Effects › Cognitive
Recall
Outcome depends on retaining and retrieving state or sequences seen earlier in play.
5 mechanics carry this tag.
Boss Encounters
A climactic, individually authored enemy or wave sequence closes a segment of play with its own rules, scale, and phases, so progress is gated by defeating it rather than by attrition against ordinary opponents.
Hidden Piece Identity
Pieces stand in public positions but their rank or type is concealed from the opponent, usually by facing away, and an identity is revealed only when pieces make contact, so knowing where is separated from knowing what.
Hidden Scoring
Points or money earned during play are kept concealed from opponents, behind a screen or face down, so that the standings are known only in part and players must estimate who is ahead from what they saw being earned.
Memory
State that was briefly shown and then concealed, such as face-down cards or a played sequence, must be retained and recalled without aids, so success depends on remembering what has already been revealed rather than on new information.
Trick-Taking
Players each contribute one card from hand to a round called a trick under a follow-suit rule, the highest card by rank or trump wins the trick, and the number or content of tricks won is scored.