About and methodology

The Game Mechanic Compendium is a research catalog. Its purpose is to describe game mechanics across media in a way that makes them comparable: the same closed vocabularies, the same fields, the same sourcing standard for every entry. It is not a design manual and does not rank mechanics.

What counts as an entry

Each entry describes one mechanic in its canonical form: the version most commonly recognised across media, usually the one in the provenance example. We code the mechanic, not any particular game that contains it. A game may add randomness, conflict, or hidden information that the mechanic itself does not require; those are noted under Variations, not in the structured properties. Narrow variants are folded into a parent entry's Variations section until they have enough independent literature and examples to stand alone.

Abilities

A separate abilities section catalogues ability archetypes: named effects that recur across games, such as a fireball, a blink, or a heal. Each is defined by its behaviour rather than its name and coded by function and delivery. Every example records what gates the ability in that game (a cooldown, mana, a spell slot, an ultimate meter, a consumable), because the same archetype is gated differently from game to game. Abilities link to the mechanics they exercise but carry no design properties or effect tags, and they are not part of the pattern figures. The vocabularies are in taxonomy.json.

Crafting

A third section, crafting, catalogues crafting archetypes: named operations on items that recur across games, such as assembling an item from a recipe, salvaging it for parts, rerolling its properties, or raising it a tier. Each is defined by its procedure rather than its name and coded by operation and outcome. Every example records what the operation requires in that game (materials, a station, a known recipe, a sacrificed item, a per-item budget), because the same operation has different requirements from game to game. Like the abilities, crafting archetypes link to the mechanics they run through, carry no design properties or effect tags, and are not part of the pattern figures.

Scaling

A fourth section, scaling, catalogues scaling archetypes: named ways in which capability grows, broadens, or is held level across play or across releases. Each is coded on one axis: vertical (capability grows in magnitude, as with per-level stat gains or rising item levels), horizontal (options grow while power stays roughly level, as with sidegrades or collected abilities), or normalizing (vertical differences are compressed or cancelled, as with level sync or enemies that scale to the player). Each also has one scope, the thing that scales: a character, an item, an ability, the world, or the game's content across releases. Every example records the basis the scaled value is keyed to in that game (character level, an attribute, item tier, a release, a zone's level), because the same archetype is keyed differently from game to game. Like the abilities and crafting, scaling archetypes link to the mechanics they run through, carry no design properties or effect tags, and are not part of the pattern figures.

Synergies

A fifth section, synergies, catalogues synergy archetypes: named ways in which two or more parts (items, abilities, cards, units, characters, or states) are worth more together than apart. Each is coded on one form, how the parts combine: threshold (a bonus switches on at a count of matching parts, as with set bonuses), cumulative (each matching part adds to the others' payoff, as with tribal lords),setup and payoff (one action leaves a state that a later one cashes in), combination (two specific parts yield a distinct effect, as with elemental reactions), conversion (one property is turned into another), or loop (parts trigger one another). Each also has one scope, where the parts sit: one build, a team, a board of cards or units, or the field. Every example records the links that connect the parts in that game (a shared tag, a set, a status, an element, a position, a trigger), because the same archetype is linked differently from game to game. Like the other archetype sections, synergies link to the mechanics they run through, carry no design properties or effect tags, and are not part of the pattern figures.

Weapons

A sixth section, weapons, catalogues weapon archetypes: named weapon behaviours, classes, rules, and properties that recur across games and belong to an item or an equipped attack rather than to a character's spell or skill. Each is coded on one delivery, how the weapon reaches its target: melee,thrown (the weapon itself travels, as with a returning axe), projectile (a missile with travel time),hitscan (resolved at once along a line), area (the effect is a radius, as with splash damage),placed (set down and set off later), or any delivery for rules and properties that apply to weapons of every kind. Each also has one kind: a behaviour found on many weapons, a class of weapon, arule governing all weapons, or a property printed on individual ones. Every example records what limits the weapon's use in that game (ammunition, a magazine, heat, charge time, durability, stamina, a cooldown, an action cost, or nothing), because the same archetype is limited differently from game to game. Like the other archetype sections, weapons link to the mechanics they run through, carry no design properties or effect tags, and are not part of the pattern figures.

Game systems

A seventh section, game systems, catalogues composite subsystems that recur across games, such as a day-night cycle, a nemesis system, or a wanted level. A system's identity is the interaction of three or more mechanics around state that persists, and no single one of those mechanics owns it; a system that one mechanic fully describes stays a mechanic. Each is coded on one domain, what the system simulates: the environment(time of day, weather, seasons, elements), inhabitants (non-player characters and creatures as agents),society (law, factions, territory), an economy (prices, production, demand), the avatar'sbody (needs, injury, exposure), or pacing (systems that meter encounters and intensity). Each also has one driver, what moves its state: a clock, player action, autonomous simulation, or anadaptive reading of the player's state. Every example records as its components the mechanics that game's version combines, because the same system is assembled differently from game to game; the mechanics every example names form the system's shared core. Because a system's defining part (the clock of hours, the escalating tiers of a pursuit, an enemy's memory of the player) is seldom a catalog mechanic, every example also records the system's own working parts there, from a vocabulary of twenty-nine, among them a world clock, a conditional spawn, escalation, a return to rest, a paid reset, drain, exposure, propagation, agent memory, a rank hierarchy, routines, agent needs, population change, demand, territory change, treatment, an intensity reading, and a forecast. Like the other archetype sections, game systems carry no design properties or effect tags and are not part of the pattern figures.

Categories

Every mechanic has exactly one primary category, chosen by asking which element, if removed, would make the mechanic cease to exist. Overlaps are recorded through parent, child, and related links and in the property notes field, so contested placements stay visible rather than being silently resolved. When two families both seem to apply, the questions below are asked in order and the first "yes" wins; the losing candidate is recorded in property notes. The order is a default, not a law: where an entry's category departs from it, the property notes say so and give the reason.

OrderFamilyDefinitionTie-break questionEntries
1Action resolutionAdjudicating whether an attempted action succeeds and how the result is graded and interpreted, independent of which randomiser (if any) is used.Is it about adjudicating success?19
2Chance & riskA randomiser (dice, decks, tables, generators) or a deliberate wager against known odds is the identity of the mechanic.Is the randomiser or wager the whole point?15
3Information & hidden stateWho knows what: concealment, revelation, and asymmetry of game state between players or between player and system.Is it about who knows what?14
4Interaction & exchangeThe core act is a transaction or contest between players over shared or transferable things: trading, bidding, drafting, voting.Is it a transaction between players?30
5Progression & capabilityWhat a player or avatar is able to do and how that capability set changes within or across sessions, including asymmetric starting capability.Does it make future turns stronger or different?27
6Time & action structurePartitioning play into units (turns, phases, real time) and rationing how many or which actions may be taken within them.Is it rationing actions or structuring time?21
7Resource managementAcquiring, holding, converting, and spending finite quantities that constrain what a player can do.Is it about allocating a scarce pool now?18
8Space & positionPosition, adjacency, territory, or line of sight on a spatial representation is the operative state.Is position the operative state?20
9Narrative & choiceStructuring authored or emergent story: branching, consequence, reputation, and persistence of decisions across sessions.Is it structuring story or consequence?14
10Puzzle & patternThe central challenge is recognising, assembling, or deducing patterns under constraints, where a solution is in principle determinable.Is there a determinable pattern to find?13

Design properties

Properties use short closed vocabularies with written coding guidelines, applied to the mechanic's own rules in isolation. For mechanics that wrap a whole game, such as cooperative play, team play, or tournament formats, the host game's randomness, decisions, and rules weight are not counted. Three properties are ordinal (agency, complexity, decision density) and are exported with integer ranks; the others are nominal. Randomness distinguishes input (resolved before the player decides) from output (resolved after), following common usage in the design literature.

Player agency ordinal

How much the outcome of one invocation varies with the player’s choice at that moment.

Low: outcome mostly fixed by prior state or chance (loot tables, saving throws). Medium: one meaningful choice among a small constrained set (push your luck: stop or continue). High: an open choice space where selection dominates outcome (worker placement, drafting).

low
Outcome mostly fixed by prior state or chance.
medium
One meaningful choice among a small, constrained set.
high
Open choice space where selection dominates the outcome.

Randomness

Whether chance is resolved before the decision (input), after it (output), both, or not at all.

Input = randomness resolved before the player decides (a dealt hand, dice rolled then allocated, a generated map). Output = randomness resolved after the decision (an attack roll, a loot drop). Code "both" only when the canonical form has both stages.

none
No randomiser in the canonical form.
input
Chance resolved before the player decides.
output
Chance resolved after the player decides.
both
Both stages are intrinsic to the canonical form.

Interaction

How the mechanic couples players to one another.

Solo: operates identically regardless of other players. Indirect: players affect each other only through shared state without targeting (blocking a worker space, depleting a market). Direct: targeted effects on a specific opponent. Cooperative: a shared goal is intrinsic to the mechanic (hidden roles is not cooperative, whatever its information coding; team-based is mixed). Mixed: canonical implementations routinely span two or more. Opponents controlled by the game system are not players: a mechanic whose canonical form pits one player against the system codes solo; code direct only when the canonical form targets another human player.

solo
Operates identically regardless of other players.
indirect
Players affect each other only through shared state, without targeting.
direct
Targeted effects on a specific opponent.
cooperative
A shared goal is intrinsic to the mechanic.
mixed
Canonical implementations routinely span two or more modes.

Complexity ordinal

Rules weight needed to teach the mechanic on its own, not its strategic depth.

Low: one or two sentences, no exceptions. Medium: a paragraph with one to three sub-rules or timing exceptions; a single lookup table on its own is medium. High: several interacting tables, prerequisite graphs, or multiple interacting sub-rules.

low
One or two sentences, no exceptions.
medium
A paragraph with a few sub-rules or timing exceptions, or a single lookup table.
high
Several interacting tables, prerequisite graphs, or interacting sub-rules.

Pacing effect

Effect on the rate at which play approaches an end condition or climax, or on turn length.

Accelerates: snowballs or forces endings (clocks, end-game triggers a player can pull forward). Decelerates: lengthens turns or stalls progress (large-hand management, hit-point attrition). Variable: depends heavily on parameters (procedural generation, difficulty settings). Neutral: no systematic effect.

accelerates
Snowballs or forces endings.
decelerates
Lengthens turns or stalls progress.
neutral
No systematic effect on pace.
variable
Depends heavily on parameters.

Information

Visibility of the mechanic’s own state.

Scope is the mechanic’s own state. Perfect: all relevant state is public. Hidden: concealed from everyone (a shuffled draw order). Asymmetric: some players know what others do not (fog of war, a private hand). Mixed: both hidden and asymmetric components are intrinsic. State known only to the game system and to no player is hidden; state known to a human referee or game master but not to the other players is asymmetric.

perfect
All relevant state is public.
hidden
Concealed from everyone.
asymmetric
Some players know what others do not.
mixed
Both hidden and asymmetric components are intrinsic.

Feedback loop

Whether success makes further success more likely, less likely, neither, or is self-damped.

Positive: success compounds (engine building, experience levels). Negative: success is penalised or trailing players are compensated (catch-up bonuses, handicap stones given to the weaker player). None: no systematic coupling. Mixed: the canonical form contains a built-in damper (deck dilution in deck-building).

positive
Success compounds.
negative
Success is penalised or trailing players are compensated.
none
No systematic coupling between past and future success.
mixed
A positive loop with a built-in damper, or both directions present.

Decision density ordinal

Decision points one player faces in one turn’s use of the mechanic, counted without regard to how much each matters (that is agency).

Count within one turn of the player using the mechanic. Where the mechanic spans several players’ turns without resetting (an auction from lot to sale, a trick from lead to take), count that player’s decisions until it resets. Where play has no turns, count within one encounter in real-time play, or one move in a puzzle solved alone. A decision point is a moment where the rules give the player two or more legal options. Count decision points, not options: choosing among twenty spaces is one decision point. Count only choices the mechanic itself creates: choices made through other mechanics the game also has do not count, and a mechanic that is a constraint, a tally, or a frame with no choices of its own has zero. A referee’s or game master’s rulings on outcomes are adjudication, not decision points; where the mechanic is a menu of choices for the game master (GM moves), count those choices. Inputs that test execution (timing a jump, steadying an aim) are not decision points; count only choices between routes, targets, or tactics. Where the count varies, code the typical count in the canonical form. Code density without looking at agency; the two often disagree. Low: zero or one (victory points, initiative order, placing one stone in Hex, playing one card to a trick, the clue-giver’s turn in Codenames). Medium: two or three (set collection: which card to take and whether to cash in a set; cover systems: whether to move and to which cover). High: four or more (a deck-building turn of playing and buying cards, spending an action-point budget).

low
Zero or one decision point per turn.
medium
Two or three decision points per turn.
high
Four or more decision points per turn.

Reliability of the codings

Codings that were re-done blind, by two coders working from copies with the value and every sentence about it removed, have their agreement recorded below. Where the coders agreed, their value stands; where they split, the earlier value stands and the other is recorded in the entry's property notes. Raw codings are in the repository under research_notes/.

CodingDateEntriesAgreedKappaNote
decision_density2026-10-20144136 (94%)0.91Re-code under the rewritten per-turn guideline; 44 values changed.
tension2026-10-20144137 (95%)0.90Re-tag under the narrowed rule; the tag came off 32 entries and went on 9.
decision_density2026-10-212120 (95%)0.91The entries added after the first pass; two values changed.
tension2026-10-212121 (100%)1.00Two tags changed.
betrayal2026-10-212828 (100%)1.00Every entry then carrying a social tag plus the 21 later entries; no change.
negotiation2026-10-212828 (100%)1.00Three tags changed.
social-deduction2026-10-212827 (96%)0.90Two tags changed; one agreed addition blocked by the six-tag cap.
agency2026-10-21165159 (96%)0.95Under disjoint guideline anchors (schema v6); 18 values changed, 6 splits kept the old value.
pacing2026-10-21165149 (90%)0.84Under disjoint anchors; 24 values changed, 16 splits kept the old value.
feedback_loop2026-10-21165158 (96%)0.91Under disjoint anchors; 11 values changed, 7 splits kept the old value.
information2026-10-21165158 (96%)0.91Under disjoint anchors; 4 values changed, 7 splits kept the old value.
catch-up2026-10-21165163 (99%)0.79The tag came off 8 entries and went on 3; now on 4. Kappa is modest because the tag is rare.
agency2026-10-2444 (100%)1.00The four wave-10 entries; no change.
pacing2026-10-2444 (100%)1.00No change.
feedback_loop2026-10-2444 (100%)1.00Three values changed from the authors’ codings.
information2026-10-2444 (100%)1.00No change.
decision_density2026-10-2443 (75%)0.60One split kept the author’s value; with four entries the kappa means little.
tension2026-10-2444 (100%)1.00The tag went on seasonal leagues.
catch-up2026-10-2444 (100%)1.00The tag came off seasonal leagues. Kappa is undefined because both coders gave one value throughout; 1.0 is entered as nominal agreement.
agency2026-10-2444 (100%)1.00The four wave-11 entries; one value changed from the author’s.
pacing2026-10-2443 (75%)0.60One value changed; one split kept the author’s value.
feedback_loop2026-10-2444 (100%)1.00No change.
information2026-10-2443 (75%)0.60One split kept the author’s value.
decision_density2026-10-2444 (100%)1.00One value changed from the author’s.
tension2026-10-2444 (100%)1.00The tag went on group finder and resource gathering.
betrayal2026-10-2444 (100%)1.00Kept on loot distribution and group finder.
agency2026-10-2544 (100%)1.00The four wave-12 entries; no change. Kappa is undefined because both coders gave one value throughout; 1.0 is entered as nominal agreement.
pacing2026-10-2544 (100%)1.00No change.
feedback_loop2026-10-2544 (100%)1.00No change.
information2026-10-2544 (100%)1.00No change.
decision_density2026-10-2544 (100%)1.00Two values changed from the authors’, each one step up.
tension2026-10-2544 (100%)1.00Kept on all four. Kappa is undefined because both coders gave one value throughout; 1.0 is entered as nominal agreement.
catch-up2026-10-2544 (100%)1.00Not carried by any of the four, the tag the wave was added to test. Kappa is undefined because both coders gave one value throughout; 1.0 is entered as nominal agreement.
agency2026-10-2544 (100%)1.00The four wave-13 entries; no change.
pacing2026-10-2544 (100%)1.00No change.
feedback_loop2026-10-2544 (100%)1.00No change.
information2026-10-2544 (100%)1.00No change.
decision_density2026-10-2544 (100%)1.00No change.
tension2026-10-2544 (100%)1.00The tag came off combat building. Kappa is undefined because both coders gave one value throughout; 1.0 is entered as nominal agreement.
catch-up2026-10-2544 (100%)1.00Not carried by any of the four. Kappa is undefined because both coders gave one value throughout; 1.0 is entered as nominal agreement.
tension2026-10-2622 (100%)1.00Three coders on random tables and rerolls, the two entries an earlier review flagged; all agreed, and the tag came off random tables. Kappa is Fleiss’ for three coders; with two entries it means little.
established2026-10-27181170 (94%)0.94Two extractors named the establishing game from each entry’s own text (or none); 145 agreed values applied, 36 researched, 9 of them settled.
provenance audit2026-10-276359 (94%)0.87Two auditors judged whether each low-confidence provenance (all three collections) meets the displacement bar, from the entry’s text alone; agreement is on pass or fail. No title moved on the audit: researchers then looked for the missing primary sources, and 9 titles moved and 6 years changed.
agency, pacing, feedback_loop, information, decision_density2026-10-2711 (100%)1.00Subclasses, the one wave-14 entry; all five properties agreed with the author. With one entry kappa is undefined; 1.0 is entered as nominal agreement.
tension, social tags, catch-up2026-10-2711 (100%)1.00None carried by subclasses; no change. Kappa is nominal, as above.
frustration-risk, sunk-cost2026-10-2711 (100%)1.00Coded blind for the first time, because the wave tested them beside ownership; neither carried by subclasses. Kappa is nominal, as above.
agency2026-10-2844 (100%)1.00The four wave-15 entries; agreed values moved full-loot from medium to low and shared-holdings from medium to high.
pacing2026-10-2844 (100%)1.00No change.
feedback_loop2026-10-2844 (100%)1.00Vulnerability windows moved from none to negative.
information2026-10-2843 (75%)0.64Vulnerability windows moved from perfect to mixed; the split on full-loot kept the author’s asymmetric.
decision_density2026-10-2844 (100%)1.00Full-loot, security-zones and vulnerability-windows moved from low to medium. Kappa is undefined because both coders gave one value throughout; 1.0 is entered as nominal agreement.
tension2026-10-2843 (75%)0.50The split on full-loot kept the author’s tag.
betrayal, negotiation, social-deduction2026-10-2844 (100%)1.00Social deduction added to shared holdings; betrayal on shared holdings only; negotiation on none, for which kappa is nominal.
catch-up2026-10-2844 (100%)1.00Not carried by any of the four. Kappa is nominal, as above.
ownership, consequence-weight2026-10-2844 (100%)1.00Coded blind because the wave tested them: ownership on none of the four and consequence weight on all four, as the authors had it. Kappa is nominal, as above.
agency2026-10-3054 (80%)0.71The five wave-16 entries; agreed values moved hunt-games and crowd-blending from medium to high; the split on side-swapping kept the author’s low.
pacing2026-10-3055 (100%)1.00Hunt games moved from accelerates to neutral.
feedback_loop2026-10-3055 (100%)1.00No change.
information2026-10-3055 (100%)1.00No change.
decision_density2026-10-3053 (60%)0.33Hunt games moved from low to medium; the splits on crowd-blending and side-conversion kept the authors’ values.
tension2026-10-3054 (80%)0.00The split on hunt-games kept the author’s untagged value. Kappa is 0 although four of five agree, because one coder tagged every entry.
betrayal, negotiation, social-deduction2026-10-3055 (100%)1.00Social deduction added to crowd blending; betrayal and negotiation on none.
catch-up2026-10-3055 (100%)1.00Not carried by any of the five. Kappa is nominal.
planning, contested-fairness, inference, frustration-risk, runaway-leader2026-10-3053 (60%)0.82Coded blind because the wave tested them; 23 of 25 tag decisions agreed. Planning and contested fairness came off side-swapping and frustration risk off crowd-blending; splits on crowd-blending planning and hunt-games frustration risk kept the authors’ values.

Player-experience effects

Each entry carries two to six effect tags describing tendencies the mechanic produces in its canonical form. They include negative and structural effects and are not endorsements. Where an effect depends on parameters (hand size, number of players), the entry's Analysis notes say so.

Cognitive

Mastery
Perceived growth of player skill through repeated use of the mechanic.
Discovery
Pleasure of uncovering previously unknown content, rules, or state.
Planning
Satisfaction from constructing multi-step plans and seeing them resolve.
Inference
Reasoning from partial evidence to a conclusion about hidden state.
Engine satisfaction
Gratification from a built system producing escalating output.
Analysis paralysis
Decision slowdown caused by many comparable options with calculable consequences.
Spatial reasoning
Reasoning about position, adjacency, paths, and lines on a represented space.
Execution
Outcome depends on the player’s timing or physical precision rather than on which option is chosen.
Calculation
Outcome rewards exact enumeration of moves, counts, or odds within a bounded, fully specified space.
Recall
Outcome depends on retaining and retrieving state or sequences seen earlier in play.

Emotional

Tension
An outcome that matters is held unresolved over a span of play the mechanic itself creates, while the player keeps acting or must wait.
Flow
Absorbed, continuous engagement produced by well-matched challenge and feedback.
Ownership
Sense that an artefact (character, deck, map, story) is distinctively the player’s own.
Consequence weight
Heightened awareness that decisions are irreversible or costly.
Frustration risk
Propensity to produce feelings of unfairness or helplessness, typically from low-agency loss.
Sunk cost
Reluctance to abandon invested positions even when suboptimal.
Fear of missing out
Anxiety over opportunities others may take or windows that are closing.
Spectacle
Rare, amplified, or staged outcomes produce memorable peaks distinct from sustained uncertainty.
Compulsion
Habit-forming pull to return or repeat, produced by scheduled rewards or escalating counters rather than by decision quality.

Social

Bluffing
Incentive to misrepresent one’s state or intentions.
Negotiation
Incentive to bargain, promise, or form deals with other players.
Social deduction
Reading other players’ behaviour to infer hidden roles or intent.
Kingmaking
A player who cannot win can decide which other player does.
Teamwork
Coordination and shared problem-solving among players with a common goal.
Alpha player
One player directs the decisions of others in a shared-goal structure, reducing their effective agency.
Betrayal
Incentive or opportunity to break an alliance or shared goal for individual gain.
Contested fairness
Players are prone to dispute an outcome’s legitimacy because a human judgement or a deliberate asymmetry intervened in it.

Structural

Runaway leader
A leading position becomes self-reinforcing and hard to overturn.
Catch-up
Trailing players gain compensatory advantage.
Emergent narrative
Memorable stories arise from system interaction rather than authored content.
Replayability
Variation across plays that sustains interest.
Downtime
Periods where a player waits while others act.
Grind
Repetition required to make progress, with low per-repetition novelty.
Volatility
Outcomes swing substantially on single events.

Media and examples

Video
Digital games on any platform.
Tabletop RPG
Role-playing games with a facilitator or shared fiction, including solo journaling games.
Board & card
Board games, card games, dice games, and wargames, including app-assisted ones.
Physical
Sports, playground games, LARP, escape rooms, and dexterity games. Secondary: used for provenance and cross-medium comparison, never as an entry’s only medium.
Print
Printed puzzles and gamebooks: pencil puzzles, newspaper and magazine puzzle columns, and choose-your-path books. Secondary: used for provenance and cross-medium comparison, never as an entry’s only medium.

An entry lists a medium only when it gives at least one example in that medium. Entries carry three or more examples in chronological order, chosen to cover each listed medium where possible: one early or influential instance, one canonical instance, one recent instance, and one from a different medium. Each example note states how the mechanic manifests in that game rather than describing the game. Years are the first release of the edition cited; approximate dates are flagged. One example per entry may carry a Latest marker: a widely played game from 2020 or later that shows the canonical form, chosen so that different entries point to different games where possible. Where no such game exists, the marker falls on the most widely played one from 2015 or later.

Provenance and sources

Provenance records the earliest documented use we can cite, with a stated confidence level. Where origins are unknown or disputed we say so rather than guess. Every provenance claim and every structural definition is tied to a listed source. Verified entries have at least two sources, one of them not a wiki, and URLs are given only when they have been checked.

High
Earliest use is documented in a primary source or uncontested in the design literature.
Medium
A widely cited earliest use exists but earlier instances are plausible or the dating is loose.
Low
The named earliest use is the earliest documented instance found, but earlier instances are plausible or the evidence is thin, so it is not defended as an origin.
Unknown
No defensible earliest use; only a populariser or a period can be named.

Canonical reference works cited by key across entries:

Entry status

Draft
Skeleton or incomplete entry. Rendered with a banner and excluded from search.
Unverified
Complete entry whose sources or provenance have not yet been checked against primary material.
Verified
Complete entry with three or more examples; two or more sources, at least one not a wiki, including a book, paper, or rulebook with a locator; and provenance at high or medium confidence.

Status is display metadata, not a filter: all entries appear in the browse table, the graph, the timeline, and the data exports, with their status recorded. Drafts are excluded from full-text search.

Disagreement

Codings are judgment calls. Contributors who disagree with a coding should add their reasoning to the entry's property notes rather than change the value silently, so the record shows what was contested and why.

Data exports

All exports are regenerated on every build (schema version 20). Field meanings and every vocabulary are in codebook.json; mechanics.jsonvalidates against mechanics.schema.json. Full-text search on the home page can be narrowed by kind of entry (mechanic, ability, crafting, scaling, synergy, weapon, or game system), category, medium, and effect.

Licence and citation

The catalog's text, codings, and data exports are licensed underCreative Commons Attribution 4.0; the site's software is under the MIT licence. Cite the catalog as a whole from the repository's CITATION.cff, or an entry from the "Cite this entry" block on its page. Suggested attribution: Game Mechanic Compendium, James West Jr., CC BY 4.0.

Adding an entry

Copy docs/ENTRY_TEMPLATE.md to src/content/mechanics/<kebab-case-id>.md, fill the frontmatter against the vocabularies above, write the body under the standard headings, and runnpm run lint:content. The build rejects unknown vocabulary values, dangling references, and verified entries that fall short of the sourcing standard.