drawing the map
In the group Core mechanic.
Idea from Dhruv Jani.
Players draw or build the map as they play, so the world is made by the people in it. In The Quiet Year, a community's map grows week by week on one sheet of paper.
In the group Core mechanic.
Idea from Dhruv Jani.
Players draw or build the map as they play, so the world is made by the people in it. In The Quiet Year, a community's map grows week by week on one sheet of paper.
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Characters draw the places they travel to, so the map is their story.
Players draw the map with eyes closed or by flicking ink, so the world is shaped by hands.
You roll to move, and when you reach the edge of the map you draw the next stretch of land.
Players pick land features from a shared row and draw them onto the shared map.
Players bid for the right to draw the next part of the map.
Players keep drawing more of the map, but a drawn danger can end their turn.
Players draw the land and then claim parts of what they drew.
Workers can only go to places someone has drawn, so the map decides the actions.
Players draw the map to make shapes that score, such as a ring of forests.
Cards in hand say what you can draw next, and you choose when to play them.
Winning a trick lets you draw a feature on the shared map.
Players make deals about what gets drawn where.
Players collect sets of places they have drawn, such as three rivers.
Players place blank tiles and draw what is on each, building a map together.
Each player draws something that answers what the last player drew, such as a bridge after a river.
Players draw the map together without speaking, reading each other's lines.
Drawing certain places changes the rules, such as a castle that adds a law.
Players race to draw a route from one side of the map to the other.
Players score points for what they draw, such as each village or road.
Players draw dangers onto the map that push others out, until one remains.
Players draw the map together while a danger spreads across it.
Players draw one map toward a shared goal, such as a town that feeds everyone.
Each player secretly wants the map to include something, and draws toward it.
The map tells a story, and the game ends when the story's journey is drawn.
Players draw a world together with no winner, and look at it at the end.
Each player decides what they want to add to the world.
Players draw the map until one player's land is cut off, and that player loses.
The map grows over many sessions, with no end planned.
The map is drawn toward something that cannot be stopped, such as rising water.
Each player draws their own map beside the others.
Players draw over or into each other's land.
What one player draws changes what others can do, such as a river blocking a road.
The whole group draws one map against a threat from the game.
Players draw a shared world while each tries to get more for themselves.
Teams draw rival parts of one map.
One player secretly draws things that will harm the group's world.
Players post the map to each other, each adding a part before sending it on.
Players continue a map started by someone who is not there.
One player draws the world as the others explore and describe where they go.
The map is drawn in chalk or on a wall in a public place, and passers-by add to it.
Dice decide what gets drawn where.
Dice suggest what to draw, and players choose where it goes.
Players draw with care, and a little luck decides some features.
Players plan and draw the map with no chance at all.
A thrown sign is read as what the land holds next.
Players draw together by sensing where the others will draw.
Rolls on tables decide what players find, and they draw it on the map.
The whole map is always visible to everyone.
Players hold secret cards about what they will draw.
Some players secretly draw for a hidden side.
Players work out a hidden fact from how the map is drawn, such as where treasure lies.
Players claim what they have drawn means, and others decide whether to believe them.
A secret rule decides which drawings are allowed, and players learn it by drawing.
One player knows how the map has to look and can only hint as others draw.
Players draw each area only as they reach it, so the world appears as they explore.
Players draw a real place, such as their neighbourhood, and mark how things flow through it.
Each role draws the map as they see it, and the maps are compared.
Players draw where a shared resource is, and how much each takes from it.
What players draw now changes the land later, such as a dam that floods the valley.
Players try a new rule for drawing, such as no borders, and see what world appears.
After drawing, players talk about what their map says about what they value.
Lines on the map are never erased, so each game's world carries into the next.
Players add to the map once a day, and it grows over weeks.
The rules for what can be drawn say something, such as roads only to cities.
The map is of a real place, and what players draw may be shown to the people who live there.
Places on the map earn points, and players notice which places the scoring ignores.
Players draw a place as they would like it to be, and play in it.
Players add to the map one at a time, each drawing over what the last one left.
Everyone draws on their part of the map at the same time.
Everyone draws on the map at any moment.
Each addition to the map has a time limit.
The map is drawn slowly, each line considered.
The map has to be drawn faster and faster.
drawing the map neither supports nor works against the feeling excited.
drawing the map neither supports nor works against the feeling clever.
drawing the map neither supports nor works against the feeling silly.
drawing the map neither supports nor works against the feeling tense.
drawing the map neither supports nor works against the feeling together.
drawing the map neither supports nor works against the feeling sneaky.
drawing the map neither supports nor works against the feeling lucky.
drawing the map supports the feeling in charge.
drawing the map neither supports nor works against the feeling surprised.
drawing the map neither supports nor works against the feeling thoughtful.
drawing the map works against the feeling fast.
drawing the map neither supports nor works against the feeling unfair in a fun way.
drawing the map neither supports nor works against the feeling careful.
drawing the map neither supports nor works against the feeling daring.
drawing the map neither supports nor works against the feeling friendly.
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 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.