Effects › Cognitive
Calculation
Outcome rewards exact enumeration of moves, counts, or odds within a bounded, fully specified space.
25 mechanics carry this tag.
Adjacency Bonuses
A placed piece yields or scores more according to what sits in its neighbouring cells, so each placement is valued by its local relations rather than by the piece alone or by a target arrangement.
Alignment Games
Players alternately place or move pieces on a lattice and win, or score, by forming a straight line of a set number of their own pieces, so each turn is a choice between advancing a line and blocking one.
Betting
Players commit stakes to a common pot in a structured round of raising, matching, or withdrawing before an uncertain outcome is resolved, so the size of what is won or lost is set by the players rather than by the rules.
Combat Results Tables
An attack is resolved by computing the ratio or difference between attacking and defending strength, finding that column on a printed table, rolling a die, and reading a graded result such as eliminate, retreat, or exchange.
Commodity Currency
The standard medium of exchange between players is a consumable item with its own use in play, so every trade weighs use value against exchange value and every use removes money from circulation
Connection Games
Two players alternately place pieces on a shared board and the first to form an unbroken chain of their own pieces linking designated edges or points wins outright, so every placement both extends one path and obstructs the other.
Constraint Logic Puzzles
A grid or arrangement must be filled so that every stated rule holds at once, such as no repeated symbol in a row, and the unique solution is reached by eliminating what the constraints forbid rather than by searching hidden state.
Contract Bidding
Before play, players compete to declare how much they will achieve, such as a number of tricks, the highest declaration becomes a binding contract, and scoring rewards fulfilling it and penalises falling short.
Dice Placement
Players roll their dice and then place them one at a time on action spaces that require or reward particular values, so the roll constrains which actions are reachable and placed dice block or outbid later placements.
Divide and Choose
One player splits a shared pool into one portion per player, the others choose portions in turn, and the divider takes the portion left over, so the divider is pushed to make portions they value equally.
Doubling Cube
Before rolling, a player may offer to double the stake of the current game; the opponent must either concede at the present stake or accept the doubled stake and take sole possession of the right to double again.
Income
At a fixed point in each round or on passing a trigger, a player receives resources at a rate set by a track, a table, or a flat salary, so the inflow is scheduled rather than earned by an action in the moment.
Loans and Debt
A player may take resources now in exchange for an obligation to repay later, with interest, a recurring charge, or a lasting penalty, so present capacity is bought at the cost of a future constraint.
Piece Capture
A piece removes an opposing piece from the board by moving onto it, leaping over it, or enclosing it, so a spatial relation between pieces converts directly into permanent material loss.
Prestige Resets
The player voluntarily discards accumulated progress to restart from the beginning with a permanent multiplier or bonus, so each cycle runs faster than the last and the reset itself is the progression.
Promotion
A piece that reaches a designated zone, usually the far edge of the board, is replaced by or upgraded to a more capable piece, so advancing position is converted into a permanent gain in capability.
Pseudo-Random Distribution
Successive trials of a chance event are made dependent on earlier results, usually by raising the chance after each failure until a success resets it, so the stated rate holds over time while long droughts and streaks become rarer.
Race to the Finish
The winner is the first player to move a piece, or all their pieces, along a track to a goal or off its end, so victory is a matter of relative progress along a course rather than of score, capture, or territory.
Rerolls
After seeing a roll or a draw, the player may throw some or all of the dice again, or redraw, within a fixed allowance or at a cost, and the new result replaces the old one.
Sowing
A player lifts all the counters from one pit and drops them one at a time into successive pits around a circuit, with captures or further moves decided by where the last counter lands and what it finds there.
Stock Holding
Players buy fractional shares in entities such as companies or chains, receive dividends or bonuses in proportion to their holding, and may gain control of an entity by owning the largest block.
Supply Lines
A unit is in supply only if a path of permitted length, free of enemy units and their zones of control, can be traced from it to a supply source, and a unit that cannot trace one fights, moves, or survives at a penalty.
Tower Defence Pathing
Waves of enemies advance along a path toward a goal the player must protect, and the player places static defences beside or across that path, so the geometry of placement decides how long each enemy is under fire before it arrives.
Victory Points
An abstract scoring unit awarded for heterogeneous achievements such as buildings, sets, regions, and completed goals, summed on a track or at game end, so that unlike pursuits are made commensurable and the highest total wins.
Word Building
Players form valid words from a limited supply of letters, by placing tiles on a shared grid or assembling them from a rack or draw, and score by letter values, word length, or placement.