real-time span
In the group Timing.
The game runs on real days or weeks, not turns. You might make one move each morning, so waiting is part of playing.
In the group Timing.
The game runs on real days or weeks, not turns. You might make one move each morning, so waiting is part of playing.
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Players answer each other once a day or once a week, so the chain grows slowly.
Players make one silent move a day, with no messages between them.
Players change one rule a day, so the game slowly becomes something new.
The game runs over days or weeks with nothing to win, and players simply keep it going.
Players set aims for a game that runs over days or weeks.
The game runs over days, and the player holding the danger when time runs out loses.
Players write once a week or month, and the game runs for a year.
The absent player's moves arrive on set days, as if they were playing from far away.
One sign is thrown each day, and players read it and act on it slowly.
Players act once a day at a moment they sense the others will act too.
Players test a secret rule once a day and slowly work it out over weeks.
The one who knows sends one hint a day, and others guess slowly.
The game runs over weeks, and every change made along the way stays.
Players roll and move once a day, so a trip around the board takes weeks.
A new card appears in the shared row each day, and players pick slowly.
Bids are open for a day or a week before they close.
Players push their luck once a day, deciding each morning whether to go on.
Areas change hands slowly over days, with one move per player per day.
Workers take real days to finish their jobs before returning.
Players add one piece a day to a pattern that grows over weeks.
Players draw one card a day and decide when to play it.
One trick is played each day, so a hand lasts weeks.
Deals are made over days, with time to think between offers.
Players collect one item a day towards their sets.
One tile is placed each day, so the map grows over weeks.
Players race over weeks, one move a day.
Players score points over weeks, and totals are compared at the end.
Players are knocked out over days until one remains.
The group has to keep something going every day, or it fails.
The group works towards a goal over weeks, a little each day.
Each player works on a secret aim over weeks.
The story unfolds day by day until it ends.
Each player works on their own game a little each day.
Players attack each other slowly over days, with time to respond.
Players change a shared board over days, and effects spread slowly.
The group plays against the game over weeks, a little each day.
Players cooperate over weeks while each keeps a private aim.
Teams play against each other over weeks.
A traitor works slowly against the group over weeks.
Luck decides what happens each day.
Luck brings something each day and players choose how to respond.
Players make careful moves each day, with a little luck.
Players make one carefully thought-out move a day, as in long correspondence games.
Everyone can see the whole game at any time and checks in daily.
Players hold hidden cards for days before revealing them.
Players hide their roles for weeks before the reveal.
Clues arrive day by day, and players work out a hidden fact over weeks.
Players make claims that can be checked only days later.
A model of a real system runs over weeks, as real systems change slowly.
Each role acts once a day, and the situation develops slowly.
A shared resource refills slowly each day, and players take from it over weeks.
Effects of choices arrive days or weeks later.
A new rule is tried over weeks to see its slow effects.
After weeks of play, players meet to talk about what happened.
Characters live a day in the story for each real day, so the game runs over weeks.
Players add one piece a day to a shared structure, and it grows or falls over weeks.
Players add to the map once a day, and it grows over weeks.
The game runs on real days with no end date.
Players keep trying over weeks at something that cannot be done.
The game master runs a world where each real day is a day in the story.
A public game runs over days, and people add to it whenever they pass.
One roll a day adds to a story that runs for weeks.
One area is revealed each day, and the world appears over weeks.
The slow pace of play makes a point about how long change takes.
The game runs over real days, and its stakes run with it.
Points for real values are counted daily over weeks.
Players live a future way of doing things for real days or weeks.
Turns go in order, but each one is a day or a week apart.
Everyone sends a choice by a set day, and all are revealed together.
Players act whenever they like over days or weeks.
Each turn has a real deadline, such as a move by tomorrow.
A game spread over real days and slowed further on purpose.
A game over real days in which moves come more often as it goes on.
real-time span works against the feeling excited.
real-time span neither supports nor works against the feeling clever.
real-time span neither supports nor works against the feeling silly.
real-time span neither supports nor works against the feeling tense.
real-time span neither supports nor works against the feeling together.
real-time span neither supports nor works against the feeling sneaky.
real-time span neither supports nor works against the feeling lucky.
real-time span neither supports nor works against the feeling in charge.
real-time span neither supports nor works against the feeling surprised.
real-time span supports the feeling thoughtful.
real-time span works against the feeling fast.
real-time span neither supports nor works against the feeling unfair in a fun way.
real-time span neither supports nor works against the feeling careful.
real-time span neither supports nor works against the feeling daring.
real-time span neither supports nor works against the feeling friendly.