dexterity
In the group Core mechanic.
Idea from Dhruv Jani.
Your hands decide what happens: flicking, stacking, balancing or throwing. In Jenga you pull blocks out of a tower without toppling it; in carrom you flick the striker.
In the group Core mechanic.
Idea from Dhruv Jani.
Your hands decide what happens: flicking, stacking, balancing or throwing. In Jenga you pull blocks out of a tower without toppling it; in carrom you flick the striker.
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Characters act through physical feats, such as balancing a tower to cross a bridge.
You roll to move, and some spaces ask you to flick, stack or balance something.
Players pick pieces from a shared pool, then have to place or stack them by hand.
Players bid for the right to attempt a feat, and the winner has to pull it off.
Players keep stacking or flicking for more, but one wobble loses it all, as in a falling tower.
Players flick or slide pieces onto areas of the board to hold them.
Players place workers by tossing or sliding them onto action spaces.
Players build a shape by stacking or balancing pieces.
Players choose which card to play, and the card says which feat they try.
Players win tricks by a small feat, such as flicking a card closest to a line.
Players trade help, such as steadying a tower for someone in exchange for a favour.
Players collect pieces by catching, flicking or picking them up quickly.
Players place tiles by sliding or dropping them, and they stay where they land.
One player does a feat, and the next has to copy it or answer with another.
Players stack or balance without speaking, reading each other's hands.
A player who succeeds at a feat can change a rule.
Players draw the map with eyes closed or by flicking ink, so the world is shaped by hands.
Players race by flicking pieces along a track, the first to the end winning.
Players score points for feats, such as how high they stack.
Players drop out when their feat fails, until one remains.
Players together keep something standing, such as a tower, and lose if it falls.
Players build one thing together by hand.
Each player secretly aims for a different feat while building with others.
Each feat moves a story on, such as building a bridge the characters cross.
Players stack and balance just for the joy of it, with no winner.
Each player sets their own feat to try, such as how high to stack.
The player whose move makes the tower fall loses, and everyone else is safe.
Players try to keep a tower or a rally going as long as they can, together.
The feat is made so that it always fails in the end, and players see how long they can last.
Each player builds or flicks on their own, side by side.
Players flick pieces at each other's pieces to knock them away.
Players' pieces bump into each other on a shared board.
The whole group does a feat together against the game.
Players build together but each gains from where pieces land.
Teams compete at feats.
One player secretly tries to make the group's feat fail.
Players post photos of their feats to each other over weeks.
Players try to beat a feat left by someone who is not there, such as a record height.
One player sets the feats and judges whether they succeed.
Feats are done in a public place, and passers-by try too, as in street games.
Feats are hard to control, so luck decides most results.
Luck sets the feat and skill decides whether you manage it.
Steady hands decide most outcomes, with a bit of luck in what is attempted.
Only steady hands decide who wins.
Where a thrown piece lands is read as a sign.
Players do a feat together by sensing each other's movements, such as lifting something as one.
A roll decides which feat comes next in the story.
Everyone can see every piece and every wobble.
Players hold cards that say which feat they will try, revealed when they play.
One player secretly has a different aim with their feats.
Players work out a hidden fact from how pieces fall or where they land.
Players claim they will manage a feat, and others bet on whether they can.
A secret rule decides which feats count, and players learn it by trying.
One player knows the target and can only hint, while others try the feat.
Players flick a piece to explore, and the area where it lands is revealed.
A balancing structure stands for a real system, such as a fragile supply chain.
Each role has a different feat, showing how hard different jobs are.
Players take pieces from a shared stack without toppling it, as in a fragile shared supply.
A feat done now weakens the structure for later turns.
Players try a new rule for feats, such as using only one hand, to see what changes.
After the feats, players talk about how it felt to try and fail.
Pieces that fall are lost for later games, so the game wears down.
Players add one piece a day to a shared structure, and it grows or falls over weeks.
The feats are made to say something, such as stacking harder for some players than others.
Something real rides on a feat, such as who washes up after.
Points for feats stand for something real, such as effort at work, and players notice what gets counted.
Players practise a task they may face later, such as building together by hand.
One player flicks, stacks or throws while everyone else watches.
Everyone flicks, stacks or throws at the same moment.
Everyone flicks, stacks or grabs at once, whenever they can.
Each flick or stack has a few seconds.
Each physical move is made slowly and carefully, as in Jenga.
Physical moves have to get faster as the game goes on.
dexterity supports the feeling excited.
dexterity works against the feeling clever.
dexterity supports the feeling silly.
dexterity supports the feeling tense.
dexterity neither supports nor works against the feeling together.
dexterity neither supports nor works against the feeling sneaky.
dexterity neither supports nor works against the feeling lucky.
dexterity neither supports nor works against the feeling in charge.
dexterity neither supports nor works against the feeling surprised.
dexterity works against the feeling thoughtful.
dexterity supports the feeling fast.
dexterity neither supports nor works against the feeling unfair in a fun way.
dexterity supports the feeling careful.
dexterity neither supports nor works against the feeling daring.
dexterity neither supports nor works against the feeling friendly.
A quiet card game that ends in a scramble, with one fewer coin than players. It shows how adding a physical race to a hidden race changes what players watch.