannot be done.
-
cannot be won + rules make an argument
drafted
not checked yet
The impossibility is the argument, such as a system nobody can beat alone.
-
cannot be won + stakes outside the game
drafted
not checked yet
Playing a game nobody can win leaves real feelings behind.
-
cannot be won + points stand for values
drafted
not checked yet
Points can never add up to a win, and players notice what the points were standing for.
-
cannot be won + rehearse a future
drafted
not checked yet
Players practise living with something that cannot be fixed, such as a changing climate.
-
game master + roll and move
drafted
not checked yet
One player runs the world while the others roll and move, describing what they find on each space.
-
game master + drafting
drafted
not checked yet
The game master lays out choices, and players pick from them in turn.
-
game master + bidding
drafted
not checked yet
Players bid for what the game master offers, such as help from a character.
-
game master + push your luck
drafted
not checked yet
The game master asks each player whether to press on, and describes what happens.
-
game master + area control
drafted
not checked yet
Players claim places, and the game master decides how the world reacts.
-
game master + worker placement
drafted
not checked yet
The game master runs the places workers visit, describing what happens at each.
-
game master + pattern building
drafted
not checked yet
The game master sets the shape players are building toward and describes progress.
-
game master + hand management
drafted
not checked yet
Players hold cards, and the game master describes what each card does in the story.
-
game master + trick-taking
drafted
not checked yet
The game master narrates each trick as a contest in the story.
-
game master + negotiation
drafted
not checked yet
Players negotiate with characters the game master plays.
-
game master + set collection
drafted
not checked yet
Players collect items the game master places in the world.
-
game master + tile placement
drafted
not checked yet
The game master places tiles as players explore, revealing the world.
-
game master + call and response
drafted
not checked yet
The game master describes, players answer, and the game master answers them.
-
game master + playing in silence
drafted
not checked yet
The game master runs the world without words, using cards or gestures.
-
game master + change the rules
drafted
not checked yet
The game master can change the rules as the story needs.
-
game master + race to finish
drafted
not checked yet
The game master runs a race, describing obstacles as players hurry.
-
game master + most points
drafted
not checked yet
The game master awards points for what players do.
-
game master + last standing
drafted
not checked yet
The game master runs a world where characters fall one by one.
-
game master + cooperative survival
drafted
not checked yet
The game master runs a danger the players survive together.
-
game master + shared objective
drafted
not checked yet
The game master sets a goal the players pursue together.
-
game master + hidden personal goal
drafted
not checked yet
The game master gives each player a secret want to pursue.
-
game master + narrative completion
drafted
not checked yet
The game master guides the story until it reaches an ending, as in tabletop role-playing games.
-
game master + no objective
drafted
not checked yet
The game master runs a world with no goal, and players simply live in it.
-
game master + set your own goal
drafted
not checked yet
Each player tells the game master what they want, and the world responds.
-
game master + one loser
drafted
not checked yet
The game master runs the world until one character falls.
-
game master + mostly chance
drafted
not checked yet
The game master rolls dice for what happens and describes the result.
-
game master + chance with mitigation
drafted
not checked yet
Dice decide, and the game master lets players soften outcomes with choices.
-
game master + skill with luck
drafted
not checked yet
Players' choices decide most things, with a little luck the game master rolls.
-
game master + mostly skill
drafted
not checked yet
The game master decides outcomes from what players say and do, with no dice.
-
game master + chance read as a sign
drafted
not checked yet
The game master reads thrown signs as omens in the story.
-
game master + attunement
drafted
not checked yet
The game master senses what the players want and shapes the world to it.
-
game master + dice tell the story
drafted
not checked yet
The game master rolls on tables and describes what the dice bring.
-
game master + full information
drafted
not checked yet
The game master shares everything about the world openly.
-
game master + hidden hands
drafted
not checked yet
Players hold secrets the game master does not know.
-
game master + hidden identity
drafted
not checked yet
The game master gives some players secret roles.
-
game master + deduction
drafted
not checked yet
The game master hides a mystery and gives clues as players explore.
-
game master + bluffing
drafted
not checked yet
Players lie to characters the game master plays, and the game master decides who believes them.
-
game master + rules you discover
drafted
not checked yet
The game master knows the world's hidden laws, and players learn them by trying.
-
game master + one knows, cannot say
drafted
not checked yet
The game master knows the answer and can only hint through the world.
-
game master + map revealed as you go
drafted
not checked yet
The game master reveals the map as players explore it.
-
game master + model a system
drafted
not checked yet
The game master runs a model of a real system, such as a city's water, and players act within it.
-
game master + stakeholder roles
drafted
not checked yet
The game master runs a situation, and each player plays a real role in it.
-
game master + shared resource
drafted
not checked yet
The game master tracks a shared resource and tells players how their taking affects it.
-
game master + delayed effects
drafted
not checked yet
The game master brings back players' earlier choices later in the story.
-
game master + try a rule
drafted
not checked yet
The game master introduces a new rule mid-story and players see what it changes.
-
game master + debrief
drafted
not checked yet
After the session, the game master and players step out and talk about what happened.
-
game master + irreversible change
drafted
not checked yet
The game master records what players change, and it stays for every later session.
-
game master + real-time span
drafted
not checked yet
The game master runs a world where each real day is a day in the story.
-
game master + rules make an argument
drafted
not checked yet
The game master runs rules that make a point about the world, and players feel it from inside.
-
game master + stakes outside the game
drafted
not checked yet
What the game master asks of players can touch real feelings, so the group sets limits first.
-
game master + points stand for values
drafted
not checked yet
The game master awards points for things like kindness, and players notice what the points do.
-
game master + rehearse a future
drafted
not checked yet
The game master runs a world that does not exist yet, and players try living in it.
-
public game + roll and move
drafted
not checked yet
A large board is drawn in a public place, and anyone passing can roll and take a turn.
-
public game + drafting
drafted
not checked yet
Passers-by pick from a shared display of cards or objects set out in public.
-
public game + bidding
drafted
not checked yet
Passers-by bid for something small, such as a chalk drawing, with tokens they are given.
-
public game + push your luck
drafted
not checked yet
Passers-by try a risky challenge and decide whether to keep going while others watch.
-
public game + area control
drafted
not checked yet
People claim parts of a public space with chalk or markers.
-
public game + worker placement
drafted
not checked yet
Passers-by place a token on one of several action spots chalked on the ground.
-
public game + pattern building
drafted
not checked yet
Passers-by add to a shared pattern, such as a chalk mosaic.
-
public game + hand management
drafted
not checked yet
Passers-by receive a few cards and play them before moving on.
-
public game + trick-taking
drafted
not checked yet
A simple card game set up in public, with anyone joining for a hand.
-
public game + negotiation
drafted
not checked yet
Passers-by make deals with each other as part of the game.
-
public game + set collection
drafted
not checked yet
Players collect items placed around a public space, such as stamps at stalls.
-
public game + tile placement
drafted
not checked yet
Passers-by add tiles to a growing map laid on the ground.
-
public game + call and response
drafted
not checked yet
Passers-by answer each other in a chain, such as a sung or chalked chain of words.
-
public game + playing in silence
drafted
not checked yet
A silent game in a public place, where passers-by join without a word.
-
public game + change the rules
drafted
not checked yet
Passers-by can change one rule as they join, so the game keeps shifting.
-
public game + race to finish
drafted
not checked yet
Passers-by race along a course drawn in a public place.
-
public game + most points
drafted
not checked yet
A public game where each player's score is chalked up for others to try to beat.
-
public game + last standing
drafted
not checked yet
Players drop out one by one in a public game until one is left.
-
public game + cooperative survival
drafted
not checked yet
Passers-by work together to keep something going, such as a public challenge.
-
public game + shared objective
drafted
not checked yet
Passers-by help reach one shared goal, such as filling a chalk wall.
-
public game + hidden personal goal
drafted
not checked yet
Each passer-by gets a secret aim card and plays toward it.
-
public game + narrative completion
drafted
not checked yet
Passers-by add to a story told in a public place until it ends.
-
public game + no objective
drafted
not checked yet
A public game with no winner, where people play and move on.
-
public game + set your own goal
drafted
not checked yet
Passers-by decide their own aim in an open public game.
-
public game + one loser
drafted
not checked yet
A public game played until one person is caught or out, as in many street games.
-
public game + mostly chance
drafted
not checked yet
Passers-by spin or roll to see what happens, with little to decide.
-
public game + chance with mitigation
drafted
not checked yet
Passers-by draw a chance card and choose how to use it.
-
public game + skill with luck
drafted
not checked yet
A public game of skill with a little luck, so newcomers have a chance.
-
public game + mostly skill
drafted
not checked yet
A public game of skill, where regulars and newcomers face each other.
-
public game + chance read as a sign
drafted
not checked yet
Passers-by throw a sign and read it, as at a fortune stall.
-
public game + attunement
drafted
not checked yet
Strangers try to act together without planning, such as clapping in time.
-
public game + dice tell the story
drafted
not checked yet
Passers-by roll on a table chalked on the ground to see what happens to them in a story.
-
public game + full information
drafted
not checked yet
Everything about the public game is visible to anyone passing.
-
public game + hidden hands
drafted
not checked yet
Passers-by hold a hidden card for a short game before passing it on.
-
public game + hidden identity
drafted
not checked yet
Some passers-by are secretly given a role, and others try to find them in the crowd.
-
public game + deduction
drafted
not checked yet
Clues are placed around a public space for passers-by to solve.
-
public game + bluffing
drafted
not checked yet
Passers-by bluff each other in a quick public game.
-
public game + rules you discover
drafted
not checked yet
Passers-by learn the rules by watching and being told no, as in many street games.
-
public game + one knows, cannot say
drafted
not checked yet
One person knows the answer and can only hint to passers-by.
-
public game + map revealed as you go
drafted
not checked yet
A public space is explored step by step, with parts revealed as players reach them.
-
public game + model a system
drafted
not checked yet
A public game models a real system of the place, such as how a market's stalls share space.
-
public game + stakeholder roles
drafted
not checked yet
Passers-by each take a role from the place, such as a vendor or a commuter.
-
public game + shared resource
drafted
not checked yet
Passers-by share a limited supply, such as chalk or tokens, and see what happens.
-
public game + delayed effects
drafted
not checked yet
What earlier passers-by did changes the game for later ones.
-
public game + try a rule
drafted
not checked yet
A new rule is tried in a public game to see how strangers respond.
-
public game + debrief
drafted
not checked yet
After a public game, players and onlookers talk about what happened.
-
public game + irreversible change
drafted
not checked yet
What players do leaves a lasting mark on the public place, such as a painted wall.
-
public game + real-time span
drafted
not checked yet
A public game runs over days, and people add to it whenever they pass.
-
public game + rules make an argument
drafted
not checked yet
The rules of a public game make a point about the place, such as who gets to use it.
-
public game + stakes outside the game
drafted
not checked yet
A public game affects the people who use the place, such as blocking a path.
-
public game + points stand for values
drafted
not checked yet
A public game scores something real, such as kindness to strangers, and people notice what counting does.
-
public game + rehearse a future
drafted
not checked yet
A public game lets people try a different way of using the place, such as a car-free street.
-
dice tell the story + roll and move
drafted
not checked yet
You roll to move, and a second roll on a table says what happens where you land.
-
dice tell the story + drafting
drafted
not checked yet
A roll on a table decides which cards appear in the row for players to pick.
-
dice tell the story + bidding
drafted
not checked yet
A roll decides what goes up for auction next.
-
dice tell the story + push your luck
drafted
not checked yet
Players keep rolling on a table for more of the story, but some results end their turn.
-
dice tell the story + area control
drafted
not checked yet
Rolls decide events in each area, such as a storm or a festival.
-
dice tell the story + worker placement
drafted
not checked yet
A roll on a table decides what each action space offers this round.
-
dice tell the story + pattern building
drafted
not checked yet
Rolls decide what pieces players receive to build their pattern.
-
dice tell the story + hand management
drafted
not checked yet
Rolls add story cards to players' hands, and players choose when to play them.
-
dice tell the story + trick-taking
drafted
not checked yet
A roll before each hand decides an event that changes how tricks work.
-
dice tell the story + negotiation
drafted
not checked yet
Rolls bring events, and players negotiate how to respond.
-
dice tell the story + set collection
drafted
not checked yet
Rolls on a table decide what items players find for their sets.
-
dice tell the story + tile placement
drafted
not checked yet
Rolls decide what each new tile holds, and players place it.
-
dice tell the story + call and response
drafted
not checked yet
A roll sets up a moment, and players answer it with their own lines.
-
dice tell the story + playing in silence
drafted
not checked yet
Rolls decide what happens, and players react without speaking.
-
dice tell the story + change the rules
drafted
not checked yet
Some results on the table change the rules of the game.
-
dice tell the story + race to finish
drafted
not checked yet
Rolls on a table bring events that help or hinder each racer.
-
dice tell the story + most points
drafted
not checked yet
Rolls on tables bring events that give or take points.
-
dice tell the story + last standing
drafted
not checked yet
Rolls bring dangers that knock players out until one remains.
-
dice tell the story + cooperative survival
drafted
not checked yet
Rolls on tables bring dangers the group faces together.
-
dice tell the story + shared objective
drafted
not checked yet
Rolls bring events on the way to a shared goal.
-
dice tell the story + hidden personal goal
drafted
not checked yet
Rolls bring events that each player reads in light of their secret aim.
-
dice tell the story + narrative completion
drafted
not checked yet
Rolls on tables build a story until it reaches its end.
-
dice tell the story + no objective
drafted
not checked yet
Players roll on tables and enjoy the story that comes out, with no winner.
-
dice tell the story + set your own goal
drafted
not checked yet
Each player decides what they want from the story the dice tell.
-
dice tell the story + one loser
drafted
not checked yet
Rolls bring trouble until one player is caught by it.
-
dice tell the story + solo in parallel
drafted
not checked yet
Each player rolls their own story beside the others.
-
dice tell the story + direct confrontation
drafted
not checked yet
Rolls decide the outcome of clashes between players.
-
dice tell the story + indirect via board
drafted
not checked yet
Rolls change the shared world, affecting all players.
-
dice tell the story + fully cooperative
drafted
not checked yet
The group faces whatever the dice bring together.
-
dice tell the story + semi-cooperative
drafted
not checked yet
Rolls bring events the group faces, with each player gaining differently.
-
dice tell the story + team vs team
drafted
not checked yet
Rolls bring events to each team in turn.
-
dice tell the story + traitor
drafted
not checked yet
Rolls bring events, and a traitor uses them to hide their actions.
-
dice tell the story + playing by letter
drafted
not checked yet
Players roll and write each other the result as the next part of a story.
-
dice tell the story + absent player
drafted
not checked yet
Rolls stand in for an absent character's choices.
-
dice tell the story + full information
drafted
not checked yet
All tables and results are open, so everyone sees what could happen.
-
dice tell the story + hidden hands
drafted
not checked yet
Players keep some results secret until they choose to reveal them.
-
dice tell the story + hidden identity
drafted
not checked yet
Rolls bring events that hint at who is hiding a role.
-
dice tell the story + deduction
drafted
not checked yet
Rolls reveal clues to a mystery a little at a time.
-
dice tell the story + bluffing
drafted
not checked yet
Players roll in secret and claim what the table said.
-
dice tell the story + rules you discover
drafted
not checked yet
Players learn what each table result means by seeing what happens.
-
dice tell the story + one knows, cannot say
drafted
not checked yet
One player sees the table results and can only hint at what they mean.
-
dice tell the story + map revealed as you go
drafted
not checked yet
Rolls decide what each newly explored area holds.
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dice tell the story + model a system
drafted
not checked yet
Rolls stand for the chance events of a real system, such as a monsoon's strength.
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dice tell the story + stakeholder roles
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Rolls bring events, and each role responds as they would.
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dice tell the story + shared resource
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Rolls decide how much of a shared resource returns each round.
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dice tell the story + delayed effects
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Rolls now decide events that arrive later.
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dice tell the story + try a rule
drafted
not checked yet
Players try a new table to see what kind of stories it makes.
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dice tell the story + debrief
drafted
not checked yet
After the story, players talk about which events mattered and why.
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dice tell the story + irreversible change
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not checked yet
Results on the tables are crossed off once used, so the story never repeats.
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dice tell the story + real-time span
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not checked yet
One roll a day adds to a story that runs for weeks.
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dice tell the story + rules make an argument
drafted
not checked yet
What is on the tables makes a point, such as which events are common for whom.
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dice tell the story + stakes outside the game
drafted
not checked yet
Some results carry into real life, such as a forfeit to perform.
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dice tell the story + points stand for values
drafted
not checked yet
Rolls decide points that stand for something real, and players notice how chance shapes what counts.
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dice tell the story + rehearse a future
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Rolls bring events in a world that does not exist yet, and players practise responding.
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map revealed as you go + roll and move
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You roll to move, and each new space you reach is turned over to show what is there.
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map revealed as you go + drafting
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Players pick which unexplored area to reveal next from a shared row of options.
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map revealed as you go + bidding
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Players bid for the right to explore an area first.
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map revealed as you go + push your luck
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Players keep exploring further, but a revealed danger can lose what they found.
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map revealed as you go + area control
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Players claim areas as they reveal them.
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map revealed as you go + worker placement
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Workers can only go to areas that have been revealed.
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map revealed as you go + pattern building
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Revealed areas form patterns that score when they connect.
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map revealed as you go + hand management
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Cards in hand let players reveal areas or protect themselves from what they find.
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map revealed as you go + trick-taking
drafted
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Winning a trick lets you reveal an area of the map.
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map revealed as you go + negotiation
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Players trade information about what they have seen in hidden areas.
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map revealed as you go + set collection
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Players collect items found in revealed areas.
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map revealed as you go + tile placement
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Face-down tiles are placed and turned over when players reach them.
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map revealed as you go + call and response
drafted
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Each player reveals an area and the next answers it by choosing where to look next.
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map revealed as you go + playing in silence
drafted
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Players explore the hidden map without speaking.
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map revealed as you go + change the rules
drafted
not checked yet
Some revealed areas change the rules of the game.
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map revealed as you go + race to finish
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Players race to find a hidden goal on the map.
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map revealed as you go + most points
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not checked yet
Players score for what they reveal, such as treasure or new land.
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map revealed as you go + last standing
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not checked yet
Revealed dangers knock players out until one remains.
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map revealed as you go + cooperative survival
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The group explores together while dangers appear.
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map revealed as you go + shared objective
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The group explores to find something together.
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map revealed as you go + hidden personal goal
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Each player secretly searches for something different.
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map revealed as you go + narrative completion
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The story unfolds as the map is revealed, ending when the last area is found.
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map revealed as you go + no objective
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Players explore the hidden map just to see what is there.
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map revealed as you go + set your own goal
drafted
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Each player decides what they hope to find.
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map revealed as you go + one loser
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Players explore until one of them reveals a trap and loses.
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map revealed as you go + solo in parallel
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Each player explores their own hidden map.
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map revealed as you go + direct confrontation
drafted
not checked yet
Players meet each other as they explore, and clash where their paths cross.
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map revealed as you go + indirect via board
drafted
not checked yet
What one player reveals changes the options for others.
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map revealed as you go + fully cooperative
drafted
not checked yet
The whole group explores a hidden map against the game.
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map revealed as you go + semi-cooperative
drafted
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Players explore together while keeping some finds for themselves.
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map revealed as you go + team vs team
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Teams explore rival parts of a hidden map.
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map revealed as you go + traitor
drafted
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One player knows the hidden map and secretly leads others into trouble.
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map revealed as you go + playing by letter
drafted
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Players write to each other about what they find as they explore.
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map revealed as you go + absent player
drafted
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Players explore a map left by someone who is not there, finding their marks.
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map revealed as you go + mostly chance
drafted
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What is revealed is pure luck.
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map revealed as you go + chance with mitigation
drafted
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What is revealed is luck, but players choose where to look.
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map revealed as you go + skill with luck
drafted
not checked yet
Players reason about where to explore, with a little luck in what they find.
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map revealed as you go + mostly skill
drafted
not checked yet
Players work out where things are from clues before revealing them.
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map revealed as you go + chance read as a sign
drafted
not checked yet
Each revealed area is read as a sign of what lies ahead.
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map revealed as you go + attunement
drafted
not checked yet
Players explore by sensing where the others will go.
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map revealed as you go + model a system
drafted
not checked yet
Players explore a real system bit by bit, such as the hidden costs of a product.
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map revealed as you go + stakeholder roles
drafted
not checked yet
Each role can see a different part of the map, and they share what they know.
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map revealed as you go + shared resource
drafted
not checked yet
Players search a hidden map for a shared resource and decide how to share it once found.
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map revealed as you go + delayed effects
drafted
not checked yet
What players reveal now changes what can be found later.
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map revealed as you go + try a rule
drafted
not checked yet
Players try a new rule for exploring, such as revealing two areas at once.
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map revealed as you go + debrief
drafted
not checked yet
After exploring, players talk about what they expected to find and what they found.
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map revealed as you go + irreversible change
drafted
not checked yet
Revealed areas stay revealed for every later game.
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map revealed as you go + real-time span
drafted
not checked yet
One area is revealed each day, and the world appears over weeks.
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map revealed as you go + rules make an argument
drafted
not checked yet
What the hidden map holds makes a point, such as who already lives in the land players explore.
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map revealed as you go + stakes outside the game
drafted
not checked yet
The map is of a real place, and exploring it leads players to visit or learn about it.
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map revealed as you go + points stand for values
drafted
not checked yet
Players score for claiming new land, and notice what the scoring says about exploring.
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map revealed as you go + rehearse a future
drafted
not checked yet
Players explore a future world as it is revealed, imagining how to live there.
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rules make an argument + roll and move
drafted
not checked yet
The spaces on the track say something, such as some players starting further back.
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rules make an argument + drafting
drafted
not checked yet
What can be picked, and by whom, makes a point about who gets choices in life.
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rules make an argument + bidding
drafted
not checked yet
The bidding rules make a point, such as richer players always bidding first.
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rules make an argument + push your luck
drafted
not checked yet
Who can afford to take risks is built into the rules.
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rules make an argument + area control
drafted
not checked yet
The rules for holding land make a point about who gets to own it.
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rules make an argument + worker placement
drafted
not checked yet
The action spaces make a point, such as some jobs paying more than others for the same work.
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rules make an argument + pattern building
drafted
not checked yet
The patterns that score make a point, such as neat grids scoring more than winding paths.
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rules make an argument + hand management
drafted
not checked yet
Who gets which cards makes a point about who starts with what.
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rules make an argument + trick-taking
drafted
not checked yet
The trick rules make a point, such as one suit always winning.
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rules make an argument + negotiation
drafted
not checked yet
The rules for deals make a point about who has power in a negotiation.
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rules make an argument + set collection
drafted
not checked yet
What counts as a set makes a point about what is valued.
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rules make an argument + tile placement
drafted
not checked yet
Where tiles can go makes a point, such as roads only reaching some places.
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rules make an argument + call and response
drafted
not checked yet
Who is allowed to answer whom makes a point about who gets heard.
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rules make an argument + playing in silence
drafted
not checked yet
The silence itself makes a point, such as people who cannot speak up.
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rules make an argument + change the rules
drafted
not checked yet
Who is allowed to change the rules makes a point about power.
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rules make an argument + race to finish
drafted
not checked yet
The race is set so that some start ahead, making a point about head starts in life.
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rules make an argument + most points
drafted
not checked yet
What earns points makes a point about what a society rewards.
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rules make an argument + last standing
drafted
not checked yet
Who gets knocked out first makes a point about who is most at risk.
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rules make an argument + cooperative survival
drafted
not checked yet
The rules show what it takes for a group to survive together.
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rules make an argument + shared objective
drafted
not checked yet
The rules for reaching the goal make a point about how groups succeed.
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rules make an argument + hidden personal goal
drafted
not checked yet
Secret goals make a point about hidden interests in public life.
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rules make an argument + narrative completion
drafted
not checked yet
The way the story can end makes a point about what endings are possible.
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rules make an argument + no objective
drafted
not checked yet
Having no winner makes a point about why people compete.
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rules make an argument + set your own goal
drafted
not checked yet
Letting players set their goals makes a point about what success means.
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rules make an argument + one loser
drafted
not checked yet
Who ends up losing makes a point about who carries the cost.
-
rules make an argument + solo in parallel
drafted
not checked yet
Playing alone side by side makes a point about isolation.
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rules make an argument + direct confrontation
drafted
not checked yet
The rules for attacking make a point about violence and its costs.
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rules make an argument + indirect via board
drafted
not checked yet
How players affect each other through the board makes a point about hidden harm.
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rules make an argument + fully cooperative
drafted
not checked yet
The rules make a point about what people can do together.
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rules make an argument + semi-cooperative
drafted
not checked yet
The rules make a point about self-interest inside a group.
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rules make an argument + team vs team
drafted
not checked yet
Unequal teams make a point about how sides are formed.
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rules make an argument + traitor
drafted
not checked yet
The traitor's role makes a point about betrayal from inside.
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rules make an argument + playing by letter
drafted
not checked yet
The slow exchange of letters makes a point about distance and delay.
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rules make an argument + absent player
drafted
not checked yet
The empty seat makes a point about who is left out.
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rules make an argument + mostly chance
drafted
not checked yet
Leaving outcomes to luck makes a point about how much of life is chance.
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rules make an argument + chance with mitigation
drafted
not checked yet
Who can soften an unlucky draw makes a point about safety nets.
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rules make an argument + skill with luck
drafted
not checked yet
The balance of skill and luck makes a point about merit.
-
rules make an argument + mostly skill
drafted
not checked yet
Rewarding only skill makes a point about who gets to practise.
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rules make an argument + chance read as a sign
drafted
not checked yet
How signs are read makes a point about belief and interpretation.
-
rules make an argument + attunement
drafted
not checked yet
Needing to stay in step makes a point about cooperation without words.
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rules make an argument + full information
drafted
not checked yet
Showing everything makes a point about transparency.
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rules make an argument + hidden hands
drafted
not checked yet
What players can and cannot see makes a point about unequal information.
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rules make an argument + hidden identity
drafted
not checked yet
Hidden roles make a point about who people really work for.
-
rules make an argument + deduction
drafted
not checked yet
What the clues allow players to work out makes a point about evidence.
-
rules make an argument + bluffing
drafted
not checked yet
Rewarding lies makes a point about honesty and power.
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rules make an argument + rules you discover
drafted
not checked yet
Hidden rules make a point about systems newcomers cannot see.
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rules make an argument + one knows, cannot say
drafted
not checked yet
One player who knows but cannot speak makes a point about silenced knowledge.
-
rules make an argument + model a system
drafted
not checked yet
A model of a real system makes its point through how its parts behave.
-
rules make an argument + stakeholder roles
drafted
not checked yet
The powers each role has make a point about who decides in real life.
-
rules make an argument + shared resource
drafted
not checked yet
How the shared resource behaves makes a point about the commons.
-
rules make an argument + delayed effects
drafted
not checked yet
Effects that arrive late make a point about consequences we do not see.
-
rules make an argument + try a rule
drafted
not checked yet
Players try changing the rule that makes the argument, to see whether the point still holds.
-
rules make an argument + debrief
drafted
not checked yet
After playing, players talk about what the rules were arguing.
-
rules make an argument + irreversible change
drafted
not checked yet
Lasting changes make a point about choices that cannot be undone.
-
rules make an argument + real-time span
drafted
not checked yet
The slow pace of play makes a point about how long change takes.
-
rules make an argument + stakes outside the game
drafted
not checked yet
The argument reaches beyond the table, such as a game about a local issue played with people affected by it.
-
rules make an argument + points stand for values
drafted
not checked yet
Points that stand for real values make a point about measuring what matters.
-
rules make an argument + rehearse a future
drafted
not checked yet
The rules of a future world make an argument for or against it.
-
stakes outside the game + roll and move
drafted
not checked yet
Players roll and move, and some spaces carry a real-life consequence, such as doing a chore.
-
stakes outside the game + drafting
drafted
not checked yet
What players pick has a real-life use, such as choosing tasks for the week.
-
stakes outside the game + bidding
drafted
not checked yet
Players bid with something real, such as time they promise to give.
-
stakes outside the game + push your luck
drafted
not checked yet
Pushing your luck risks something real, such as a forfeit performed in front of others.
-
stakes outside the game + area control
drafted
not checked yet
Areas on the board stand for real places people use, such as desks in a shared studio.
-
stakes outside the game + worker placement
drafted
not checked yet
Placing a worker commits the player to a real task.
-
stakes outside the game + pattern building
drafted
not checked yet
The pattern players build becomes something real, such as a seating plan.
-
stakes outside the game + hand management
drafted
not checked yet
Cards in hand stand for real favours players can call on later.
-
stakes outside the game + trick-taking
drafted
not checked yet
Tricks are played for something small but real, such as who makes the tea.
-
stakes outside the game + negotiation
drafted
not checked yet
Deals made in the game are kept outside it.
-
stakes outside the game + set collection
drafted
not checked yet
Collected sets turn into something real, such as a shared snack.
-
stakes outside the game + tile placement
drafted
not checked yet
The map players build is used for a real plan, such as a garden layout.
-
stakes outside the game + call and response
drafted
not checked yet
What players say to each other in the game can touch real feelings.
-
stakes outside the game + playing in silence
drafted
not checked yet
Silent play leaves real feelings unspoken until afterwards.
-
stakes outside the game + change the rules
drafted
not checked yet
Rules changed in the game become rules for the group, such as studio rules.
-
stakes outside the game + race to finish
drafted
not checked yet
The race decides something real, such as who chooses the next game.
-
stakes outside the game + most points
drafted
not checked yet
Points decide something real, such as a small prize.
-
stakes outside the game + last standing
drafted
not checked yet
Being knocked out carries a real consequence.
-
stakes outside the game + cooperative survival
drafted
not checked yet
The group wins or loses something real together.
-
stakes outside the game + shared objective
drafted
not checked yet
The shared goal is something real, such as raising money for a cause.
-
stakes outside the game + hidden personal goal
drafted
not checked yet
Secret goals are real wishes players hold.
-
stakes outside the game + narrative completion
drafted
not checked yet
The story told in the game is about the players' real lives.
-
stakes outside the game + no objective
drafted
not checked yet
Nothing is won, but what happens still carries into how players feel about each other.
-
stakes outside the game + set your own goal
drafted
not checked yet
Players set real goals for themselves through the game.
-
stakes outside the game + one loser
drafted
not checked yet
The one player who loses carries a real consequence.
-
stakes outside the game + solo in parallel
drafted
not checked yet
Each player plays for something real in their own life.
-
stakes outside the game + direct confrontation
drafted
not checked yet
Clashes in the game can turn into real tension between players.
-
stakes outside the game + indirect via board
drafted
not checked yet
What players do to the board affects each other's real situation.
-
stakes outside the game + fully cooperative
drafted
not checked yet
The group works together on something that matters in real life.
-
stakes outside the game + semi-cooperative
drafted
not checked yet
Players cooperate on something real while each keeps their own interest.
-
stakes outside the game + team vs team
drafted
not checked yet
Teams compete for something real.
-
stakes outside the game + traitor
drafted
not checked yet
Betrayal in the game can feel real afterwards.
-
stakes outside the game + playing by letter
drafted
not checked yet
Letters exchanged in the game carry real feelings and plans.
-
stakes outside the game + absent player
drafted
not checked yet
Players play for someone real who is not there, such as a friend far away.
-
stakes outside the game + mostly chance
drafted
not checked yet
Luck decides a real consequence.
-
stakes outside the game + chance with mitigation
drafted
not checked yet
Luck brings a real consequence, but players can soften it.
-
stakes outside the game + skill with luck
drafted
not checked yet
Skill mostly decides something real, with a little luck.
-
stakes outside the game + mostly skill
drafted
not checked yet
Skill alone decides something real.
-
stakes outside the game + chance read as a sign
drafted
not checked yet
Signs are read as advice about players' real lives.
-
stakes outside the game + attunement
drafted
not checked yet
Staying in step in the game builds real trust between players.
-
stakes outside the game + full information
drafted
not checked yet
Everything at stake is open, so everyone knows what each player risks.
-
stakes outside the game + hidden hands
drafted
not checked yet
Players hide what they are really risking.
-
stakes outside the game + hidden identity
drafted
not checked yet
Hidden roles stand for real positions people hold.
-
stakes outside the game + deduction
drafted
not checked yet
Players work out something real about each other from play.
-
stakes outside the game + bluffing
drafted
not checked yet
Lies told in the game can feel real afterwards.
-
stakes outside the game + rules you discover
drafted
not checked yet
Players learn a hidden rule that also applies in their real situation.
-
stakes outside the game + one knows, cannot say
drafted
not checked yet
One player knows something real and cannot say it in the game.
-
stakes outside the game + model a system
drafted
not checked yet
A model of a real system the players are part of, such as their own college.
-
stakes outside the game + stakeholder roles
drafted
not checked yet
Players play the roles they hold in real life, or the roles of people they deal with.
-
stakes outside the game + shared resource
drafted
not checked yet
The shared resource is real, such as the group's shared time or money.
-
stakes outside the game + delayed effects
drafted
not checked yet
Choices in the game have real effects later.
-
stakes outside the game + try a rule
drafted
not checked yet
Players try a rule in the game before using it in real life.
-
stakes outside the game + debrief
drafted
not checked yet
After a game with real stakes, players talk about what it meant for them.
-
stakes outside the game + irreversible change
drafted
not checked yet
Real consequences of the game cannot be undone.
-
stakes outside the game + real-time span
drafted
not checked yet
The game runs over real days, and its stakes run with it.
-
stakes outside the game + points stand for values
drafted
not checked yet
Points stand for something real players care about, and losing them feels real.
-
stakes outside the game + rehearse a future
drafted
not checked yet
Players practise a real change they are about to make, such as a new way of sharing work.
-
points stand for values + roll and move
drafted
not checked yet
Spaces give points for things like kindness or rest, and players notice which spaces they aim for.
-
points stand for values + drafting
drafted
not checked yet
Cards worth points stand for values, and players notice which ones they take.
-
points stand for values + bidding
drafted
not checked yet
Players bid for values turned into points, such as friendship or money.
-
points stand for values + push your luck
drafted
not checked yet
Players risk points that stand for something real, such as health.
-
points stand for values + area control
drafted
not checked yet
Areas score points that stand for things like community, not only size.
-
points stand for values + worker placement
drafted
not checked yet
Actions earn points that stand for things like care or wages, and players notice the gap.
-
points stand for values + pattern building
drafted
not checked yet
Patterns earn points that stand for qualities, such as balance or beauty.
-
points stand for values + hand management
drafted
not checked yet
Cards worth points stand for values, and players choose which to spend.
-
points stand for values + trick-taking
drafted
not checked yet
Tricks are worth points that stand for values, so winning a trick means choosing one.
-
points stand for values + negotiation
drafted
not checked yet
Players trade points that stand for values, such as trading honesty for money.
-
points stand for values + set collection
drafted
not checked yet
Sets of values score points, and players notice which sets they ignore.
-
points stand for values + tile placement
drafted
not checked yet
Tiles score points that stand for qualities of a place, such as quiet or trees.
-
points stand for values + call and response
drafted
not checked yet
Answers earn points for qualities like kindness, and players notice how scoring changes what they say.
-
points stand for values + playing in silence
drafted
not checked yet
Points for silent acts of help, counted quietly, show what scoring does to care.
-
points stand for values + change the rules
drafted
not checked yet
Players change what earns points, and see how their behaviour changes.
-
points stand for values + race to finish
drafted
not checked yet
Racing earns points, and players notice what they skip in the rush.
-
points stand for values + most points
drafted
not checked yet
The most points wins, and players see what they gave up to get them.
-
points stand for values + last standing
drafted
not checked yet
Points stand for wellbeing, and running out knocks a player out.
-
points stand for values + cooperative survival
drafted
not checked yet
The group shares points that stand for its health.
-
points stand for values + shared objective
drafted
not checked yet
The group aims for a score that stands for a shared value.
-
points stand for values + hidden personal goal
drafted
not checked yet
Each player secretly scores a different value, revealed at the end.
-
points stand for values + narrative completion
drafted
not checked yet
The story ends with a score, and players talk about what the score missed.
-
points stand for values + no objective
drafted
not checked yet
Points are counted but nobody wins, so players see the points for what they are.
-
points stand for values + set your own goal
drafted
not checked yet
Each player decides what their points stand for.
-
points stand for values + one loser
drafted
not checked yet
The player with the fewest points loses, and players notice what the count left out.
-
points stand for values + solo in parallel
drafted
not checked yet
Each player scores their own values side by side.
-
points stand for values + direct confrontation
drafted
not checked yet
Players take points from each other, and notice what taking a value means.
-
points stand for values + indirect via board
drafted
not checked yet
What one player does changes others' points without them choosing.
-
points stand for values + fully cooperative
drafted
not checked yet
The group scores together and talks about whether the score shows what they did.
-
points stand for values + semi-cooperative
drafted
not checked yet
Players share a score but each keeps a private one too.
-
points stand for values + team vs team
drafted
not checked yet
Teams compete on scores that stand for values.
-
points stand for values + traitor
drafted
not checked yet
A traitor secretly scores against the group's values.
-
points stand for values + playing by letter
drafted
not checked yet
Players keep score of values over weeks of letters.
-
points stand for values + absent player
drafted
not checked yet
Players score values on behalf of someone who is not there.
-
points stand for values + mostly chance
drafted
not checked yet
Luck decides points that stand for real values.
-
points stand for values + chance with mitigation
drafted
not checked yet
Luck gives points, and players choose which values to protect.
-
points stand for values + skill with luck
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Skill earns most points, with a little luck, and players ask whether the points show merit.
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points stand for values + mostly skill
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Only skill earns points, and players ask what skill the points really measure.
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points stand for values + chance read as a sign
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Signs give points, and players talk about what they stand for.
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points stand for values + attunement
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Points reward staying in step, and players notice what scoring does to it.
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points stand for values + full information
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All scores are visible, and players notice how seeing them changes play.
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points stand for values + hidden hands
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Scores are hidden until the end, and players notice how that changes what they do.
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points stand for values + hidden identity
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Players secretly score different values, and guess what others are aiming for.
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points stand for values + deduction
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Players work out what the points really stand for from how they are given.
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points stand for values + bluffing
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Players claim scores for values that may not be true.
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points stand for values + rules you discover
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A hidden rule decides what scores, and players learn it by noticing what is rewarded.
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points stand for values + one knows, cannot say
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One player knows what the points truly measure and can only hint.
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points stand for values + model a system
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A model of a real system scores things the way a real institution does, such as marks or ratings.
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points stand for values + stakeholder roles
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Each role is scored differently, showing how measures favour some roles.
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points stand for values + shared resource
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Points reward taking from a shared resource, and players notice the cost.
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points stand for values + delayed effects
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Points earned now cost something later, and players notice the trade.
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points stand for values + try a rule
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Players change what earns points and see how play changes.
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points stand for values + debrief
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After play, players talk about what they did for points that they would not do otherwise.
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points stand for values + irreversible change
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Points earned are recorded permanently, so scores follow players into later games.
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points stand for values + real-time span
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Points for real values are counted daily over weeks.
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points stand for values + rehearse a future
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Players try a future where different things earn points.
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rehearse a future + roll and move
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Players move through a future world, and each space shows a part of life there.
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rehearse a future + drafting
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Players pick parts of a future they would like to try, such as shared kitchens.
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rehearse a future + bidding
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Players bid for parts of a future, showing what they would give for it.
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rehearse a future + push your luck
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Players try bold changes in a future world, with some risk of failure.
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rehearse a future + area control
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Players imagine how space would be shared in a future town.
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rehearse a future + worker placement
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Players try out how work would be shared in a future world.
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rehearse a future + pattern building
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Players build the shape of a future place together.
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rehearse a future + hand management
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Cards in hand are ideas for the future, played when the moment fits.
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rehearse a future + trick-taking
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Each trick decides a small question about the future.
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rehearse a future + negotiation
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Players negotiate how a future would work, as people would in real planning.
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rehearse a future + set collection
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Players gather what a future needs, such as skills or tools.
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rehearse a future + tile placement
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Players lay tiles to build a future place.
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rehearse a future + call and response
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Players take turns adding to a picture of the future.
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rehearse a future + playing in silence
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Players live in a future world without speaking, showing it through action.
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rehearse a future + change the rules
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Players change the rules of the future world as they live in it.
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rehearse a future + race to finish
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Players race to reach a future goal.
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rehearse a future + most points
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Players score for what they build in the future world.
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rehearse a future + last standing
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Players drop out as their future plans fail, until one remains.
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rehearse a future + cooperative survival
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The group tries to make a future work together, against what threatens it.
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rehearse a future + shared objective
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The group works toward one picture of the future.
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rehearse a future + hidden personal goal
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Each player secretly wants something different from the future.
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rehearse a future + narrative completion
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The game tells the story of a future until it reaches a chosen ending.
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rehearse a future + no objective
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Players live in a future world with no winner, to see how it feels.
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rehearse a future + set your own goal
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Each player decides what they want to try in the future world.
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rehearse a future + one loser
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Players try a future until one player's plan fails.
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rehearse a future + solo in parallel
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Each player imagines their own future beside the others.
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rehearse a future + direct confrontation
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Players with different futures clash over which will happen.
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rehearse a future + indirect via board
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What one player builds in the future affects others.
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rehearse a future + fully cooperative
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The whole group practises a future way of living together.
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rehearse a future + semi-cooperative
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Players build a future together while each keeps a private interest.
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rehearse a future + team vs team
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Teams each rehearse a different future and compare.
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rehearse a future + traitor
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One player secretly works against the future the group is building.
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rehearse a future + playing by letter
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Players write letters as if from the future to each other.
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rehearse a future + absent player
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Players imagine the future for someone not there, such as their children.
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rehearse a future + mostly chance
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Luck decides what happens in the future world.
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rehearse a future + chance with mitigation
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Luck brings future events, and players choose how to respond.
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rehearse a future + skill with luck
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Players plan the future, with a little luck testing their plans.
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rehearse a future + mostly skill
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Only players' choices shape the future world.
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rehearse a future + chance read as a sign
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Signs are read as hints about the future.
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rehearse a future + attunement
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Players imagine a future by sensing what the group wants.
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rehearse a future + full information
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Everything about the future world is open to all.
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rehearse a future + hidden hands
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Players hold secret plans for the future, revealed in turn.
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rehearse a future + hidden identity
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Some players secretly come from a different future.
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rehearse a future + deduction
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Players work out what a future world is like from clues.
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rehearse a future + bluffing
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Players claim what the future will hold, and others decide whether to believe them.
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rehearse a future + rules you discover
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Players discover the hidden rules of a future world by living in it.
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rehearse a future + one knows, cannot say
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One player knows how the future turns out and can only hint.
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rehearse a future + model a system
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Players try a new version of a real system, such as a different way of sharing water.
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rehearse a future + stakeholder roles
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Each role imagines how a future change would affect them.
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rehearse a future + shared resource
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Players try a new way of sharing a resource and see whether it lasts.
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rehearse a future + delayed effects
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A future change shows its effects only later in the game.
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rehearse a future + try a rule
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Players try one future rule and play on to see what it changes.
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rehearse a future + debrief
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After rehearsing a future, players talk about what they would keep or change.
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rehearse a future + irreversible change
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Choices made in the future world stay for every later game.
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rehearse a future + real-time span
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Players live a future way of doing things for real days or weeks.