set your own goal
In the group Victory condition.
Each player decides what doing well means for them, before the game or after it. One player may be happy to save a single piece; another wants to save every one.
In the group Victory condition.
Each player decides what doing well means for them, before the game or after it. One player may be happy to save a single piece; another wants to save every one.
No one has recorded a check on this entry yet.
To add a record or propose a change, sign in with GitHub or sign in with Google.
Players answer each other, and each decides afterwards what a satisfying chain was for them.
Each player sets their own aim and plays towards it without speaking.
Each player changes the rules towards what they want the game to be.
Players roll and move, and each decides what a satisfying journey would be, such as visiting every corner.
Players pick from a shared row towards an aim they chose themselves.
Each player bids for what matters to their own aim, so prices show what people value.
Each player decides how much risk fits their own aim, then pushes or stops.
Each player chooses which areas matter to them, rather than chasing the most.
Players place workers towards aims they set, such as building one thing or helping others.
Each player decides what pattern they want to make and builds towards it.
Players decide what they want from their hand, and play it towards that.
Each player decides how many tricks or which tricks they want, and aims for that.
Players negotiate towards aims they chose, so each deal serves a different purpose.
Each player decides which sets matter to them and collects those.
Each player decides what part of the map they want to make and builds towards it.
Each player works on their own aim side by side, without affecting the others.
Each player chooses their own aim, but others can attack to stop it.
Players chase their own aims on a shared board, affecting each other by accident.
The group works together, and each player decides what success would mean for them.
Players cooperate while each keeps an aim they set themselves.
Each team decides what winning means for itself.
Players set their own aims, but one player secretly aims to stop the group's aims.
Players write to each other with aims they chose, such as learning something or telling a story.
Players set aims connected to someone absent, such as finishing what an earlier player began.
Luck decides most of what happens, and each player decides how they feel about the result.
Luck sets up each turn and players steer towards aims they chose.
Players use skill towards their own aims, with a little luck.
Players set a challenge for themselves and use skill to meet it.
A thrown sign suggests an aim, and each player decides what it means for them.
Players sense each other and set aims that fit what the group seems to want.
Each player's aim and progress is open for all to see.
Players chase aims they chose with hidden cards, revealing both at the end.
Players hide both who they are and what they aim for.
Players try to work out each other's chosen aims from their moves.
Players claim aims that may not be true, and others decide whether to believe them.
Players set aims while still discovering what the rules allow.
One player knows something, and others set aims based on the hints they get.
Players run a model of a real system, and each decides what outcome they care about, such as fairness or growth.
Each role decides its own aim, as people in real situations do.
Each player decides how much of a shared resource they want, and the group sees what is left.
Players set aims whose results show only later.
Players try a new rule and each decides what they want to learn from it.
Players say afterwards what they aimed for and whether they feel they reached it.
Players set aims that leave permanent marks on the game.
Players set aims for a game that runs over days or weeks.
Each player decides what their character wants and whether they got it.
Each player sets their own feat to try, such as how high to stack.
Each player decides what they want to add to the world.
Each player tells the game master what they want, and the world responds.
Passers-by decide their own aim in an open public game.
Each player decides what they want from the story the dice tell.
Each player decides what they hope to find.
Letting players set their goals makes a point about what success means.
Players set real goals for themselves through the game.
Each player decides what their points stand for.
Each player decides what they want to try in the future world.
Each player pursues a goal they chose, one turn at a time.
Everyone pursues their own chosen goal at the same time.
Players chase their own chosen goals at their own speed.
Players chase their own goals under a clock.
Players pursue their own goals at a slow, chosen pace.
Players chase their goals faster as the game goes on.
set your own goal neither supports nor works against the feeling excited.
set your own goal neither supports nor works against the feeling clever.
set your own goal neither supports nor works against the feeling silly.
set your own goal neither supports nor works against the feeling tense.
set your own goal neither supports nor works against the feeling together.
set your own goal neither supports nor works against the feeling sneaky.
set your own goal neither supports nor works against the feeling lucky.
set your own goal supports the feeling in charge.
set your own goal neither supports nor works against the feeling surprised.
set your own goal neither supports nor works against the feeling thoughtful.
set your own goal neither supports nor works against the feeling fast.
set your own goal neither supports nor works against the feeling unfair in a fun way.
set your own goal neither supports nor works against the feeling careful.
set your own goal neither supports nor works against the feeling daring.
set your own goal supports the feeling friendly.