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role-play + rules make an argument
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The rules for what characters can do say something about the world they live in.
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dexterity + rules make an argument
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The feats are made to say something, such as stacking harder for some players than others.
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drawing the map + rules make an argument
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The rules for what can be drawn say something, such as roads only to cities.
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keep the game going + rules make an argument
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The rules show what it takes to keep something going, such as care or sharing.
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cannot be won + rules make an argument
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The impossibility is the argument, such as a system nobody can beat alone.
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game master + rules make an argument
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The game master runs rules that make a point about the world, and players feel it from inside.
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public game + rules make an argument
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The rules of a public game make a point about the place, such as who gets to use it.
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dice tell the story + rules make an argument
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What is on the tables makes a point, such as which events are common for whom.
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map revealed as you go + rules make an argument
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What the hidden map holds makes a point, such as who already lives in the land players explore.
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rules make an argument + roll and move
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The spaces on the track say something, such as some players starting further back.
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rules make an argument + drafting
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What can be picked, and by whom, makes a point about who gets choices in life.
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rules make an argument + bidding
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The bidding rules make a point, such as richer players always bidding first.
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rules make an argument + push your luck
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Who can afford to take risks is built into the rules.
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rules make an argument + area control
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The rules for holding land make a point about who gets to own it.
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rules make an argument + worker placement
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The action spaces make a point, such as some jobs paying more than others for the same work.
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rules make an argument + pattern building
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The patterns that score make a point, such as neat grids scoring more than winding paths.
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rules make an argument + hand management
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Who gets which cards makes a point about who starts with what.
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rules make an argument + trick-taking
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The trick rules make a point, such as one suit always winning.
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rules make an argument + negotiation
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The rules for deals make a point about who has power in a negotiation.
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rules make an argument + set collection
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What counts as a set makes a point about what is valued.
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rules make an argument + tile placement
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Where tiles can go makes a point, such as roads only reaching some places.
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rules make an argument + call and response
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Who is allowed to answer whom makes a point about who gets heard.
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rules make an argument + playing in silence
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The silence itself makes a point, such as people who cannot speak up.
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rules make an argument + change the rules
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Who is allowed to change the rules makes a point about power.
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rules make an argument + race to finish
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The race is set so that some start ahead, making a point about head starts in life.
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rules make an argument + most points
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What earns points makes a point about what a society rewards.
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rules make an argument + last standing
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Who gets knocked out first makes a point about who is most at risk.
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rules make an argument + cooperative survival
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The rules show what it takes for a group to survive together.
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rules make an argument + shared objective
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The rules for reaching the goal make a point about how groups succeed.
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rules make an argument + hidden personal goal
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Secret goals make a point about hidden interests in public life.
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rules make an argument + narrative completion
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The way the story can end makes a point about what endings are possible.
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rules make an argument + no objective
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Having no winner makes a point about why people compete.
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rules make an argument + set your own goal
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Letting players set their goals makes a point about what success means.
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rules make an argument + one loser
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Who ends up losing makes a point about who carries the cost.
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rules make an argument + solo in parallel
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Playing alone side by side makes a point about isolation.
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rules make an argument + direct confrontation
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The rules for attacking make a point about violence and its costs.
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rules make an argument + indirect via board
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How players affect each other through the board makes a point about hidden harm.
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rules make an argument + fully cooperative
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The rules make a point about what people can do together.
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rules make an argument + semi-cooperative
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The rules make a point about self-interest inside a group.
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rules make an argument + team vs team
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Unequal teams make a point about how sides are formed.
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rules make an argument + traitor
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The traitor's role makes a point about betrayal from inside.
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rules make an argument + playing by letter
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The slow exchange of letters makes a point about distance and delay.
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rules make an argument + absent player
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The empty seat makes a point about who is left out.
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rules make an argument + mostly chance
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Leaving outcomes to luck makes a point about how much of life is chance.
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rules make an argument + chance with mitigation
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Who can soften an unlucky draw makes a point about safety nets.
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rules make an argument + skill with luck
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The balance of skill and luck makes a point about merit.
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rules make an argument + mostly skill
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Rewarding only skill makes a point about who gets to practise.
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rules make an argument + chance read as a sign
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How signs are read makes a point about belief and interpretation.
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rules make an argument + attunement
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Needing to stay in step makes a point about cooperation without words.
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rules make an argument + full information
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Showing everything makes a point about transparency.
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rules make an argument + hidden hands
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What players can and cannot see makes a point about unequal information.
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rules make an argument + hidden identity
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Hidden roles make a point about who people really work for.
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rules make an argument + deduction
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What the clues allow players to work out makes a point about evidence.
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rules make an argument + bluffing
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Rewarding lies makes a point about honesty and power.
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rules make an argument + rules you discover
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Hidden rules make a point about systems newcomers cannot see.
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rules make an argument + one knows, cannot say
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One player who knows but cannot speak makes a point about silenced knowledge.
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rules make an argument + model a system
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A model of a real system makes its point through how its parts behave.
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rules make an argument + stakeholder roles
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The powers each role has make a point about who decides in real life.
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rules make an argument + shared resource
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How the shared resource behaves makes a point about the commons.
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rules make an argument + delayed effects
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Effects that arrive late make a point about consequences we do not see.
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rules make an argument + try a rule
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Players try changing the rule that makes the argument, to see whether the point still holds.
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rules make an argument + debrief
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After playing, players talk about what the rules were arguing.
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rules make an argument + irreversible change
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Lasting changes make a point about choices that cannot be undone.
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rules make an argument + real-time span
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The slow pace of play makes a point about how long change takes.
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rules make an argument + stakes outside the game
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The argument reaches beyond the table, such as a game about a local issue played with people affected by it.
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rules make an argument + points stand for values
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Points that stand for real values make a point about measuring what matters.
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rules make an argument + rehearse a future
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The rules of a future world make an argument for or against it.
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take turns + rules make an argument
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The rules make their point turn by turn as players follow them.
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everyone at once + rules make an argument
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The rules make their point through everyone acting at once.
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no turns + rules make an argument
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The rules make their point through free, real-time play.
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timed turns + rules make an argument
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The clock is part of the argument the rules make.
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sedated + rules make an argument
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The slowness itself is part of the point the rules make.
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accelerated + rules make an argument
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The speeding up is part of the point the rules make.
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excited · rules make an argument
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rules make an argument works against the feeling excited.
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clever · rules make an argument
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rules make an argument supports the feeling clever.
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silly · rules make an argument
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rules make an argument neither supports nor works against the feeling silly.
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tense · rules make an argument
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rules make an argument neither supports nor works against the feeling tense.
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together · rules make an argument
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rules make an argument neither supports nor works against the feeling together.
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sneaky · rules make an argument
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rules make an argument neither supports nor works against the feeling sneaky.
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lucky · rules make an argument
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rules make an argument neither supports nor works against the feeling lucky.
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in charge · rules make an argument
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rules make an argument neither supports nor works against the feeling in charge.
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surprised · rules make an argument
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rules make an argument neither supports nor works against the feeling surprised.
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thoughtful · rules make an argument
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rules make an argument supports the feeling thoughtful.
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fast · rules make an argument
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rules make an argument neither supports nor works against the feeling fast.
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unfair in a fun way · rules make an argument
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rules make an argument neither supports nor works against the feeling unfair in a fun way.
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careful · rules make an argument
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rules make an argument neither supports nor works against the feeling careful.
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daring · rules make an argument
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rules make an argument neither supports nor works against the feeling daring.
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friendly · rules make an argument
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rules make an argument neither supports nor works against the feeling friendly.
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Moksha Patam — the board that teaches
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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.