attunement
In the group Chance or skill.
Not luck, and not working it out. You succeed by sensing when the others are about to act, like friends who start to speak at the same moment.
In the group Chance or skill.
Not luck, and not working it out. You succeed by sensing when the others are about to act, like friends who start to speak at the same moment.
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Players answer each other by sensing when and how the others will respond.
Players act without speaking, sensing the moment the others will move.
Players change rules by sensing what the group wants, without voting.
Players try to act together by sensing each other, and nobody wins or loses.
Players sense each other and set aims that fit what the group seems to want.
Players try to act together by sensing each other, and the one out of step loses.
Players try to sense each other across distance, sending moves without planning together.
Players try to act as the absent player would, sensing what they would have done.
Players roll and move, but bonus moves come when they act at the same moment without planning.
Players pick from a shared row without speaking, trying to sense what others want.
Players bid at the same moment, trying to match each other without talking.
Players sense together when to stop pushing, and all stop at once if they can.
Players try to spread across the map without clashing, sensing where others will go.
Players place workers at the same time, trying not to choose the same space.
Players add to a shared pattern by sensing what the others will add next.
Players play cards from hidden hands at the moment it feels right, sensing others' cards.
Partners play tricks by sensing each other's hands without signals.
Players reach agreement by sensing what others will accept, with few words.
Players try to collect different sets by sensing what others collect.
Players place tiles together by sensing where others will build.
Players race together and win only if they cross the line at the same moment.
Players score points for acting in step with each other.
The player most out of step with the group is out each round, until one remains.
The group survives only by sensing each other's timing, without speaking.
The group reaches a shared goal by moving in step.
Players try to stay in step with the group while quietly following a secret aim.
Players tell a story by sensing where the others want it to go.
Players work alone but try to keep time with each other.
Players try to sense when an opponent will act, and act first.
Players shape the board by sensing each other's plans.
The whole group plays against the game by sensing each other's timing, without speaking.
Players keep in step for the group while each tests how far to drift for themselves.
The team whose members keep in step with each other longest wins.
Players try to keep in step, and one player secretly breaks the rhythm.
Players see everything and still have to sense when others will act.
Players hold hidden cards and play them by sensing the right moment.
Players try to keep in step while hiding a role that wants them out of step.
Players work out a hidden fact by sensing what others know.
Players try to sense whether others are bluffing, as much as reading cards.
Players sense a hidden rule from how others play, rather than being told.
One player knows the answer, and others sense it from how they move.
Players act in a model of a real system and try to keep in step, as people do in a crowd.
Each role tries to sense what the other roles need without being told.
Players take from a shared resource by sensing how much others will take.
Players act in step, and the results show only later.
Players try a new rule and sense together whether it changes the rhythm of play.
Afterwards, players talk about moments when they felt in step and moments when they did not.
Each time the group falls out of step, a permanent mark is left on the game.
Players act once a day at a moment they sense the others will act too.
Players act together by sensing where the others are taking the scene.
Players do a feat together by sensing each other's movements, such as lifting something as one.
Players draw together by sensing where the others will draw.
Players keep the game going by staying in step with each other.
Players try to act as one, but the game always pulls them apart.
The game master senses what the players want and shapes the world to it.
Strangers try to act together without planning, such as clapping in time.
Players explore by sensing where the others will go.
Needing to stay in step makes a point about cooperation without words.
Staying in step in the game builds real trust between players.
Points reward staying in step, and players notice what scoring does to it.
Players imagine a future by sensing what the group wants.
Players take turns but try to sense each other's intentions.
Everyone tries to act at the same moment as the others, sensing the group.
Players act when they sense the moment is right, with no turns to guide them, as in The Mind.
Players have to sense each other within a time limit.
Slow play where players tune in to each other.
Players have to sense each other faster as the game goes on.
attunement neither supports nor works against the feeling excited.
attunement neither supports nor works against the feeling clever.
attunement neither supports nor works against the feeling silly.
attunement supports the feeling tense.
attunement supports the feeling together.
attunement neither supports nor works against the feeling sneaky.
attunement works against the feeling lucky.
attunement neither supports nor works against the feeling in charge.
attunement neither supports nor works against the feeling surprised.
attunement neither supports nor works against the feeling thoughtful.
attunement neither supports nor works against the feeling fast.
attunement neither supports nor works against the feeling unfair in a fun way.
attunement neither supports nor works against the feeling careful.
attunement neither supports nor works against the feeling daring.
attunement neither supports nor works against the feeling friendly.
With speech removed, the only channel left is timing. Players build a shared rhythm, which shows how a rule that takes something away can make a new kind of play.