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Mechanisms

Map Addition

The map is added to as it is explored. Examples include Mississippi Queen and Eclipse.

Map Reduction

Over the course of the game, the map shrinks.

Market

Players may buy from or sell resources to Markets, where prices and quantities can vary. This is often a primary feature of Economic games, but sometimes only a secondary mechanism.

Measurement Movement

Pieces may be moved up to a certain distance, measured by a ruler.

Melding and Splaying

A set of cards in a specific relationship to one another that allows them to be played to a table or scored as a meld. When laying these cards down, the way the cards splay, or overlap one another, may sometimes reveal or conceal certain abilities or attributes.

Memory

Hidden, trackable information whose tracking gives players an advantage.

Modular Board

Play occurs upon a modular board that is composed of multiple pieces, often tiles or cards.

Move Through Deck

Players Move Through a Deck of cards. Typically the goal is to reach the bottom (One Deck Dungeon), find and defeat a boss (Chainsaw Warrior), or simply know when to quit (Incan Gold).

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).

Movement Template

A defined Movement Template is used to determine where a piece moves to.

Moving Multiple Units

Actions may Move one or Multiple Units.

Multiple Maps

The game takes place on Multiple Maps which are connected at defined points.

Narrative Choice

Multiple action options are presented to the players via a narrative format.

Negotiation

Players make agreements about coordinating action, beyond simply Trading.

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.

Once-Per-Game Abilities

Players have a special ability that they can use one time per game.

Open Drafting

Open Drafting is used in games in which players pick cards (or tiles, resources, dice, etc) from a common pool, to gain some advantage (immediate or longterm) or to assemble collections that are used to meet objectives within the game.

Order Counters

Players place "Order Markers" into specific regions (or zone, or hexagon, or square) of the game board, indicating what they want to do in that particular region of the game board. After all markers are placed, they are executed in sequence.

Ownership

Players own entities, and perform actions for those entities, or collect benefits if others use them.

Paper-and-Pencil

The game is developed using paper and pen to mark and save responses or attributes that, at the end of the game, are used to score points and determine the winner.

Pattern Building

Players must configure game components in sophisticated patterns in order to score or trigger actions, as would be typical for games in the Puzzle category.

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.

Physical Removal

Pieces are removed from a structure, and play is affected by things that fall (as in Ker Plunk), or a complete collapse of the structure (as in Jenga).

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.

Pieces as Map

The Pieces themselves compose the Map.

Player Elimination

A player can be removed from the game, no longer participating.

Player Judge

One player, the judge, decides the outcome of the Action.

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.

Predictive Bid

Players make a prediction about what they will do in a future part of the game, and score points based on how well they match the prediction.

Prisoner’s Dilemma

Each player has a choice between Cooperating or Defecting. Total payoff is maximized if both players Cooperate, but if one Defects and the other Cooperates, the Defector will score more individual points.
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