map revealed as you go
In the group Information visibility.
Idea from Dhruv Jani.
The map starts hidden. Areas are turned over only when a player explores them, so nobody knows what lies ahead until they go there.
In the group Information visibility.
Idea from Dhruv Jani.
The map starts hidden. Areas are turned over only when a player explores them, so nobody knows what lies ahead until they go there.
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Characters explore a hidden world, and each new place sets a new scene.
Players flick a piece to explore, and the area where it lands is revealed.
Players draw each area only as they reach it, so the world appears as they explore.
Players keep exploring a map that never runs out.
Players explore a map that never reveals a way out.
The game master reveals the map as players explore it.
A public space is explored step by step, with parts revealed as players reach them.
Rolls decide what each newly explored area holds.
You roll to move, and each new space you reach is turned over to show what is there.
Players pick which unexplored area to reveal next from a shared row of options.
Players bid for the right to explore an area first.
Players keep exploring further, but a revealed danger can lose what they found.
Players claim areas as they reveal them.
Workers can only go to areas that have been revealed.
Revealed areas form patterns that score when they connect.
Cards in hand let players reveal areas or protect themselves from what they find.
Winning a trick lets you reveal an area of the map.
Players trade information about what they have seen in hidden areas.
Players collect items found in revealed areas.
Face-down tiles are placed and turned over when players reach them.
Each player reveals an area and the next answers it by choosing where to look next.
Players explore the hidden map without speaking.
Some revealed areas change the rules of the game.
Players race to find a hidden goal on the map.
Players score for what they reveal, such as treasure or new land.
Revealed dangers knock players out until one remains.
The group explores together while dangers appear.
The group explores to find something together.
Each player secretly searches for something different.
The story unfolds as the map is revealed, ending when the last area is found.
Players explore the hidden map just to see what is there.
Each player decides what they hope to find.
Players explore until one of them reveals a trap and loses.
Each player explores their own hidden map.
Players meet each other as they explore, and clash where their paths cross.
What one player reveals changes the options for others.
The whole group explores a hidden map against the game.
Players explore together while keeping some finds for themselves.
Teams explore rival parts of a hidden map.
One player knows the hidden map and secretly leads others into trouble.
Players write to each other about what they find as they explore.
Players explore a map left by someone who is not there, finding their marks.
What is revealed is pure luck.
What is revealed is luck, but players choose where to look.
Players reason about where to explore, with a little luck in what they find.
Players work out where things are from clues before revealing them.
Each revealed area is read as a sign of what lies ahead.
Players explore by sensing where the others will go.
Players explore a real system bit by bit, such as the hidden costs of a product.
Each role can see a different part of the map, and they share what they know.
Players search a hidden map for a shared resource and decide how to share it once found.
What players reveal now changes what can be found later.
Players try a new rule for exploring, such as revealing two areas at once.
After exploring, players talk about what they expected to find and what they found.
Revealed areas stay revealed for every later game.
One area is revealed each day, and the world appears over weeks.
What the hidden map holds makes a point, such as who already lives in the land players explore.
The map is of a real place, and exploring it leads players to visit or learn about it.
Players score for claiming new land, and notice what the scoring says about exploring.
Players explore a future world as it is revealed, imagining how to live there.
Each turn reveals a little more of the map.
Everyone explores at once and the map opens in several places.
Players explore at their own speed and the map opens in many places.
Each step of exploring is timed.
The map opens slowly, step by step.
The map opens faster and faster.
map revealed as you go neither supports nor works against the feeling excited.
map revealed as you go supports the feeling clever.
map revealed as you go neither supports nor works against the feeling silly.
map revealed as you go supports the feeling tense.
map revealed as you go neither supports nor works against the feeling together.
map revealed as you go neither supports nor works against the feeling sneaky.
map revealed as you go supports the feeling lucky.
map revealed as you go neither supports nor works against the feeling in charge.
map revealed as you go supports the feeling surprised.
map revealed as you go neither supports nor works against the feeling thoughtful.
map revealed as you go neither supports nor works against the feeling fast.
map revealed as you go neither supports nor works against the feeling unfair in a fun way.
map revealed as you go neither supports nor works against the feeling careful.
map revealed as you go neither supports nor works against the feeling daring.
map revealed as you go neither supports nor works against the feeling friendly.