timed turns
In the group Timing.
Turns still come in order, but each one has a clock: a sand timer, a phone, a count to ten. When time runs out, the move is lost or made for you. In 3 Quarters every move has 20 seconds.
In the group Timing.
Turns still come in order, but each one has a clock: a sand timer, a phone, a count to ten. When time runs out, the move is lost or made for you. In 3 Quarters every move has 20 seconds.
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 have a few seconds to roll and move before the turn passes.
Each pick has a time limit, so players choose under pressure.
Each bid has to come before the clock runs out.
Players decide whether to push before time runs out.
Each placement has a time limit.
Players have to claim a spot before the timer ends.
Players add to their patterns under a clock, as in 3 Quarters.
Each card has to be chosen before time runs out.
Each card into the trick has a time limit.
Deals have to be struck before the clock runs out.
Players have limited time to pick for their sets.
Each tile has to be placed before the timer ends.
Each answer has to come within a few seconds, before the others finish counting.
Players act silently within a time limit.
Rule changes have to be proposed within a time limit.
Characters have to act or speak before the time runs out.
Each flick or stack has a few seconds.
Each addition to the map has a time limit.
A race where every turn is against the clock.
Players score under time pressure each turn.
Every turn under the clock, with elimination at stake.
The team has to act before the timer, against a threat.
The team works to a shared goal under a clock.
Players chase secret goals under time pressure.
Each part of the story has to be told in a time limit.
Players act under a clock with nothing to win.
Players chase their own goals under a clock.
Turns under the clock, and the one who runs out of time loses.
A steady clock keeps the game rolling.
Timed turns in a game nobody can win.
Everyone plays their own game under the same clock.
Attacks have to be chosen before the clock runs out.
Board changes under time pressure.
The team has to agree and act before time runs out.
Players choose to help or betray under a clock.
Each team's turn is timed.
Players act under a clock while the traitor hides.
Each letter has to be sent within a set time, such as a day.
The absent player's turn is timed too, and runs out on its own.
The game master gives each player a time limit to act.
Passers-by each get a few seconds to play.
Timed turns in a game of luck.
Players have a few seconds to soften unlucky rolls.
Planning under a clock, with a little luck.
A game of skill under a clock, like blitz chess.
Signs have to be read within a time limit.
Players have to sense each other within a time limit.
Each roll's story has to be told quickly.
Everything is visible but there is little time to study it.
Players choose from a hidden hand under time pressure.
Players act under a clock while hiding who they are.
Players have to deduce under a time limit.
Claims have to be made before time runs out.
Players experiment under time pressure to find the rules.
Hints and guesses under a time limit.
Each step of exploring is timed.
Players have to act on the model before time runs out, as in a crisis.
Each stakeholder has a time limit to decide.
Players have to take from the shared resource quickly.
Quick decisions whose effects arrive later.
Rule tests run under a clock.
Each person has a set time to share afterwards.
Permanent changes made under time pressure.
The clock is part of the argument the rules make.
Real stakes, decided against the clock.
Value trade-offs made under time pressure.
Acting out a future under a clock, as in a drill.
Turns go in order, each with a clock.
Everyone chooses at once before the clock runs out.
Free play within a timed round: act as often as you like until the time is up.
Each turn has a real deadline, such as a move by tomorrow.
Each turn has a long, generous clock that slows the game down.
The clock for each turn gets shorter as the game goes on.
timed turns neither supports nor works against the feeling excited.
timed turns neither supports nor works against the feeling clever.
timed turns neither supports nor works against the feeling silly.
timed turns supports the feeling tense.
timed turns neither supports nor works against the feeling together.
timed turns neither supports nor works against the feeling sneaky.
timed turns neither supports nor works against the feeling lucky.
timed turns neither supports nor works against the feeling in charge.
timed turns neither supports nor works against the feeling surprised.
timed turns works against the feeling thoughtful.
timed turns supports the feeling fast.
timed turns neither supports nor works against the feeling unfair in a fun way.
timed turns neither supports nor works against the feeling careful.
timed turns neither supports nor works against the feeling daring.
timed turns neither supports nor works against the feeling friendly.
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.