playing by letter
In the group Player interaction.
Players are far apart and take turns by sending letters or messages. One game can last weeks or even a whole year, and waiting for the reply is part of it.
In the group Player interaction.
Players are far apart and take turns by sending letters or messages. One game can last weeks or even a whole year, and waiting for the reply is part of it.
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Players answer each other by letter, so each reply arrives days after the last.
Players send moves by post with no words attached, only the move itself.
Players propose rule changes by post, and the game slowly rewrites itself.
Players exchange moves by post with no winner, like a long correspondence.
Players write to each other with aims they chose, such as learning something or telling a story.
Players pass danger by post, and whoever holds it at the deadline loses.
Players post their rolls and moves to each other, so one trip round the board takes weeks.
A shared row of cards travels by post, and each player picks one before sending it on.
Players send sealed bids by post, opened together on a set day.
Players decide by letter whether to keep going or stop, and the result comes back days later.
Players send orders by post to move pieces on a map.
Players post where they place their workers, and someone updates the board.
Players build patterns and post them to each other to compare.
Players hold cards and send them in letters, choosing which to give or keep.
Players post their card for each trick, and the trick resolves when all letters arrive.
Players make deals in letters, building trust slowly.
Players post cards to each other to build sets over weeks.
Players post tiles to each other and place them on copies of a shared map.
Players race by post, and the first to report reaching the end wins.
Players score points across many letters, and totals are compared at the end.
Players knock each other out by post until one remains.
Players far apart work together by letter to survive a threat.
Players write to each other towards one goal, such as building a story together.
Each player chases a secret aim through their letters.
Players write a story together through letters, as in epistolary games, until it ends.
Players post their rolls or draws, and luck decides most of what happens.
Players post their luck and how they softened it.
Players post careful moves with a little luck mixed in.
Players post moves of pure skill, as in chess by correspondence.
Players throw signs and post their readings to each other.
Players try to sense each other across distance, sending moves without planning together.
Each letter shares everything, so all players know the full state of the game.
Each player keeps cards hidden and reveals them only in their letters.
Players hide who they are in their letters, and others try to guess.
Each letter carries a clue, and players work out a hidden fact over weeks.
Players make claims in their letters that others may doubt.
One player knows a secret rule and answers each letter with yes or no.
One player knows the answer and sends only hints by post.
Players act in a model of a real system by post, as decisions are made slowly in real life.
Each role writes to the others, as people do in real disputes.
Players report by post how much of a shared resource they took.
Players post choices whose effects arrive in later letters.
A new rule is tried by post, and players report what it changed.
After the letters end, players meet or write to talk about the whole exchange.
Each letter makes a permanent change to the game, such as a card that is kept or destroyed.
Players write once a week or month, and the game runs for a year.
Characters write letters to each other, in character, over weeks.
Players post photos of their feats to each other over weeks.
Players post the map to each other, each adding a part before sending it on.
Players write to each other with no end planned, keeping the exchange going.
Players write to each other toward a goal that never arrives.
Players roll and write each other the result as the next part of a story.
Players write to each other about what they find as they explore.
The slow exchange of letters makes a point about distance and delay.
Letters exchanged in the game carry real feelings and plans.
Players keep score of values over weeks of letters.
Players write letters as if from the future to each other.
Turns come by letter, one after another, days apart.
Everyone sends a move at the same time each round, and all are opened together.
Players send moves whenever they like, without waiting for replies.
Each letter has to be sent within a set time, such as a day.
Play by letter, slowed further on purpose.
Letters come more often as the game goes on.
playing by letter works against the feeling excited.
playing by letter neither supports nor works against the feeling clever.
playing by letter neither supports nor works against the feeling silly.
playing by letter neither supports nor works against the feeling tense.
playing by letter neither supports nor works against the feeling together.
playing by letter neither supports nor works against the feeling sneaky.
playing by letter neither supports nor works against the feeling lucky.
playing by letter neither supports nor works against the feeling in charge.
playing by letter neither supports nor works against the feeling surprised.
playing by letter supports the feeling thoughtful.
playing by letter works against the feeling fast.
playing by letter neither supports nor works against the feeling unfair in a fun way.
playing by letter neither supports nor works against the feeling careful.
playing by letter neither supports nor works against the feeling daring.
playing by letter neither supports nor works against the feeling friendly.