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Mechanisms
Movement Points
A piece is given a number of points to spend on movement. This is common in a variety of games, but particularly war games, where spaces can cost different amounts depending on the terrain. This is distinct from Action Points in that it is a property of the particular piece or terrain, rather than player options (which may ‘’include’’ movement).
Network and Route Building
The game involves the development of connected routes and nodes, often represented as routes between destinations. This is differentiated from Connections in that it provides some in-game effect beyond merely scoring, such as the ability to trigger actions, or requiring maintenance costs.
Pattern Recognition
Players must recognize a known or emergent pattern created by the game components to gain objectives or win the game. This could for instance involve markers, typically with a color or symbol, placed to certain locations on a board, or relative to the other markers, forming an abstract or meaningful pattern, requiring deductive reasoning by players to determine its significance.
Pick-up and Deliver
This mechanism usually requires players to pick up an item or good at one location on the playing board and bring it to another location on the playing board. Initial placement of the item can be either predetermined or random. The delivery of the good usually gives the player money to do more actions with. In most cases, there is a game rule or another mechanic that determines where the item needs to go.
Point to Point Movement
On a board of a game with point-to-point movement, there are certain spots that can be occupied by markers or figurines, e. g. cities on a map. These points are connected by lines, and movement can only happen along these lines. It is not enough that two points are next to or close to each other; if there is no connecting line between them, a player cannot move his or her piece from one to the other.
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