mostly skill
In the group Chance or skill.
Pure brain-work. No dice, no surprises. The smartest player wins. Chess and Go are mostly skill.
In the group Chance or skill.
Pure brain-work. No dice, no surprises. The smartest player wins. Chess and Go are mostly skill.
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You place workers with tiny luck, feeling like a brainy puzzle where smart spots win the day.
Perfect setup for brainy showdowns where smart moves beat everyone since nothing's hidden.
You read opponents' plays to win tricks, with little luck in card deals.
Pure strategy shines as perfect info lets players outplan rivals for max points.
You choose how far to move from a fixed set of options, with little luck involved.
Everyone sees all the cards and picks carefully, so planning decides the game.
Everyone knows what is for sale and bids carefully; reading others decides the game.
Risks are mostly about reading the situation, not dice, so careful judgement wins.
No dice: areas are won by planning and placing carefully.
All pieces are known, so building the pattern is pure planning.
You know what cards are coming and plan each play carefully.
Everything depends on the deals players make.
All cards are visible, so collecting is pure planning.
All tiles are known, so placing them is pure planning.
The race is won by planning every move carefully.
Points come from planning alone.
Staying in depends on planning alone.
The team survives by careful planning alone.
The team reaches its goal by planning alone.
Reaching your secret goal depends on planning alone.
The story follows players' choices alone.
Everyone plans their own game with no luck.
Fights are decided by planning alone.
Every move on the shared board is planned.
The team solves the game together by planning alone.
Everything depends on choosing when to help and when to win.
Teams win by planning alone.
With no luck, every odd move points to the traitor.
No luck, but players keep their cards secret.
No luck, so secret roles show through choices alone.
Solving the hidden answer depends on careful thinking alone.
No luck, so winning depends on reading and fooling others.
A model of a real system responds only to players' choices.
Real groups act by choice alone.
The shared resource changes only because of what players take.
Later rounds follow from earlier choices with no luck.
Players test a rule with no luck, so its effect is easy to see.
After play, players talk through every choice.
How well you answer depends only on how well you read the last move.
Pure thinking with no talking, as in a quiet game of chess.
Winning depends on how cleverly you change the rules.
Players use skill to make something, but nobody judges who did it most cleverly.
Players set a challenge for themselves and use skill to meet it.
Whoever plays least cleverly loses, and everyone else is safe.
Players post moves of pure skill, as in chess by correspondence.
Players play against moves an absent player wrote down long ago, as in a printed chess problem.
Winning depends on how quickly you work out a secret rule.
Everything depends on how cleverly hints are given and read.
Permanent changes come only from players' choices.
Players make one carefully thought-out move a day, as in long correspondence games.
Outcomes come from what players choose and say, with no dice.
Only steady hands decide who wins.
Players plan and draw the map with no chance at all.
Only careful play keeps the game going.
No amount of skill can win.
The game master decides outcomes from what players say and do, with no dice.
A public game of skill, where regulars and newcomers face each other.
Players work out where things are from clues before revealing them.
Rewarding only skill makes a point about who gets to practise.
Skill alone decides something real.
Only skill earns points, and players ask what skill the points really measure.
Only players' choices shape the future world.
Each player thinks through their move in turn, like chess.
Everyone chooses at once in a game of pure skill, reading what others will do.
Players act whenever they like in a game of skill, so speed of thought counts.
A game of skill under a clock, like blitz chess.
Slow play in a game of skill, like correspondence chess.
A game of skill that speeds up as it goes, like blitz chess at the end.
These two pull against each other — can a game really be both?
mostly skill works against the feeling excited.
mostly skill supports the feeling clever.
mostly skill works against the feeling silly.
mostly skill neither supports nor works against the feeling tense.
mostly skill neither supports nor works against the feeling together.
mostly skill works against the feeling sneaky.
mostly skill works against the feeling lucky.
mostly skill supports the feeling in charge.
mostly skill works against the feeling surprised.
mostly skill supports the feeling thoughtful.
mostly skill works against the feeling fast.
mostly skill works against the feeling unfair in a fun way.
mostly skill supports the feeling careful.
mostly skill works against the feeling daring.
mostly skill neither supports nor works against the feeling friendly.
Worker placement at its smallest: taking a spot denies it to the other player. It shows how turn order and denial create decisions even with no luck at all.
A game made almost entirely of what players say about each other. It shows hidden identity, and how a single liar changes every conversation at the table.
No luck and nothing hidden, yet the winner is often settled many moves before the end by a pattern the players can't yet see. It shows why designers add uncertainty to a game that can be solved.
A rule that lets you move again after closing a box turns a simple drawing game into one of sacrifice and long chains. It shows how one rule can create deep strategy.
Pure deduction from counted clues. It shows how much information a single answer can carry, and how a guess can be made to learn rather than to win.
On boards with even sides the second player always wins by copying. It shows how symmetry can break a game, and how changing the board fixes it.
Both players write the same letters, so anything you write can help your opponent. It shows how shared pieces create tactics of giving and avoiding.
Placing pieces, then moving them: a second phase keeps a tic-tac-toe-like game from ending in a draw. It shows phases as a design tool.
Everyone looks at the same cards at once, with no turns, so perception wins over planning. It shows simultaneous play, and how a single matching rule can carry a whole game.
The rules themselves are what you discover. Players learn by testing guesses against right and wrong, which is how a designer learns what a rule does. The Rulemaker also feels the balance: a rule nobody finds is as dull as one everyone finds at once.
One rule about momentum makes every move depend on the last. It shows how a simple physical constraint creates planning, risk and a track that the players draw themselves.
The board is drawn by the players, and the moves close the board in. It shows how a game can be made of its own map, and how a growing picture can carry the state of a game.
Every move is both an attack and a defence, because the same chain that connects one player blocks the other. It shows how a geometric fact can rule out draws, and how the swap rule balances first-player advantage.
A game about avoiding, not achieving. It shows a misère goal, and a mathematical guarantee: with six dots someone must make a triangle, so the game always ends.
The first player can always win, yet on most bars nobody knows how. It shows the difference between knowing a strategy exists and finding it, which is often where play lives.
Each move can break one game into several smaller games. It shows how a position can be a sum of separate parts, a way of thinking that helps in designing any game with independent areas.
Each move is uncertain until a later moment decides it, and the decision is handed to the opponent. It shows how a game can be built to teach an idea from science, with delayed effects as its main mechanism.
Each move has two meanings: a mark here and an instruction to the other player. It shows how linking small games turns a solved children's game into one that rewards foresight.
Every line drawn changes what can be drawn next, and old moves create new ones through bouncing. It shows how a game's history can live on the board and become its strategy.
A board with a single empty point makes every move a question of who gets stuck. It shows how one restriction, the centre rule, can keep a tiny game from being won at once.
Two sides with different pieces, different moves and different goals. It shows asymmetric design: balance comes from tuning numbers such as goats needed and capture counts, not from giving both sides the same thing.