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Game Mechanics

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As designers, how can we give players interesting choices?

The answer is game mechanics!

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Game mechanics are your tools to create different types of experiences for players.

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Knowing game mechanics is essential to becoming literate in the medium of game design.

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Mechanics

are the specific actions (physical or mental) players can take to play a game.

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Mechanics:

What Players Do

Do you want players to move around the board? Trade resources? Move items from place to place?

Game mechanics give you the ability to make these things happen for your players.

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Mechanics:

What Players Do

Using the right mechanics will allow players to make the choices that make sense for your game.

The good news is--you already know a lot of game mechanics!

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Mechanics: How Your Game Works

Think of mechanics as the gears that run your game machine. A theme can have many different mechanics applied to that theme and each would result in a very different game.

How would a game about selling diamonds play differently if players collect sets of them versus delivering them across the board?

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Remember this scene from The Princess Bride?

They were discussing actual sword fighting strategies.

Inigo Montoya: You are using Bonetti’s Defense against me, ah?

Man in Black: I thought it fitting considering the rocky terrain.

Inigo: Naturally, you must suspect me to attack with Capo Ferro?

Man in Black: Naturally, but I find that Thibault cancels out Capa Ferro. Don’t you?

Inigo: Unless the enemy has studied his Agrippa… which I have.

Game mechanics are much easier to learn.

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Game Mechanics You’ve Experienced

  • Roll and Move (Clue, Monopoly, Chutes and Ladders, Candyland, Life, Sorry!)
  • Set Collection (Go Fish!, Gin/Rummy, Monopoly)
  • Dice Rolling (Yahtzee, Risk)
  • Card Drafting (MTG, Rummy, Hearts)
  • Hand Management (Clue, Uno, Mahjohng)

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Modern Game Mechanics

Examples include Pick Up and Deliver, Area Control, Simultaneous Action Selection, Push Your Luck, Route/Network Building, Area Movement, and more.

Just from the names, you can get a sense of the different types of actions players can take.

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50ish Game Mechanics

Acting

Action Queue

Action Selection

Area Control/Influence

Area Enclosure

Area Movement

Auction/Bidding

Betting/Wagering

Campaign Battle Card

Card Drafting

Chit Pull

Commodity Speculation

Cooperative Play

Crayon Rail System

Deck Building

Dexterity

Dice Rolling

Grid Movement

Hand Management

Hex and Counter

Hidden Traitor

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50ish Game Mechanics

Line Drawing

Memory

Modular Board

Paper and Pencil

Partnerships

Pattern Building

Pattern Recognition

Pickup and Deliver

Player Elimination

Point to Point Movement

Press Your Luck

Rock Paper Scissors

Roll and Move

Roundel Wheel

Route/Network Building

Secret Unit Deployment

Set Collection

Simulation

Simultaneous Action Selection

Singing

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50ish Game Mechanics

Stock Holding

Storytelling

Take That

Tile Placement

Time Track

Trading

Trick Taking

Variable Phase Order

Variable Player Powers

Voting

Worker Placement

To learn more about individual mechanics, go to www.boardgamegeek.com/ browse/boardgamemechanic

The original 50ish mechanics have been expanded into many, many more.

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Mechanics

I sort mechanics by function in games, which helps to understand and use them.

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Mechanics

Sorted By Function

  • Control player choices
  • Physical interaction with the gaming space
  • Mechanics that control player movement
  • Player interaction mechanics
  • Classic mechanics
  • Abstract-ish mechanics
  • Specialized-purpose mechanics

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Control Player Choices

These mechanics allow a game designer to specifically control the number of actions as well as how and when a player takes their actions.

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Control Player Choices

  • Action Queue
  • Action Selection
  • Simultaneous Action Selection
  • Worker Placement
  • Push Your Luck
  • Roundel Wheel
  • Time Track
  • Variable Phase Order

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Action Queue

Players plan several actions at once by playing several tiles, cards, etc., in a series, and take their actions in that order.

(Walk the Plank, RoboRally)

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Action Selection

Players choose actions they want to take, limited by the specific number of actions that can be taken on a turn.

(Forbidden Desert)

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Push Your Luck

Players take actions as desired, but as possible gain increases, so does the possibility of loss of progress if an adverse condition presents itself.

(King of Tokyo, Can’t Stop)

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Simultaneous Action Selection

Players choose and reveal a card simultaneously, which are then resolved in some way.

(Spin Monkeys, Get Bit!)

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Worker Placement

Each player has a pool of meeples and places them on shared spaces to claim actions resources, or benefits.

(Star Wars Carcassonne, Mint Works)

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Gaming Space Interaction

These are mechanics that players can use to build, connect, and control areas on the game board or gaming space. Some of this may take place during setup, others might occur during the game.

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Gaming Space Interaction

  • Area Majority/Influence
  • Area Enclosure
  • Modular Board
  • Route/Network Building
  • Tile Placement
  • Crayon Rail System

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Area Majority/

Influence

Players occupy spaces to gain benefits based on their proportional presence in the space.

(Marrakech, Bunny Kingdom)

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Area Enclosure

Players place or move pieces to block or surround sections of the board.

(Through the Desert, Go)

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Modular Board

The board is comprised of individual units that can be combined in different ways for strategy and exploration.

(Escape: Curse of the Temple)

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Route/Network Building

Players create a network between different locations.

(Catan, Ticket to Ride)

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Tile Placement

Players place tiles to score VPs or trigger abilities, often based on adjacent pieces or pieces in the same group/cluster for various scoring methods.

(Lanterns, Castles of Mad King Ludwig)

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Player Movement

These mechanics provide different ways to have players move their pawns around the game board or space.

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Player Movement

  • Area Movement
  • Grid Movement
  • Point to Point Movement
  • Roll and Move

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Area Movement

Players move pawns across irregularly shaped spaces on the board.

(Broom Service, Terror in Meeple City )

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Grid Movement

Players move pawns on the grid (square or hexagonal) in many directions.

Forbidden Desert, Hey That’s My Fish)

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Point to Point Movement

Players move their pawns across the board only along specific pathways.

(River Dragons, Scotland Yard)

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Player Interaction Mechanics

These mechanics provide out of turn interaction between players, so impact on the other players is greatest.

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Player Interaction Mechanics

  • Auction/Bidding
  • Take That
  • Trading
  • Betting/Wagering
  • Partnerships
  • Player Elimination
  • Voting
  • Acting
  • Cooperative Play
  • Role Playing

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Auction/Bidding

Players compete head to head for elements of value in the game, and players determine the value of those elements.

(Modern Art, Downforce)

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Take That

Maneuvers that directly attack an opposing player or do something else to impede their progress.

(Coup, Raptor)

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Trading

Players exchange resources or other game elements amongst each other (or the bank).

(Catan, Pit)

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Classic Mechanics

These mechanics are common and can be readily adapted to almost any theme.

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Classic Mechanics

  • Card Drafting
  • Campaign Battle Card
  • Chit Pull
  • Dice Rolling
  • Hand Management
  • Trick Taking
  • Hex and Counter
  • Simulation

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Card Drafting

Players choose cards from available choices.

(Alhambra, Sushi Go)

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Campaign/

Battle Card

Cards have specific abilities, and players’ choices are restricted to those held in hand.

(Castle Panic, Powerpuff Girls Saving the World Before Bedtime)

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Chit Pull

Tokens are introduced during the game by pulling from a bag or pile.

(Castle Panic, Quacks of Quedlinburg)

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Dice Rolling

Rolling dice determines the outcome of specific actions or choices available to players.

(Age of War, That’s So Clever)

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Hand Management

Players choose from cards or tiles in hand to play.

(Jaipur, Bohnanza)

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Abstract-ish Mechanics

These mechanics define the game, which often have no theme or the theme is entirely “pasted on.”

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Abstract-ish Mechanics

  • Pattern Building
  • Set Collection
  • Pattern Recognition
  • Memory

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Pattern Building

Players use game resources to construct patterns on the board.

(Qwirkle, Kingdomino)

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Set Collection

Players collect sets of game elements which are then used for scoring or some other purpose.

(Kodama, Sushi Go)

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Specialized Purpose Mechanics

These mechanics provide their own unique ways to play games, based on their function.

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Specialized Purpose Mechanics

  • Pickup and Deliver
  • Secret Unit Deployment
  • Variable Player Powers
  • Deck/Pool Building
  • Paper and Pencil
  • Commodity Speculation
  • Roll and Place

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Pickup & Deliver

Players gather resources from specific places on the board and transport them across the board to deliver them to other areas.

(Niagara, Horrified)

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Secret Unit Deployment

Only the player controlling certain playing pieces has perfect information about the nature (or even the whereabouts) of those pieces.

(Survive, Jaws)

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Variable Player Powers

Each player has special actions that only they can perform, or that modify standard actions.

(Avalon, Cosmic Encounter)

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Mechanics

Which mechanics make sense for your game?

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