everyone at once
In the group Timing.
Everyone chooses in secret at the same moment, then all reveal together. Nobody waits for anybody. In 7 Wonders, every player picks a card at once and passes the rest.
In the group Timing.
Everyone chooses in secret at the same moment, then all reveal together. Nobody waits for anybody. In 7 Wonders, every player picks a card at once and passes the rest.
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Everyone rolls and moves at the same moment, so a round passes quickly.
Everyone picks a card at the same moment and passes the rest, as in 7 Wonders.
Everyone writes a sealed bid and all are revealed together.
Everyone decides at once whether to stop or carry on, then all reveal.
Everyone secretly chooses where to place, then all placements are revealed together.
Everyone picks a spot in secret, and shared picks clash on the reveal.
Everyone adds to their own pattern at the same time.
Everyone chooses a card from hand at once, then all are shown.
Everyone plays a card to the trick at the same moment.
Everyone makes offers at the same time, in a noisy open market.
Everyone chooses what to collect at once, and shared choices clash.
Everyone places a tile at the same time on their own map.
Everyone answers the call at once, a chorus rather than a chain.
Everyone acts at the same moment without speaking.
Everyone proposes a rule change at once and all are revealed together.
Everyone acts in character at the same time, like a crowd scene.
Everyone flicks, stacks or throws at the same moment.
Everyone draws on their part of the map at the same time.
Everyone moves towards the finish at once, round by round.
Everyone scores at the same time each round.
Everyone acts at once, and several players can go out together.
The team acts all at once against the threat, without waiting on each other.
Everyone works on the shared goal at the same moment.
Everyone acts at once towards a secret goal.
Everyone writes or adds their part of the story at once, then the parts are joined.
Everyone plays at once with nothing to win, as in Exquisite Corpse.
Everyone pursues their own chosen goal at the same time.
Everyone acts at once, and whoever slips up loses.
Everyone acts at once round after round, and the game rolls on.
Everyone acts at once in a game nobody can win.
Everyone plays their own game at the same time.
Everyone chooses an attack in secret and all are revealed together.
Everyone changes the board at once, and the changes collide.
The whole team acts at once without waiting for each other.
Everyone decides at once whether to help or betray, revealed together.
Both teams choose at once and reveal together.
Everyone votes or acts at the same moment, hiding the traitor's choice among the rest.
Everyone sends a move at the same time each round, and all are opened together.
Everyone acts at once, and the absent player's action is revealed alongside.
Everyone tells the game master their action at once, and the master settles them together.
Passers-by all join in at once, a crowd moving together.
Everyone rolls at once and luck decides.
Everyone rolls at once and then softens their luck, all together.
Everyone plans at once with a little luck in each round.
Everyone chooses at once in a game of pure skill, reading what others will do.
Everyone draws or rolls at once and reads the signs together.
Everyone tries to act at the same moment as the others, sensing the group.
Everyone rolls at once and the dice tell several stories side by side.
Everyone sees everything but chooses in secret at the same time.
Everyone chooses a card from a hidden hand at once.
Everyone acts at once, and hidden roles hide in the crowd.
Everyone guesses at once, then clues are revealed.
Everyone makes a claim at the same moment, and all are tested.
Everyone tries something at once and learns from all the results.
The one who knows gives a hint and everyone guesses at once.
Everyone explores at once and the map opens in several places.
Everyone acts on the model at once, as people do in a real system.
All stakeholders decide at once, without knowing what the others chose.
Everyone takes from the shared resource at the same moment, without seeing what others take.
Everyone acts at once, and the combined effects arrive later.
Everyone tests a new rule at once and compares results.
Everyone writes down what they noticed at once, then shares.
Everyone makes a permanent change at the same moment.
The rules make their point through everyone acting at once.
Everyone commits real stakes at the same moment.
Everyone chooses at once which values to trade for points.
Everyone acts out their part of a future at the same time.
Some moments go round the table in order and others are chosen by everyone at once, as in Werewolf's talk and vote.
Some moments everyone reveals together; others are open to whoever is quickest.
Everyone chooses at once before the clock runs out.
Everyone sends a choice by a set day, and all are revealed together.
Everyone chooses at once, after a long pause to think.
Everyone chooses at once, with less time each round.
everyone at once neither supports nor works against the feeling excited.
everyone at once neither supports nor works against the feeling clever.
everyone at once neither supports nor works against the feeling silly.
everyone at once neither supports nor works against the feeling tense.
everyone at once neither supports nor works against the feeling together.
everyone at once neither supports nor works against the feeling sneaky.
everyone at once neither supports nor works against the feeling lucky.
everyone at once neither supports nor works against the feeling in charge.
everyone at once supports the feeling surprised.
everyone at once neither supports nor works against the feeling thoughtful.
everyone at once supports the feeling fast.
everyone at once neither supports nor works against the feeling unfair in a fun way.
everyone at once neither supports nor works against the feeling careful.
everyone at once neither supports nor works against the feeling daring.
everyone at once neither supports nor works against the feeling friendly.
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.
Bidding with a budget that never refills: every token spent now is gone later. It shows how players come to price the same prize differently as their money runs down.
Drafting: each card you keep is also a choice about what your neighbour gets. It shows how passing cards along turns every pick into a gift or a block.
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.