chance read as a sign
In the group Chance or skill.
The dice or cards are read as a message, not added up as a score. What you throw tells you something to think about. Long ago in India, Tibet and China, people threw dice this way to ask questions.
In the group Chance or skill.
The dice or cards are read as a message, not added up as a score. What you throw tells you something to think about. Long ago in India, Tibet and China, people threw dice this way to ask questions.
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A thrown die or drawn card is read as a sign, and players answer what the sign seems to say.
Players throw dice or draw cards in silence and each reads the sign alone.
A thrown die is read as a sign, and players change a rule in response to what it seems to say.
Players throw dice or draw cards and talk about what the signs might mean, with no winner.
A thrown sign suggests an aim, and each player decides what it means for them.
A thrown sign names who carries the loss, and players talk about what it means.
Players throw signs and post their readings to each other.
Players throw dice and read the result as a message from the absent player.
You roll to move, and the space you land on is read as a message about your journey.
Cards are turned up at random and each player picks one to read as a sign for themselves.
Players bid for the chance to throw the sign or keep a reading.
Players keep throwing for signs, but one sign can end their turn or turn the reading.
A thrown sign says which areas are open or closed this round, and players move to hold them.
A sign is thrown each round and read to decide which action spaces are open.
Players read each throw as a sign and add it to a growing pattern of meanings.
Players draw cards as signs and choose which ones to keep and act on.
The cards that win each trick are read as signs, as playing cards were once used for fortune telling.
Players argue about what a thrown sign means and make deals based on the reading.
Players collect signs that belong together, such as all the signs of one season.
Tiles are drawn at random and read as signs before being placed.
Players race to the end, and each throw is read as a sign of what helps or hinders them.
Signs are read and players score points for readings the others accept.
A thrown sign decides who is in danger, and players are knocked out until one remains.
The group reads signs together and decides how to survive what they warn of.
Players read signs together to decide the next step towards a shared goal.
Each player reads the signs in light of a secret aim.
Each throw is read as the next turn in a story until the story ends.
Each player throws and reads their own signs side by side.
Players throw signs against each other and argue whose reading wins.
Signs change the board, and the changes affect everyone.
The whole group reads each sign together and acts on the shared reading.
Players read signs for the group but each leans the reading towards their own aim.
Each team reads the signs for its own side.
Players read signs together, but one player's readings secretly mislead the group.
Every sign and every reading is shared for all to see.
Each player draws a sign in secret and reveals it only when it matters.
Signs are read to hint at who is hiding a role.
Players read signs as clues and use them to work out a hidden fact.
Players claim what their hidden sign says, and others decide whether to believe them.
A sign is thrown, and players learn a secret rule about what each sign means by acting on it.
One player knows what each sign means and can only hint at it.
Random events in a model of a real system, such as a drought, are read for what they say about the system.
Each role reads the same sign in its own way, as different people read the same news.
A sign is thrown each round and read to decide how much of the shared resource returns.
A sign thrown now is read as a warning about something that arrives later.
Players throw a sign and read it to choose which new rule to try.
Afterwards, players talk about the signs and what they made of them.
Each sign read is written into the game permanently, so the game keeps a record of its omens.
One sign is thrown each day, and players read it and act on it slowly.
A thrown sign is read as an omen for the characters, and players act on it.
Where a thrown piece lands is read as a sign.
A thrown sign is read as what the land holds next.
Signs thrown each round tell players how to keep the game going.
Signs are thrown and read, but none points to a way to win.
The game master reads thrown signs as omens in the story.
Passers-by throw a sign and read it, as at a fortune stall.
Each revealed area is read as a sign of what lies ahead.
How signs are read makes a point about belief and interpretation.
Signs are read as advice about players' real lives.
Signs give points, and players talk about what they stand for.
Signs are read as hints about the future.
Each turn's roll or draw is read as a sign, one player at a time.
Everyone draws or rolls at once and reads the signs together.
Signs appear at any moment and players read them on the fly.
Signs have to be read within a time limit.
Signs are read slowly and with care.
Signs appear faster and faster.
chance read as a sign neither supports nor works against the feeling excited.
chance read as a sign neither supports nor works against the feeling clever.
chance read as a sign neither supports nor works against the feeling silly.
chance read as a sign neither supports nor works against the feeling tense.
chance read as a sign neither supports nor works against the feeling together.
chance read as a sign neither supports nor works against the feeling sneaky.
chance read as a sign supports the feeling lucky.
chance read as a sign works against the feeling in charge.
chance read as a sign supports the feeling surprised.
chance read as a sign supports the feeling thoughtful.
chance read as a sign neither supports nor works against the feeling fast.
chance read as a sign neither supports nor works against the feeling unfair in a fun way.
chance read as a sign neither supports nor works against the feeling careful.
chance read as a sign neither supports nor works against the feeling daring.
chance read as a sign neither supports nor works against the feeling friendly.
A game made entirely of chance that still carries a meaning, because every square is labelled. It shows how a board's words can make players read luck as a lesson, and how rules can make an argument.