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V4 wide feature row
V4 archetype-fit rows
A
1990 · 4-12 players · 60min · weight 1.25 · 1,579 ratings
no digital port yet
BGGEnrichedDeep analysis5SourcesRulesPickDeep dive
Rating
5.62
Users rated
1,579
Owned
2,311
Wishing
48
At a glance
What playing it feels like, broken down.
Core loop
Explainer describes words using sentences until teammates guess correctly; score advances on board for each correct guess.
What it gives you
How strongly each kind of experience comes through (0–3)
Sensation
0
Fantasy
0
Narrative
0
Challenge
1
Fellowship
3
Discovery
0
Expression
2
Submission
2
How it works (4 mechanics)
- [3]semantic_overloading— “must get the other team member to say the word by using sentences to describe it”
- [3]forced_table_talk— “explainer must change every turn; get the other team member to say the word”
- [3]_other:word_description_under_time— “hourglass is set just before the team member starts explaining the word”
- [2]attrition_clock— “hourglass is set just before the team member starts explaining the word”
Under-the-radar score: 0.12
Archetype fits
How well this game shape maps to mobile archetype templates. Composite is a weighted sum of the 10 fit dimensions.
| Archetype | Composite | LTF | Session | Combo | Arc | Share | 5in | Onboard |
|---|---|---|---|---|---|---|---|---|
| Wordle semantic_overloading surface looks like Wordle's word mechanic, but the loop is describe-and-guess-aloud, not solo-placement deduction; no daily seed single-player puzzle structure; content_extensibility_score=3 is the strongest Wordle-adjacent feature but no emoji output or single-player arc. | 3.80 | 4.0 | 4 | 1 | 3 | 2 | 8 | 8 |
| Coop Team-based structure nominally fits coop archetype, but forced_table_talk (physical explainer role) and semantic_overloading (verbal clue-giving) collapse without human participants; the game has a shared fail-state within each team but the bluff_info_asymmetry load-bearing for coop is entirely absent. | 3.60 | 4.0 | 4 | 1 | 3 | 2 | 8 | 7 |
| Balatro semantic_overloading and forced_table_talk produce decisions under time pressure but these are verbal social mechanics that collapse entirely without human opponents; content_extensibility_score=3 (endless word sets) is the one genuine strength; no engine growth, no combo_scaling_depth, no solo playability. | 3.40 | 4.0 | 3 | 1 | 3 | 2 | 8 | 7 |
| Snap Team-based competition and word-as-faction-resource is superficially similar to Snap's factional structure but forced_table_talk and semantic_overloading collapse without human table atmosphere; AI-generated word clues or descriptions cannot replace the spontaneous human expression that is the entire game. | 3.30 | 3.0 | 3 | 1 | 3 | 2 | 8 | 7 |
| Cozy Hard tier: forced_table_talk primitive is an explicit Hard cap trigger; the entire game's value is derived from in-room social performance which is anti-cozy-digital; loss_tolerance_fit hard-capped at 3. | 3.30 | 3.0 | 3 | 1 | 3 | 2 | 8 | 7 |
Raw extraction payloads
The JSON rows behind this page, before analysis turns them into candidate ranking signals.
V4 wide feature rowgame_llm_features_v4.raw_json · v4-wide · vocab v1 · 2026-05-03
{
"bgg_id": 3818,
"name": "Alias",
"core_loop_micro": "Explainer describes words using sentences until teammates guess correctly; score advances on board for each correct guess.",
"mda_aesthetic_vector": {
"Sensation": 0,
"Fantasy": 0,
"Narrative": 0,
"Challenge": 1,
"Fellowship": 3,
"Discovery": 0,
"Expression": 2,
"Submission": 2
},
"mech_interaction_primitives": [
{
"primitive": "semantic_overloading",
"strength_0_3": 3,
"evidence_quote": "must get the other team member to say the word by using sentences to describe it"
},
{
"primitive": "forced_table_talk",
"strength_0_3": 3,
"evidence_quote": "explainer must change every turn; get the other team member to say the word"
},
{
"primitive": "_other:word_description_under_time",
"strength_0_3": 3,
"evidence_quote": "hourglass is set just before the team member starts explaining the word"
},
{
"primitive": "attrition_clock",
"strength_0_3": 2,
"evidence_quote": "hourglass is set just before the team member starts explaining the word"
}
],
"session_length_tolerance_min": 10,
"content_extensibility_score": 3,
"confidence": 0.8
}V4 archetype-fit rowsgame_llm_archetype_fit_v4.raw_json · 5 archetypes
[
{
"archetype_id": "wordle",
"raw_json": {
"archetype_id": "wordle",
"session_length_fit": 4,
"combo_scaling_depth": 1,
"arc_tightness": 3,
"bluff_info_asymmetry": 1,
"content_extensibility_fit": 5,
"solo_decision_density": 2,
"share_emoji_output": 2,
"loss_tolerance_fit": 4,
"visual_legibility_5in_fit": 8,
"onboarding_cliff_fit": 8,
"archetype_fit_rationale": "semantic_overloading surface looks like Wordle's word mechanic, but the loop is describe-and-guess-aloud, not solo-placement deduction; no daily seed single-player puzzle structure; content_extensibility_score=3 is the strongest Wordle-adjacent feature but no emoji output or single-player arc.",
"mda_survival": {
"Sensation": {
"verdict": "does-not-survive",
"condition": null
},
"Fantasy": {
"verdict": "does-not-survive",
"condition": null
},
"Narrative": {
"verdict": "does-not-survive",
"condition": null
},
"Challenge": {
"verdict": "does-not-survive",
"condition": null
},
"Fellowship": {
"verdict": "does-not-survive",
"condition": null
},
"Discovery": {
"verdict": "does-not-survive",
"condition": null
},
"Expression": {
"verdict": "does-not-survive",
"condition": null
},
"Submission": {
"verdict": "does-not-survive",
"condition": null
}
}
}
},
{
"archetype_id": "coop",
"raw_json": {
"archetype_id": "coop",
"session_length_fit": 4,
"combo_scaling_depth": 1,
"arc_tightness": 3,
"bluff_info_asymmetry": 2,
"content_extensibility_fit": 3,
"solo_decision_density": 2,
"share_emoji_output": 2,
"loss_tolerance_fit": 4,
"visual_legibility_5in_fit": 8,
"onboarding_cliff_fit": 7,
"archetype_fit_rationale": "Team-based structure nominally fits coop archetype, but forced_table_talk (physical explainer role) and semantic_overloading (verbal clue-giving) collapse without human participants; the game has a shared fail-state within each team but the bluff_info_asymmetry load-bearing for coop is entirely absent.",
"mda_survival": {
"Sensation": {
"verdict": "does-not-survive",
"condition": null
},
"Fantasy": {
"verdict": "does-not-survive",
"condition": null
},
"Narrative": {
"verdict": "does-not-survive",
"condition": null
},
"Challenge": {
"verdict": "does-not-survive",
"condition": null
},
"Fellowship": {
"verdict": "does-not-survive",
"condition": null
},
"Discovery": {
"verdict": "does-not-survive",
"condition": null
},
"Expression": {
"verdict": "does-not-survive",
"condition": null
},
"Submission": {
"verdict": "does-not-survive",
"condition": null
}
}
}
},
{
"archetype_id": "balatro",
"raw_json": {
"archetype_id": "balatro",
"session_length_fit": 3,
"combo_scaling_depth": 1,
"arc_tightness": 3,
"bluff_info_asymmetry": 1,
"content_extensibility_fit": 3,
"solo_decision_density": 2,
"share_emoji_output": 2,
"loss_tolerance_fit": 4,
"visual_legibility_5in_fit": 8,
"onboarding_cliff_fit": 7,
"archetype_fit_rationale": "semantic_overloading and forced_table_talk produce decisions under time pressure but these are verbal social mechanics that collapse entirely without human opponents; content_extensibility_score=3 (endless word sets) is the one genuine strength; no engine growth, no combo_scaling_depth, no solo playability.",
"mda_survival": {
"Sensation": {
"verdict": "does-not-survive",
"condition": null
},
"Fantasy": {
"verdict": "does-not-survive",
"condition": null
},
"Narrative": {
"verdict": "does-not-survive",
"condition": null
},
"Challenge": {
"verdict": "does-not-survive",
"condition": null
},
"Fellowship": {
"verdict": "does-not-survive",
"condition": null
},
"Discovery": {
"verdict": "does-not-survive",
"condition": null
},
"Expression": {
"verdict": "does-not-survive",
"condition": null
},
"Submission": {
"verdict": "does-not-survive",
"condition": null
}
}
}
},
{
"archetype_id": "snap",
"raw_json": {
"archetype_id": "snap",
"session_length_fit": 3,
"combo_scaling_depth": 1,
"arc_tightness": 3,
"bluff_info_asymmetry": 2,
"content_extensibility_fit": 3,
"solo_decision_density": 1,
"share_emoji_output": 2,
"loss_tolerance_fit": 3,
"visual_legibility_5in_fit": 8,
"onboarding_cliff_fit": 7,
"archetype_fit_rationale": "Team-based competition and word-as-faction-resource is superficially similar to Snap's factional structure but forced_table_talk and semantic_overloading collapse without human table atmosphere; AI-generated word clues or descriptions cannot replace the spontaneous human expression that is the entire game.",
"mda_survival": {
"Sensation": {
"verdict": "does-not-survive",
"condition": null
},
"Fantasy": {
"verdict": "does-not-survive",
"condition": null
},
"Narrative": {
"verdict": "does-not-survive",
"condition": null
},
"Challenge": {
"verdict": "does-not-survive",
"condition": null
},
"Fellowship": {
"verdict": "does-not-survive",
"condition": null
},
"Discovery": {
"verdict": "does-not-survive",
"condition": null
},
"Expression": {
"verdict": "does-not-survive",
"condition": null
},
"Submission": {
"verdict": "does-not-survive",
"condition": null
}
}
}
},
{
"archetype_id": "cozy",
"raw_json": {
"archetype_id": "cozy",
"session_length_fit": 3,
"combo_scaling_depth": 1,
"arc_tightness": 3,
"bluff_info_asymmetry": 1,
"content_extensibility_fit": 3,
"solo_decision_density": 2,
"share_emoji_output": 2,
"loss_tolerance_fit": 3,
"visual_legibility_5in_fit": 8,
"onboarding_cliff_fit": 7,
"archetype_fit_rationale": "Hard tier: forced_table_talk primitive is an explicit Hard cap trigger; the entire game's value is derived from in-room social performance which is anti-cozy-digital; loss_tolerance_fit hard-capped at 3.",
"mda_survival": {
"Sensation": {
"verdict": "does-not-survive",
"condition": null
},
"Fantasy": {
"verdict": "does-not-survive",
"condition": null
},
"Narrative": {
"verdict": "does-not-survive",
"condition": null
},
"Challenge": {
"verdict": "does-not-survive",
"condition": null
},
"Fellowship": {
"verdict": "does-not-survive",
"condition": null
},
"Discovery": {
"verdict": "does-not-survive",
"condition": null
},
"Expression": {
"verdict": "does-not-survive",
"condition": null
},
"Submission": {
"verdict": "does-not-survive",
"condition": null
}
}
}
}
]BGG tags
Mechanisms (4)
Categories (3)
Party GameTriviaWord Game