Mechanics

The mechanics I have looked into have been connected to the games that I have researched and played myself. It made more sense to shorted my list of which ones I should look into due to the actual large amount that are available towards the mechanics section.

These are the following that I looked into, only those that I have typed up detail are the ones I am looking at taking forward and trying out with the game itself:

  • Area control/Area influence (Shown in notebook 2, page 86)

The mechanic typically awards control of an area to the player that has the majority of units or influence in the area.

  • Dice rolling (Shown in notebook 2, page 86)
  • Area movement(Shown in notebook 2, page 86 – 87)
  • Variable player powers (Shown in notebook 2, page 87)

*Please note, this is one I have not looked into as much but is one that through testing is something players seemed to be interested in seeing possibly in play, therefore it has been noted*
It is a mechanic that grants different abilities and/or paths to victory to the players. Depending on how it is designed, the powers may change throughout the game.

  • Worker placement (Shown in notebook 2, page 87)
  • Hand management (Shown in notebook 3, page 51)
  • Route/network building (Shown in notebook 3, page 51)
  • Set collection (Shown in notebook 3, page 51)
  • Simultaneous action selection (Shown in notebook 3, page 51)
  • Action point allowance system (Shown in notebook 3, page 51)
  • Betting/Wagering (Shown in notebook 3, page 51 – 52)

This encourages or required players to bet money (real or in-game) on certain outcomes within the game. The betting itself becomes part of the game. Poker being the main example.

  • Commodity speculation (Shown in notebook 3, page 52)
  • Deck/Pool building (Shown in notebook 3, page 52)

Players start the game with a predetermined set of cards/player pieces and add and change those pieces over the course of the game. Many deck-building games provide the player with a currency that they use to “buy” new items that are integrated into the desk or pool. These new resources generally expand the capabilities of the player and allow the player to build a ‘engine’ to drive their further players into the course of the game. This mechanism describes something that happens in play during the game as a function of the game, not customization of the game from the body of the cards prior to play.

  • Take that (Shown in notebook 3, page 52)

Maneuvers that directly attack an opponents (another players) strength, level, life points or do something else to umped their progress, while usually providing the main engine for players interaction in the game. Card games are where this mechanism is most common. Example an unforeseen card plays can change huge swings in a players progress or power.

  • Grid movement (Shown in notebook 3, page 53)
  • Card drafting (Shown in notebook 3, page 53)

Players pick card from a limited subset, such as a common pool, to gain some advantage (immediate or long-term) or to assemble hands of cards that are used to meet objectives within the game. Games where cards are simply drawn from a pile are not card drafting games – drafting implies that players have some sort of choice and the ability to draft a card another player may want there by denying them something they may have wanted.

  • Player eliminations (Shown in notebook 3, page 53)
  • Press your luck (Shown in notebook 3, page 53)

Games where you repeat an action (or part of an action) until you decide to stop due to increased (or not) risk of losing points or your turn. Press your luck games include risk management and risk evaluation games, in which risk is driven by the game mechanisms and valuing how much other players value what you are doing, what you want, respectively.

  • Tile placement (Shown in notebook 3, page 55)
  • Modular board (Shown in notebook 3, page 55)
  • Pattern building (Shown in notebook 3, page 55)

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