full information
In the group Information visibility.
Everything is visible. Every player sees every card, every move. No secrets. Like Chess.
In the group Information visibility.
Everything is visible. Every player sees every card, every move. No secrets. Like Chess.
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Everyone sees all cards and plans openly, focusing on smart group choices against the game.
Everyone sees all cards, so turns feel like a public puzzle where order of play creates clever chains.
Open bids on known items turn into tense number-crunching standoffs over exact worth.
Open board invites rivalry over spots, where every tile locks in chain reactions everyone sees.
Secret goals create surprise twists even when the board shows everything else clearly.
Everyone sees the scores and plans, turning it into a fair race to build the biggest total.
Perfect setup for brainy showdowns where smart moves beat everyone since nothing's hidden.
Everyone sees the board and plans worker spots to grab the best spots for victory points, leading to careful blocking and optimization.
Place tiles to connect features for points while everyone sees and blocks your best layouts.
Pure strategy shines as perfect info lets players outplan rivals for max points.
Everyone can see the whole board and every piece as players roll and move.
All the cards on offer are face up, so everyone sees what others might take.
Everyone can see exactly what is at risk before deciding whether to push on.
Everyone can see every piece and area, so planning is open.
All action spaces and resources are visible to everyone.
Everyone sees every piece and pattern on the table.
Everyone's cards are visible, so every trick can be planned.
Everyone sees what everyone has, so deals are made in the open.
Everyone can see all collected cards.
Everyone can see exactly how close each player is to the finish.
Everyone sees who is close to being knocked out.
The team can see every danger and plan together openly.
The team sees everything and plans its shared goal openly.
The whole story so far is visible to everyone.
Everyone plays their own game in full view of everyone else.
Players fight in full view, so every attack is planned openly.
Everyone sees the whole board, so blocks are planned openly.
Everyone sees what others have, so helping and competing are open.
Two teams play in full view of each other.
Everything is visible, so the traitor has to act very carefully.
Luck decides most things, and everyone can see what happens.
Luck plays a part, but everything is visible so players can plan around it.
Planning matters most, everything is visible, and a little luck keeps it fresh.
Everyone can see the whole model of the real system at once.
Every group knows what every other group has and needs.
Everyone can see exactly how much of the shared resource is left.
Everyone can see what effects are on their way.
Everyone sees exactly what the new rule changes.
After play, players look back at the whole board together.
Every answer is on the table, so everyone can see the whole chain.
Everything is visible, and nobody speaks, so players read the board instead of each other.
Every rule and change is written where everyone can see it.
Everything is visible and nobody wins, so players can just look at the whole game.
Each player's aim and progress is open for all to see.
Everyone can see who is in danger, so players work openly to avoid it.
Each letter shares everything, so all players know the full state of the game.
Everything the absent player left is visible on the table.
Every sign and every reading is shared for all to see.
Players see everything and still have to sense when others will act.
Every permanent change is visible to all.
Everyone can see the whole game at any time and checks in daily.
Every character's thoughts and goals are known to all.
Everyone can see every piece and every wobble.
The whole map is always visible to everyone.
Everyone sees everything and works to keep the game alive.
Everyone can see from the start that nobody can win, and plays anyway.
The game master shares everything about the world openly.
Everything about the public game is visible to anyone passing.
All tables and results are open, so everyone sees what could happen.
Showing everything makes a point about transparency.
Everything at stake is open, so everyone knows what each player risks.
All scores are visible, and players notice how seeing them changes play.
Everything about the future world is open to all.
Everything is visible, and players take turns, so every move can be studied.
Everyone sees everything but chooses in secret at the same time.
Everything is visible and players race to act on it, as in Set.
Everything is visible but there is little time to study it.
Everything visible, with time to study it all.
Everything visible, with less and less time to study it.
These two pull against each other — can a game really be both?
full information works against the feeling excited.
full information supports the feeling clever.
full information neither supports nor works against the feeling silly.
full information works against the feeling tense.
full information neither supports nor works against the feeling together.
full information works against the feeling sneaky.
full information neither supports nor works against the feeling lucky.
full information neither supports nor works against the feeling in charge.
full information works against the feeling surprised.
full information supports the feeling thoughtful.
full information neither supports nor works against the feeling fast.
full information neither supports nor works against the feeling unfair in a fun way.
full information supports the feeling careful.
full information works against the feeling daring.
full information neither supports nor works against the feeling friendly.
Push your luck in its plainest form: after every roll, keep what you have or risk it for more. Change one number, the bust or the target, and the whole table plays more boldly or more carefully.
Worker placement at its smallest: taking a spot denies it to the other player. It shows how turn order and denial create decisions even with no luck at all.
No luck and nothing hidden, yet the winner is often settled many moves before the end by a pattern the players can't yet see. It shows why designers add uncertainty to a game that can be solved.
A rule that lets you move again after closing a box turns a simple drawing game into one of sacrifice and long chains. It shows how one rule can create deep strategy.
On boards with even sides the second player always wins by copying. It shows how symmetry can break a game, and how changing the board fixes it.
Both players write the same letters, so anything you write can help your opponent. It shows how shared pieces create tactics of giving and avoiding.
Placing pieces, then moving them: a second phase keeps a tic-tac-toe-like game from ending in a draw. It shows phases as a design tool.
Everyone looks at the same cards at once, with no turns, so perception wins over planning. It shows simultaneous play, and how a single matching rule can carry a whole game.
Every piece placed can complete someone else's circle, so each move weighs your gain against what it gives away, under a 20-second clock. It shows interaction through a shared board, and time as pressure.
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 move is both an attack and a defence, because the same chain that connects one player blocks the other. It shows how a geometric fact can rule out draws, and how the swap rule balances first-player advantage.
A game about avoiding, not achieving. It shows a misère goal, and a mathematical guarantee: with six dots someone must make a triangle, so the game always ends.
The first player can always win, yet on most bars nobody knows how. It shows the difference between knowing a strategy exists and finding it, which is often where play lives.
Each move can break one game into several smaller games. It shows how a position can be a sum of separate parts, a way of thinking that helps in designing any game with independent areas.
Each move has two meanings: a mark here and an instruction to the other player. It shows how linking small games turns a solved children's game into one that rewards foresight.
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.
A board with a single empty point makes every move a question of who gets stuck. It shows how one restriction, the centre rule, can keep a tiny game from being won at once.
Two sides with different pieces, different moves and different goals. It shows asymmetric design: balance comes from tuning numbers such as goats needed and capture counts, not from giving both sides the same thing.
A game that looks fair and isn't. It shows how probability can surprise players, and why designers test balance instead of trusting how a rule looks.