Questions tagged [mechanics]

Mechanics are the way in which a particular game process is carried out. Questions with this tag are game development questions or deal with a comparison of (game-independent) mechanics.

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What aspects of a game are not protected under copyright?

Certain aspects of a game are protected by copyright, while others are not. You certainly cannot copy the particular expression of the rules, but the mechanics themselves aren't copyrightable. For ...
user1873's user avatar
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16 votes
4 answers
1k views

Handling multiple "timers" on the board and player mat

The game I'm working on might feature a number of "timed" events, such as: a big ability requiring a cooldown before it can be used again a summoned or undead unit decaying over time a bomb timing ...
Hypergardens's user avatar
13 votes
6 answers
3k views

Do Collectible Card Games without shuffling exist?

All Collectible Card Games (like Magic the Gathering or Yu-Gi-Oh!) I know require the players to shuffle their decks before the game begins. Also, the deck's card order is unbeknown to the players. ...
user1478302's user avatar
12 votes
8 answers
2k views

Board Game Mechanics [closed]

I find myself always purchasing games that have similar game mechanics. I prefer worker-placement games, and railroad tycoon type games. All of these games borrow from each other in terms of how the ...
Codemwnci's user avatar
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11 votes
7 answers
2k views

System for secretly choosing between two options?

I have a graphics project for school and the task is to design a board game. I need to work out a system by which two players can simultaneously make a secret choice between two options and then ...
SeriousSamP's user avatar
11 votes
5 answers
2k views

Other "network building" style games, like Hackers and Illuminati? [closed]

In these games (both from Steve Jackson Games) you build a network of cards you "control" over the course of the game. The main difference between the two is that in Hacker's, the "card network" is ...
Kevin Montrose's user avatar
10 votes
8 answers
787 views

Is there a method that gets beneficial diminishing returns when adding more dice, yet stays random?

Short Story: I want to find a dice system where multiple dice are rolled and compared at once, but rolling more dice is only slightly more effective than rolling fewer dice, while still being fairly ...
Man_Over_Game's user avatar
10 votes
2 answers
2k views

What set of attributes can be used to describe, compare and contrast various board games? [closed]

A recent question about a good mix of board games got me thinking about how one could even objectively define "a good mix". My idea is to try and define a set of attributes that could describe, ...
Adam Wuerl's user avatar
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9 votes
5 answers
1k views

Mechanic for secret actions in a card game

Is there a good mechanic for taking an anonymous action in a card game, specifically one that still moves resources? For context, in one phase of this game, each player will give the target player a ...
Cain's user avatar
  • 438
8 votes
2 answers
3k views

If damage is redirected infinitely, does the game end in a draw?

I have a creature enchanted with Pariah: All damage that would be dealt to you is dealt to enchanted creature instead. I then play Blood of the Martyr: Until end of turn, if damage would be ...
Tony's user avatar
  • 863
8 votes
2 answers
211 views

Improved wording for dealing out cards

I'm writing up the manual for a new game, and this one bit is giving me trouble. Here's what you do in this part: Shuffle the cards. As long there are enough cards left for each player to take one, ...
Joe's user avatar
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6 votes
3 answers
841 views

Does this dice mechanic exist in other games and does it have any drawbacks?

Forgive me if this is an obvious question: I've only just started looking at board game design, so I'm still learning of the different game mechanics. I have a concept for a dice mechanic and I as ...
Dre's user avatar
  • 161
6 votes
2 answers
482 views

What is the purpose of minimum points required for initial meld?

In Canasta and several variants of Contract-Rummy, like Rummikub and Kaluki, there is an "initial meld" rule: The first melds put down by a player must consist of cards to a total value of ...
Dave Butler's user avatar
5 votes
2 answers
435 views

Board games involving players' consensus for who wins?

I'm looking for inspiration about mechanics for a game I would like to design for a course in education. I'm juggling with the idea of a board game related to calligraphy. The theme is exploited in ...
curious's user avatar
  • 319
5 votes
1 answer
268 views

Does this mining mechanic add genuine choice to my game?

To be concise, I am designing a game based on resource/risk/conflict management. Units will be carrying around several piles of resources, which also power and boost actions like movement, attacking ...
Hypergardens's user avatar
5 votes
3 answers
731 views

Diminishing Returns vs Increasing Returns

I'm making a board game about constructing molecules out of elements. For example you can construct water out of 2 hydrogen and 1 oxygen. When a player constructs it they take a water card worth 6 ...
Perky's user avatar
  • 53
5 votes
3 answers
658 views

Is Dungeon! biased towards the Cleric?

My group of friends have now played almost a few dozen games of Dungeon! and we have consistently noticed that the Cleric wins. The Cleric has a target of 10,000 and works very well across all levels ...
Neel's user avatar
  • 419
5 votes
3 answers
1k views

Is there a quantification of how much skill a game requires? [duplicate]

For example, if you play a round of cribbage mathematically perfectly, someone will win because they got better cards on average. But if that difference in scores comes down to 10 points, that could ...
Azor Ahai -him-'s user avatar
4 votes
6 answers
866 views

Deck Size Problems in Deckbuilding

Question: What kind of mechanic would allow players to remove cards from their constructed decks in my game? Theory: I'm making a deckbuilding game! So, players start with a number of cards which ...
David Robie's user avatar
4 votes
3 answers
3k views

Where can I find examples of Game Mechanics? [closed]

I'm prototyping a game, but I'm not very schooled on board games. I'm looking for a list of game mechanics so that I can Describe my game in terms of mechanics Find other uses of the mechanics to ...
Peteter's user avatar
  • 169
4 votes
2 answers
16k views

Are there any dice games you can play with a standard 7-die set? [closed]

Are there any dice games that you can play with a standard role-playing 7-die set (d4, d6, d8, d10, d%, d12, d20)? Maybe you have some time to kill before your tabletop session starts, or during a ...
redlamp's user avatar
  • 169
4 votes
3 answers
395 views

How can I add a taste of adventure games to my game?

I'm designing a card game based on an ancient fairy tale book. So far my game consists of some hero or character cards with 3 attribute: coins, strength and intelligence. And there are quest cards ...
klaymen's user avatar
  • 195
3 votes
1 answer
306 views

Is there an in-game mechanic reason for placing action cards face down during the planning phase

I've just picked up Space Alert, and read through handbook (as yet un-played), the thing that I can't understand is the reason for placing your action cards face down during the planning phase. The ...
Psytronic's user avatar
  • 133
3 votes
5 answers
235 views

How can I make a real-time mechanic in a tabletop game?

I'm coming up with a prototype for a card game with real-time mechanics. Players would act simultaneously, each performing actions that take a set amount of time to complete. These actions can be ...
Noah Mazza's user avatar
3 votes
2 answers
1k views

Is there any card game where the cards' back color is meaningful?

Many card games are played using a double deck of 52+2 cards where the back colors are different (e.g., in Italy it's customary to have red and blue). Is there any game, played with such a ...
gboffi's user avatar
  • 131
3 votes
3 answers
504 views

Looking for games with drop-in drop-out mechanic [closed]

When playing video games, I often prefer games that are easy to drop in and drop out of. Games like Team Fortress 2 where players are always respawning so the new player isn't set back, especially if ...
tugs's user avatar
  • 351
3 votes
2 answers
178 views

What is meant by "game mechanics"?

What are game mechanics? Conceptually I think of the mechanics of the game as how it's played but the definition is a little fuzzy. I don't think rules and mechanics are the same - although I think ...
nick's user avatar
  • 133
3 votes
1 answer
142 views

Is there a tool that will help me construct a list of games with a more specific game mechanic?

I would like to construct a list of games that have a particular mechanic, but with a twist. Dice rolling is the mechanic I am interested in but specifically with Non-numeric, partially numeric, or ...
Benjamin's user avatar
  • 131
3 votes
3 answers
914 views

point buy TCG CCG deck building mechanics

what games are there that use a point buy system for deck building instead of a card limit? what are the obvious effects this would have on the style of play? I am only currently aware of one example ...
Michael Kent's user avatar
2 votes
2 answers
316 views

How can I identify the mechanics of Risk?

Today I learned about game mechanics and I'm trying to find some game mechanics in the board game Risk. It is pretty hard since it is a new lecture I learned. So far I found 4: player elimination, ...
Moonie's user avatar
  • 41
2 votes
2 answers
210 views

What are the standards for algorithmically forecasting metagame evolution under certain conditions of TCG design?

Company X operates a trading card game, periodically designing and releasing new card sets, which seed evolutionary shifts in its competitive metagame. For the purpose of achieving balanced card ...
user32573's user avatar
2 votes
3 answers
317 views

How semi-cooperative games handle players who have nothing to lose?

After watching Jumanji I wondered if the eponymous game was meant to be a co-op or a competitive game. Having difficulty figuring it out on my own, I have asked that question on a different stack ...
VienLa's user avatar
  • 195
2 votes
1 answer
3k views

How many poison counters warrant an EDH loss?

I tried Googling the answer, but it seems like different sources say different things, and I can't find anything about it in the Commander rules (on the official Commander website). My main takeaway ...
Tony's user avatar
  • 863
2 votes
2 answers
234 views

I need some good mechanics for how the player's character can enhance their tool kit

So I am blanking on the word for this, but the goal is for the character to get stronger over time (power curve), where the character gains levels/items. What I am looking for is different ways a ...
dcarney999's user avatar
2 votes
1 answer
211 views

Does Republic of Rome usually generate one or more wars per turn, leading to a loss even when cooperating?

I have played Republic of Rome several (4?) times with a group (usually 4-5 players) without studying the rules myself. We have always started in the Early Republic period, and even when we try to ...
Dronz's user avatar
  • 251
2 votes
2 answers
901 views

What games have plan-moves-in-advance mechanics like Robo Rally? [closed]

I'm looking for games with pieces on a board that move and interact according to actions taken previously in the game. In Robo Rally you give your piece instructions in advance. I recall a similar ...
Sparr's user avatar
  • 1,860
2 votes
1 answer
164 views

When you take a trick, you *take* a trick

I played a hand of Hearts with someone who had not played cards in a while. When she took her first trick, she started to put the cards in her hand before remembering to put them down. That gave me ...
Anton Sherwood's user avatar
2 votes
0 answers
272 views

How do I avoid making a "video game forced to be a board game"? [closed]

My last playtest for the game, useful as it was, resulted in a player saying it feels like a board game, but the players have to run and update the normally-passive numbers manually. I'm worried that ...
Hypergardens's user avatar
1 vote
3 answers
266 views

Action selection in a hidden movement game that may require more information to be complete

I want to have simultaneous action selection, but the action selected may need some additional information, like the space on the board that it is of relevance to, additional equipment that you choose ...
Jaco Liebenberg's user avatar
1 vote
1 answer
251 views

Most important elements of easy-to-learn hard-to-master? [closed]

I'm researching the logic necessary for an internally-consistent rule system that is easy to learn, but has enough complexity/subtleties that it keeps someone coming back and striving towards mastery. ...
Carduus's user avatar
  • 113
1 vote
2 answers
172 views

Games with flipping tokens for action selection?

We are creating a game with what we think is a new action selection mechanic. The mechanic is based on poker chip like tokens that you flip to take the action the top side, then there is a different ...
Pablo Jomer's user avatar
1 vote
3 answers
1k views

Mechanics for interactivity in card games

I am creating a fantasy collectible card game and one if its aspects is mage battles. I have been a bit stumped on how to make it highly interactive. I am familiar with Magic: The Gathering and I ...
Shantu's user avatar
  • 11
1 vote
1 answer
85 views

When do I lose 2 SO Points at the end of each day?

In Thunderbolt Apache Leader, the Artillery Unit (1S) notes say: Lose 2 SO Points at the end of the Day. Can the 2 SO points come from Daily SO Points that are awarded at the end of day? Or must I ...
dharmatech's user avatar
1 vote
2 answers
646 views

Magic the Gathering lingering spell effect

I have a question about a card sequence. Let's say I play an instant card that says "all creatures who dealt damage this turn return to owners hand" in my first main phase. Then if my opponent ...
magic newbie's user avatar
1 vote
3 answers
493 views

Retreat in case of slide trap in Dungeon!

In a game of Dungeon! there is Slide Trap in Level 3 which says: Gain 1 Treasure and move to any chamber on Level 4 What happens when I encounter a monster in the level 4 chamber, attack it ...
Neel's user avatar
  • 419
1 vote
4 answers
1k views

Mini game within a game [closed]

Are there any board games where you play a mini game within the main game? For example, imagine playing Axis & Allies where you play a quick game of Tic-Tac-Toe each round to see which side gets ...
Joe's user avatar
  • 3,455
1 vote
2 answers
236 views

Mutual Identification mechanics in a deduction game

I'm thinking about a deduction board game idea for at least five players where there are two Spies who don't know each other (Spy A and Spy B). Their mission is to accomplish mutual identification ...
mue114's user avatar
  • 11
0 votes
2 answers
4k views

Tokens and how blocking works

I have a heavily token based deck. The tokens can usually become something between 5/5 and 15/15 in a few turns, but don't have trample. Is it possible for my opponent to be able to block all of my ...
user18666's user avatar
0 votes
3 answers
189 views

Is there a strategy PVP board/card game with Negative Feedback loops? [closed]

Feedback loops (for those who aren't aware) (A Negative Feedback Loop is the technical term for "comeback mechanics", akin to what you experience in Mario Kart. This is when the game makes it easier ...
Man_Over_Game's user avatar
0 votes
1 answer
150 views

What is the general name for this particular game mechanic?

I'm hoping to find a common general terminology for a mechanic I have encountered in several board games. As an example, here's an excerpt from the rules for The King's Dilemma: At the end of your ...
Greg Martin's user avatar