no objective
In the group Victory condition.
The game ends, but nobody wins or loses. You stop and look at what you made or what happened, and talk about it if you like.
In the group Victory condition.
The game ends, but nobody wins or loses. You stop and look at what you made or what happened, and talk about it if you like.
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Players answer each other with no winner, and simply stop when the chain feels done.
Players play in silence with no winner, and stop when it feels done.
Players change the rules with no winner, just to see what the game becomes.
Players roll and move around the board, with no finish line and no winner.
Players pick cards from a shared row to make something, and nobody wins.
Players bid for things they want to keep, with no winner at the end.
Players push their luck to see what happens, with nothing to win or lose overall.
Players spread across a map with no winner, and look at the map they made together.
Players place workers to build something together or apart, and nobody wins.
Players build patterns for their own sake, like a calm landscape.
Players play cards from their hands to make something, without any winner.
Players play tricks without counting them, just to enjoy the cards.
Players make deals with each other just to see what they can arrange.
Players collect sets they like, with no score at the end.
Players place tiles to build a landscape and then simply look at it.
Each player makes their own thing beside the others, with no winner.
Players clash without anything to win, so fights are only for their own sake.
Players change a shared board with no winner, noticing how their moves touch others.
Players work together on something with no win or loss, such as drawing pictures and praising each other's.
Players work together with small private aims, but nobody wins.
Teams play against each other but nobody is declared the winner.
A traitor works against the group, but nobody wins, and the group talks afterwards about what happened.
Players exchange moves by post with no winner, like a long correspondence.
Players play beside an absent player with no winner, thinking about who is missing.
Dice and cards decide what happens, and nobody wins or loses.
Luck sets up each turn, players make small choices, and nobody wins.
Players use skill and a little luck to make something, with no score.
Players use skill to make something, but nobody judges who did it most cleverly.
Players throw dice or draw cards and talk about what the signs might mean, with no winner.
Players try to act together by sensing each other, and nobody wins or loses.
Everything is visible and nobody wins, so players can just look at the whole game.
Players hold hidden cards and play them with no score, revealing things over time.
Players hide roles, but there is no winning side, only the reveal at the end.
Players work out a hidden fact for its own sake, with no prize for being first.
Players bluff for fun, and nobody keeps score.
Players try to discover a secret rule just for the joy of finding it.
One player knows something and hints at it, and nobody wins or loses when it is guessed.
Players run a model of a real system with no winner, watching what happens.
Players act out roles in a real situation with no winner, then talk about it.
Players use a shared resource with no winner, and see what is left at the end.
Players act and watch effects arrive later, with no winner.
Players try a new rule with no winner, only to see what it changes.
Players play with no winner and talk afterwards about what happened.
Players make permanent changes to the game with no winner, leaving a record of what they did.
The game runs over days or weeks with nothing to win, and players simply keep it going.
Players act out characters with no winner, and stop when the story feels done.
Players stack and balance just for the joy of it, with no winner.
Players draw a world together with no winner, and look at it at the end.
The game master runs a world with no goal, and players simply live in it.
A public game with no winner, where people play and move on.
Players roll on tables and enjoy the story that comes out, with no winner.
Players explore the hidden map just to see what is there.
Having no winner makes a point about why people compete.
Nothing is won, but what happens still carries into how players feel about each other.
Points are counted but nobody wins, so players see the points for what they are.
Players live in a future world with no winner, to see how it feels.
Players act in order with nothing to win, and the turns give the play a shape.
Everyone plays at once with nothing to win, as in Exquisite Corpse.
Players do as they like with nothing to win.
Players act under a clock with nothing to win.
Slow play with nothing to win, like a quiet pastime.
Play speeds up with nothing to win.
no objective works against the feeling excited.
no objective neither supports nor works against the feeling clever.
no objective neither supports nor works against the feeling silly.
no objective works against the feeling tense.
no objective neither supports nor works against the feeling together.
no objective neither supports nor works against the feeling sneaky.
no objective neither supports nor works against the feeling lucky.
no objective neither supports nor works against the feeling in charge.
no objective neither supports nor works against the feeling surprised.
no objective supports the feeling thoughtful.
no objective neither supports nor works against the feeling fast.
no objective neither supports nor works against the feeling unfair in a fun way.
no objective neither supports nor works against the feeling careful.
no objective neither supports nor works against the feeling daring.
no objective supports the feeling friendly.
Concealment makes collaboration surprising. It shows how hiding information between players can produce something nobody could have made alone, and a game with no winner that people still want to play again.
A fixed sequence of prompts is a story's structure; the players only fill it in. It shows how much of a narrative game comes from its frame rather than its players.