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15

Each player puts a coin on the table under their hand. This will work perfectly if it's always the same two options, or if you can easily determine a sensible mapping from head/tails to the available two options.


10

The resource track in Power Grid leads to some interesting decisions. If you haven't played it, the resource track has costs increasing left-to-right while the resources are replenished from right-to-left. This has a few interesting effects: Resources in demand tend to cost more. You can get resources on the cheap if you have a power plant type no one ...


10

Replace 2 & 3 with: "Deal out the entire deck, giving an equal number of cards to each player and setting aside any remaining cards"


10

Not sure how applicable it is, since it doesn't have an actual physical card-based implementation (and ergo isn't strictly on-topic for this site), but Alteil is a (free) online game based on CCG deck-building mechanics. Decks are built of thirty cards, limited only by a maximum of three copies of any given card. One card can be played each round, and this ...


9

When trying to make something new, it is not a bad idea to see what award winning games have already done. You may wish to see the game Dixit (Spiel Des Jahres 2010) which has a simple system to let 2 to 4 players simultaneously choose between 3 and 5 options. The 2 option variant is Oltarus's method. Dixit also has wonderful artwork. The expansion Dixit ...


9

I feel that most board games favour clearer rulebooks over short sentences, so they'll often tell you the number to deal based on the number of players. If you prefer a shorter sentence: Shuffle and deal out all the cards evenly amongst the players. Set aside any leftover cards - all players should have the same amount. If you wanted to go with ...


8

It is to promote communication between players. If you and I (try to) use the same lift/elevator in the same turn, one of us will be delayed - and this send all of that player's subsequent plans back a turn! Likewise for shooting guns, firing missiles, certain energy transfer actions... you can get really messed up if two players "do" the same thing in a ...


6

You probably should go looking at the various mechanic lists on boardgamegeek.com. Examine the various reviews, and find where people talke about the mechanics, as well. It's a concentrated resource for doing exactly the kind of research you probably should be doing.


6

Fundamentally, the OGL exists to (1) allow D&D 3.0 supplements to be made by 3rd parties and (2) to ensure the 3.0 Dev Team could take their mechanics with them if they got fired. (1) can be seen in the explosion of material in 2000-2002.(2) can be seen clearly in Pathfinder and Arcana Unearthed. While mechanics can't be copyrighted, and the US Patent ...


5

If the choices are always the same (Always YES/NO, for example), the simpliest ways to do that are the following: Each players has two cards, one saying YES, the other one saying NO (Or whatever choice you have). They make choices by playing a card face down and revealing them all at once. Each player has a coin of some sort that can be placed in one's ...


5

Attributes that I use to evaluate games: Replay value (Over time how much do you enjoy it) Randomness (how much it's out of your hand) Learning curve What kind of skill does it require (strategy, resource management, deductions, spatial orientation, etc) Time required to set it up Expected time to have a game Time-ness (is it per turn? all at the same ...


5

I thoroughly enjoy games that force players to interact with each other. If players have to directly interact with each other in order to advance in the game, I find that rather fun. It lets you get to know your friends better, and encourages them to talk. I enjoy resource trading in games likes Settlers of Catan immensely. While there are only a few ...


5

The standard methods: Cards - don't worry about scratches - many serious players sleeve cards these days. It's the most familiar choice. And if the cards are business card sized, they can be hidden in hand or under a hand on the table. Spinners - not used all that often, however, the mold marks on the back of the spinner may be visible if using the ...


4

The decision is obviously localized to the game and requires a significant amount of background to answer objectively. The important distinction between the two is this: diminishing returns is easy, but amplifying returns is hard. When you have diminishing returns, you introduce two elements. The first is resourcefulness (no pun intended). If you can ...


4

Zatch Bell The Card Battle TCG (http://boardgamegeek.com/boardgame/18287/zatch-bell) is a TCG with no shuffling. It also features deck as health and deck as resource.


3

Oh! I was thinking about this for a while, and couldn't come up with many good games; I can't believe I missed the family of Icehouse games Zarcana, Gnostica, and Zark City. Zarcana was, I believe, the second game ever designed with Icehouse pieces (or at least one of the very early ones after Icehouse itself). It is played with an Icehouse stash per person ...


3

Carcassonne is a tile laying game where each player contributes to the same board while placing tokens to control different zones. Farms Cities Roads Cloisters It is very easy to learn and there are a plethora of expansions that add a huge variety of different mechanics if you wish to make the game more challenging.


3

I particularly like the strategy cards from Twilight Imperium. At the beginning of a round, everyone chooses a strategy card that gives each player a different special ability for that round. On your turn, one of your options is to activate your special ability. Most cards also come with a secondary ability that the other players can execute at that time. ...


3

This is meant as a response to Chad, but the comment field wouldn't hold it all: @Chad I am not a lawyer, but I have done a bit of reading on copyright and this does not seem right to me. It would be hard (not impossible) to patent a traditional board game, though some modern ones can involve some patented technology. While it is strictly true that game ...


3

It all depends on what you want your players to do. Diminishing returns tells your players that you want to be the first to do this, and you don't want to do a lot of it. As soon as I have H2O in hand, I want to make water before anyone else does. Once it's been done, I don't want to do that unless I have to because other plays are more valuable. ...


3

I have not crunched any numbers for "proof" but experience and a quick sort through the monster deck would tend to support your supposition. Rogue hit numbers are notably lower than the Cleric's and their secret doors special power is not good enough to compensate, especially given that it's not reliable and can be replicated with certain treasure cards. ...


2

There is a fairly notable site Three Hundred Mechanics which you can visit for some inspiration, although it doesn't quite have 300 yet and is not specific to boardgames.


2

There is also a list at Wikipedia http://en.wikipedia.org/wiki/Game_mechanics.


2

Some random additional axes: Theme Aesthetics Quality of construction/bits Shape of the luck/skill curve Accessibility Concrete vs. Abstract Time/difficulty to master Coop vs competitive Experience/immersion factor Cost Expandability Customizability/variations Compactness for travel Table-space required for play Number of players Age level suitability ...


2

I might recommend Carcassonne - it has a slightly different take on builder placement, while relying primarily on tile placement. The game board itself will be different every time, as you're drawing and placing random tiles every turn. Play itself goes quickly after your first playthrough, and there are several different strategies toward victory. With ...


2

I like the way Tigris and Euphrates allows a user to sabotage someone's game plan. In games like Brass, I have been in situations where a player has built a link that has blocked me off from building, due to the way coal must be shipped to the location. Therefore, If I was able to blow up the rail link, and build over it, I think this would add an extra ...


2

Sim City the Card Game: the cards form a city grid. Phil Foglio's The Works card game: it forms a network of sorts; it's also not a great game. Carcassonne (already mentioned by others) creates a network of interlocking features; most of the related games likewise require continuing a given feature across boundaries. one owns features on the map, said ...


2

I'd recommend using a coin or a single card. They would both work the same - the player chooses a side and lays it on the table, facing up. Since there is only one card, you don't have to worry about them being recognizable by scratches. (Which, at its essence, is a mostly negligible problem.) A similar system for multiple choices would be using a die. The ...


2

Fluxx and a few other social card games allow players to join or leave at any time.


2

Mage Wars is a living card game and not a CCS, but that is an irrelevant point once gameplay begins. Unlike a CCG, a living card game sells packs open so you always know what you are going to get. I think the most popular idea of this is actually Warhammer 40k where players buy the exact units that they want for their armies. In Mage Wars, players build ...



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