games.atplay.taxonomy.mechanic
Details · defs
| Kind | defs |
|---|---|
| Authority | taxonomy.atplay.games |
| Indexed |
#acting
tokenPlayers physically act out, mime, or perform something so that others can guess or judge it.
#actionDrafting
tokenPlayers pick actions from a shared, limited pool; once an action is taken it may become unavailable or more expensive for the next player.
#actionEvent
tokenCards or tiles trigger one-off events or effects when drawn or played, rather than granting ongoing abilities.
#actionPoints
tokenOn their turn, a player spends a budget of points among a menu of possible actions, each with its own cost.
#actionQueue
tokenPlayers line up a sequence of actions in advance and then execute them in order, often committing before seeing how the situation develops.
#actionRetrieval
tokenActions (often cards) become spent or exhausted when used and must be deliberately recovered later before they can be used again.
#actionTimer
tokenAn action is only valid for a limited real-time window, forcing quick decisions or delayed effects tied to a clock or sand-timer.
#advantageToken
tokenA single movable token confers a benefit (extra action, priority, bonus) and passes from player to player under defined rules.
#alliances
tokenPlayers form temporary or binding partnerships, cooperating with some opponents while competing with others.
#areaImpulse
tokenPlayers alternate activating single areas or groups instead of moving everything at once, producing an interleaved, reactive flow of play.
#areaMajorityInfluence
tokenPlayers compete to have the most presence in defined regions, and scoring is based on relative majorities in each region rather than exclusive control.
#areaMovement
tokenThe board is divided into irregular areas and pieces move between adjacent areas rather than along a fixed grid or path.
#auctionBidding
tokenItems, advantages, or turn order are allocated by players bidding against each other using currency or other resources.
#auctionCompensation
tokenLosing bidders in an auction receive some form of consolation prize, softening the sting of not winning.
#auctionDexterity
tokenBidding is resolved through a physical skill challenge rather than pure numerical offers.
#auctionDutch
tokenThe asking price starts high and ticks down until a player accepts it; the first to accept wins at the current price.
#auctionDutchPriority
tokenA Dutch-style descending auction variant where player priority or turn order determines who may accept a falling price first.
#auctionEnglish
tokenBids rise openly and competitively; the highest bid when no one raises further wins the lot.
#auctionFixedPlacement
tokenPlayers place bidding markers on fixed slots or lots, and each placement commits them at a predetermined price.
#auctionMultipleLot
tokenSeveral items are auctioned simultaneously, with players distributing bids across lots rather than focusing on one at a time.
#auctionOnceAround
tokenEach player gets exactly one opportunity to bid or raise as the auction passes around the table once.
#auctionSealedBid
tokenPlayers secretly commit to bids that are revealed simultaneously, so no one can react to what others offered.
#auctionTurnOrderUntilPass
tokenPlayers bid in strict turn order and a pass eliminates that player from the auction; the last remaining bidder wins.
#automaticResourceGrowth
tokenResources accumulate on the board or on player holdings on a schedule without needing direct actions to produce them.
#bettingAndBluffing
tokenPlayers wager based on uncertain or hidden information, leaning on misdirection and reading opponents to succeed.
#bias
tokenPlayers are asked to guess or predict how other players will rate or choose, rewarding social awareness and empathy.
#bidsAsWagers
tokenBids also function as wagers on success: players stake resources on their ability to achieve something and win or lose the stake accordingly.
#bingo
tokenPlayers mark off matching values on personal cards as they are drawn or called, racing to complete a winning pattern.
#bribery
tokenPlayers can pay other players or neutral parties to influence decisions, outcomes, or turn resolution.
#campaignBattleCardDriven
tokenActivation, movement, and events are driven by playing cards from a limited hand, coupling strategic plans to the cards you happen to hold.
#cardPlayConflictResolution
tokenCombat or contested outcomes are resolved by simultaneously or sequentially revealing cards rather than rolling dice.
#catchTheLeader
tokenTrailing players get advantages, or the leader is penalized, to keep the game tight and the outcome uncertain.
#chaining
tokenActions or plays trigger additional actions in a chain, letting a well-set-up turn cascade into many effects.
#chitPullSystem
tokenChits, tiles, or markers are drawn from a cup to determine what activates, injecting fog-of-war into activation order.
#closedDrafting
tokenPlayers draft cards from a hand that is then passed face-down to the next player, so choices are made privately.
#closedEconomyAuction
tokenAuction proceeds flow back to the players (not to the bank), keeping the total currency in the system constant.
#commandCards
tokenA hand of cards dictates what units, regions, or sections of the board a player may command on a given turn.
#commoditySpeculation
tokenPlayers buy and sell goods whose prices fluctuate, attempting to profit by timing the market.
#communicationLimits
tokenRules restrict what information players may share, often during cooperative play, forcing careful or oblique communication.
#connections
tokenPlayers score or win by linking points on a board into continuous connected networks.
#constrainedBidding
tokenBids must be formed from limited combinations of tokens or values, restricting exactly what bid amounts are possible.
#contracts
tokenPlayers fulfil public or private contracts for goods, deliveries, or goals to earn rewards.
#cooperativeGame
tokenAll players play as a team against the game itself and either win together or lose together.
#crayonRailSystem
tokenPlayers draw rail lines directly on the board with erasable markers, then run trains along what they've drawn.
#criticalHitsAndFailures
tokenExtreme dice results (typically highest or lowest) produce outsized positive or negative effects beyond the normal scale.
#cubeTower
tokenCubes representing units are dropped into a tower; only the cubes that fall through are resolved, with others held back for later.
#deckBagAndPoolBuilding
tokenPlayers acquire cards, tokens, or dice mid-game that join their personal deck/bag/pool, gradually reshaping the draws they make each turn.
#deckConstruction
tokenEach player builds a personal deck of cards from a collection before play begins, then uses that deck during the game.
#deduction
tokenPlayers use logical reasoning about partial or hidden information to narrow down secret answers.
#delayedPurchase
tokenItems are paid for now but received later, forcing players to plan ahead without immediate access to what they bought.
#diceRolling
tokenDice are rolled to produce random outcomes that drive actions, combat, or events.
#dieIconResolution
tokenCustom dice display symbols that are interpreted directly as results, rather than numbers that feed into a calculation.
#differentDiceMovement
tokenPlayers roll different dice (size or type) depending on the unit or situation, tying movement or action range to the die type.
#drawing
tokenPlayers sketch or draw pictures as a core part of play, often for others to interpret or guess.
#elapsedRealTimeEnding
tokenThe game ends when a real-world timer runs out rather than at a specific turn or game-state condition.
#enclosure
tokenPlayers claim territory by surrounding regions with their own pieces, scoring based on what they enclose.
#endGameBonuses
tokenAdditional scoring is awarded during final scoring based on sets, goals, or patterns players have built.
#events
tokenScheduled or triggered happenings interrupt normal play and impose effects on one or more players.
#finaleEnding
tokenThe last round (or a clearly demarcated final phase) runs under modified rules to produce a climactic ending.
#flicking
tokenPlayers physically flick pieces across the play surface to move, attack, or score.
#follow
tokenWhen one player takes an action, others may pay to follow and take a weaker version of the same action out of turn.
#forceCommitment
tokenPlayers must commit forces or resources in advance, unable to reallocate once combat or resolution begins.
#gridCoverage
tokenPlayers compete to cover cells on a grid with their pieces, scoring based on coverage patterns.
#gridMovement
tokenPieces move from cell to cell on a regular grid.
#handManagement
tokenSuccess depends on how a player plays, holds, and sequences the cards in their hand, where order and timing matter.
#hexagonGrid
tokenUses a hexagonal grid as its board, giving each cell six equal neighbours.
#highestLowestScoring
tokenA player's score is determined by their weakest or strongest category, encouraging balanced development or extreme specialization.
#hotPotato
tokenA dangerous item or effect is passed rapidly among players, and whoever holds it when it triggers suffers the consequence.
#iCutYouChoose
tokenOne player divides a set of items into groups and the other players choose first, incentivizing fair division.
#impulseMovement
tokenActivation happens in small alternating bursts rather than full player turns, giving a granular back-and-forth rhythm.
#income
tokenPlayers receive a regular payment of resources or currency at set intervals.
#increaseValueOfUnchosenResources
tokenResources left untaken become more valuable over time, pressuring players away from always grabbing the obvious pick.
#induction
tokenPlayers work from specific observations toward general rules, inferring hidden patterns from revealed examples.
#interrupts
tokenPlayers can play cards or use abilities to interject during another player's turn, disrupting or modifying their action.
#investment
tokenPlayers commit resources into entities that yield increasing returns over time.
#killSteal
tokenThe rewards for defeating an enemy go to whoever lands the killing blow rather than being shared among attackers.
#kingOfTheHill
tokenPlayers fight to occupy a single central location, scoring or benefiting from each round they control it.
#ladderClimbing
tokenEach play must beat the previous one in rank or combination, as in many trick-based card games.
#layering
tokenPieces or tiles are stacked on top of each other during play, and the visible top determines state.
#legacyGame
tokenThe game permanently changes between sessions (stickers, destroyed cards, new rules) so its state carries forward across plays.
#lineDrawing
tokenPlayers draw lines on the board as their actions, with the lines themselves becoming the relevant game state.
#lineOfSight
tokenTargeting or interaction is restricted to pieces that can see each other according to explicit sight rules.
#loans
tokenPlayers can borrow money now at the cost of interest or penalties later.
#loseATurn
tokenCertain outcomes cause a player to skip their next turn entirely.
#mancala
tokenPlayers pick up all pieces from one space and sow them one at a time into adjacent spaces, in the style of the mancala family of games.
#mapAddition
tokenNew areas or tiles are added to the map as the game progresses, expanding the playable space.
#mapDeformation
tokenThe shape or connectivity of the map changes during play, altering distances, adjacencies, or possible routes.
#mapReduction
tokenThe playable area shrinks over time, removing options and squeezing players together.
#market
tokenA shared marketplace of goods or cards is available for purchase, with the offering refreshing over time.
#matching
tokenPlayers pair items, cards, or symbols to score or trigger effects.
#measurementMovement
tokenMovement distances are measured physically with rulers or templates rather than counted in grid cells.
#meldingAndSplaying
tokenCards are arranged in overlapping stacks where the direction of overlap reveals different information or abilities.
#memory
tokenPlayers must remember information that was once visible but is now hidden, with better recall providing an advantage.
#minimapResolution
tokenBattles or encounters are resolved on a separate, smaller tactical board rather than directly on the main map.
#modularBoard
tokenThe board is assembled from interchangeable tiles or modules, producing a different layout each game.
#moveThroughDeck
tokenPlayers progress by advancing through a deck of cards, experiencing each card in order as a form of movement.
#movementPoints
tokenPieces have a movement budget they spend to enter spaces, with different terrain costing different amounts.
#movementTemplate
tokenMovement follows the shape of a physical template placed on the table, as commonly seen in tabletop miniatures games.
#movingMultipleUnits
tokenA single movement action affects a group of units, letting players efficiently reposition armies or fleets.
#multiUseCards
tokenCards can be played for more than one effect (e.g. resource, action, or worker), forcing meaningful tradeoffs on every play.
#multipleMaps
tokenPlay spans more than one map or board, and positions on one may affect the others.
#narrativeChoiceParagraph
tokenPlayers read paragraphs of story text and choose among branching options, shaping the game's narrative.
#negotiation
tokenPlayers openly discuss and bargain with each other over trades, alliances, or actions.
#neighborScope
tokenInteractions are restricted to adjacent players at the table rather than affecting everyone equally.
#networkAndRouteBuilding
tokenPlayers build connected networks of routes between locations to score or to move goods along them.
#oncePerGameAbilities
tokenPlayers have powerful abilities that can each be used only a single time over the course of the game.
#openDrafting
tokenPlayers pick from a public display of available cards or items, with each choice visible to everyone.
#orderCounters
tokenPlayers place face-down counters assigning orders to units, revealed and executed in a later phase.
#ordering
tokenPlayers arrange items, events, or values into the correct sequence as part of scoring or succeeding.
#ownership
tokenProperties or areas have owners who gain benefits (rent, income, control) whenever others interact with them.
#paperAndPencil
tokenCore play happens by writing or marking on paper sheets rather than by manipulating physical components on a board.
#passedActionToken
tokenA token passes to another player each time an action is taken, changing who has priority or access to a power.
#patternBuilding
tokenPlayers arrange pieces or cards to form specific patterns or shapes, usually for scoring.
#patternMovement
tokenMovement follows specific geometric patterns (L-shape, straight lines, etc.) as in chess-like games.
#patternRecognition
tokenPlayers must quickly spot matching patterns, shapes, or arrangements within a shared display.
#physicalRemoval
tokenPieces are physically removed from the play area through actions like knocking, flicking, or lifting.
#pickUpAndDeliver
tokenPlayers collect goods from one location and deliver them to another for reward, planning efficient routes.
#piecesAsMap
tokenGame pieces themselves form the map: their positions and adjacencies constitute the terrain.
#playerElimination
tokenPlayers can be knocked out of the game before it ends, leaving the remaining players to continue.
#playerJudge
tokenOne player acts as a judge who chooses a winning submission from the others, with the judge role rotating between rounds.
#pointToPointMovement
tokenMovement is along a network of connected points rather than across a continuous grid or area.
#predictiveBid
tokenPlayers bid by predicting how well they'll perform, and they're rewarded only if they hit their prediction.
#prisonersDilemma
tokenPlayers simultaneously choose to cooperate or defect, with payoffs structured so that mutual cooperation is collectively best but individually tempting to betray.
#programmedMovement
tokenPlayers secretly program a sequence of moves in advance and then execute it, often with humorous or chaotic results when plans collide.
#pushYourLuck
tokenPlayers choose whether to continue taking risks for greater rewards or stop and bank what they've earned, with the chance of losing it all.
#questionsAndAnswers
tokenGameplay revolves around posing and answering questions, typically trivia or prompts.
#race
tokenPlayers compete to be first to reach a physical or metaphorical finish line.
#randomProduction
tokenResource production each round is determined randomly, making planning probabilistic.
#ratioCombatResultsTable
tokenCombat outcomes are looked up on a results table indexed by the ratio of attacker to defender strength, often modified by a die roll.
#reRollingAndLocking
tokenPlayers can reroll some dice while setting others aside, refining results across multiple rolls.
#realTime
tokenPlay happens continuously without turns; players act whenever they're ready, with real time as the central constraint.
#relativeMovement
tokenMovement is tracked relative to other pieces or frames of reference rather than on absolute board coordinates.
#resourceQueue
tokenResources enter and exit a queue in order, forcing players to consider timing and sequence as they manage them.
#resourceToMove
tokenMovement is paid for by spending consumable resources (fuel, cards, energy) rather than drawn from a fixed allowance.
#rockPaperScissors
tokenConflicts are resolved by a cyclical counter system where each option beats one other and loses to another.
#rolePlaying
tokenPlayers take on characters and make decisions from that character's perspective as a core part of play.
#rolesWithAsymmetricInformation
tokenDifferent roles start with access to different information, so cooperation and conflict are shaped by what each player knows.
#rollSpinAndMove
tokenA die or spinner produces a number and the player moves that many spaces along a track.
#rondel
tokenActions are laid out in a circular track; players move a marker around it, paying more to reach actions further ahead.
#scenarioMissionCampaignGame
tokenPlay is structured as scenarios or missions, possibly forming a connected campaign where outcomes carry over.
#scoreAndResetGame
tokenThe game periodically scores progress and then resets components while scores persist across rounds.
#secretUnitDeployment
tokenPlayers secretly place units whose identities or values are hidden from opponents until combat reveals them.
#selectionOrderBid
tokenPlayers bid not for a specific item but for the right to pick first (or in a chosen position) from the offered items.
#semiCooperativeGame
tokenPlayers cooperate against the game but ultimately have individual objectives, so only some or one may win even when the team succeeds.
#setCollection
tokenPlayers score by gathering specific combinations of items, cards, or tokens.
#simulation
tokenThe game models a real-world system (historical, scientific, economic) with rules that attempt to reflect how it actually behaves.
#simultaneousActionSelection
tokenAll players secretly choose their actions at the same time and reveal them together, rewarding anticipation.
#singing
tokenPlayers sing as part of play, whether to identify songs, perform prompts, or compete directly.
#singleLoserGame
tokenRather than a winner, one player is identified as the loser while everyone else is considered to have succeeded.
#slidePush
tokenAdding a piece can slide or push adjacent pieces along a row, column, or path.
#soloSolitaireGame
tokenThe game supports or is designed for a single player versus the game system.
#speedMatching
tokenPlayers race to find matching items, cards, or symbols as quickly as possible.
#spelling
tokenPlayers form words by arranging letters as a core mechanic.
#squareGrid
tokenUses a square grid as its board, for movement or adjacency.
#stackingAndBalancing
tokenPlayers physically stack or balance pieces without them falling; physical instability creates tension.
#statCheckResolution
tokenActions resolve by comparing a character or unit stat to a target number, usually with a die roll modifier.
#staticCapture
tokenPieces are captured based on static board conditions (such as being surrounded) rather than through active attacks.
#stockHolding
tokenPlayers buy and sell shares in companies or factions whose value changes during play.
#storytelling
tokenPlayers invent or extend narratives as a core activity, with the story itself being much of the point.
#suddenDeathEnding
tokenA specific triggering event abruptly ends the game, potentially mid-round.
#tags
tokenCards or pieces carry keyword tags that interact with other tags via rules, letting effects chain off shared properties.
#takeThat
tokenPlayers can directly attack or hinder specific opponents through targeted effects.
#targetedClues
tokenOne player gives clues aimed at specific other players based on what those players know or need to guess.
#teamBasedGame
tokenPlayers are organized into formal teams that win or lose together, typically with team-specific rules for communication or scoring.
#techTreesTechTracks
tokenPlayers advance along branching or linear technology tracks, unlocking new abilities and options as they progress.
#threeDimensionalMovement
tokenMovement occurs in three dimensions (altitude, depth, or stacking) rather than on a flat plane.
#tilePlacement
tokenPlayers add tiles to the board during play, building the game area as they go and scoring based on placement.
#trackMovement
tokenPieces move along linear tracks used to record scores, rounds, or other progress indicators.
#trading
tokenPlayers exchange resources, goods, or cards with each other through free or structured trades.
#traitorGame
tokenOne or more players have secretly been assigned to sabotage a nominally cooperative group.
#trickTaking
tokenPlayers each contribute one card to a trick and the highest or best-matching card wins, typically with a suit-led structure.
#tugOfWar
tokenA single marker slides along a track between two sides, with each side trying to drag it toward their end.
#turnOrderAuction
tokenPlayers bid each round to decide the order in which they will take their turns.
#turnOrderClaimAction
tokenTaking a particular action automatically determines or shifts your position in the next turn's order.
#turnOrderPassOrder
tokenThe order of turns in the next round is set by the order in which players passed in the current round.
#turnOrderProgressive
tokenTurn order advances by one seat each round, giving every player a chance at each position.
#turnOrderRandom
tokenTurn order each round is determined randomly rather than by a fixed rule.
#turnOrderRoleOrder
tokenTurn order is dictated by the roles players have chosen or been assigned.
#turnOrderStatBased
tokenTurn order is determined by comparing a specific player stat or resource, often changing as that stat shifts.
#turnOrderTimeTrack
tokenTurn order is governed by positions on a time track: whoever is furthest behind acts next, with actions costing variable amounts of time.
#variablePhaseOrder
tokenThe order of phases within a round is not fixed and may change based on player choices or events.
#variablePlayerPowers
tokenEach player has a unique ability, faction, or rules variant, giving them asymmetric capabilities.
#variableSetUp
tokenInitial conditions (tiles, resources, goals) change from game to game to produce different starting positions.
#victoryPointsAsAResource
tokenVictory points can also be spent as a currency to buy effects, creating hard tradeoffs between spending and keeping them.
#voting
tokenPlayers vote to decide an outcome, often resolving ties or choosing among presented options.
#workerPlacement
tokenPlayers place limited worker tokens on action spaces to claim those actions; each space is typically usable by only one player per round.
#workerPlacementDifferentWorkerTypes
tokenWorker placement where workers come in distinct types, each able to claim different kinds of action spaces.
#workerPlacementWithDiceWorkers
tokenWorker placement where the workers are dice, and the die face affects which spaces they can occupy or how effective they are.
#zoneOfControl
tokenPieces project influence into adjacent spaces, restricting how enemy pieces may move through or near them.