Effects › Social
Teamwork
Coordination and shared problem-solving among players with a common goal.
20 mechanics carry this tag.
Ball Possession
One side at a time holds the right to advance and score with a single contested object, and that right transfers by turnover, by scoring, or by a rule such as a boundary or a violation, so play alternates between attack and defence.
Clue Giving
One player who knows a secret word or target composes a clue under rules that forbid the obvious, and teammates must guess the target from it, with the quality of the clue deciding the score.
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.
Cooperative Play
All players share a single win condition against the game system itself, so they win or lose together and the only opponent is an automated threat that escalates unless the group coordinates its actions.
Escape Room Puzzles
A team confined to a space or scenario searches for hidden clues and solves a chain of interlocking puzzles whose answers open locks or reveal further clues, under a time limit, until a final lock releases them.
Group Finder
An automated queue assembles players, usually strangers, into a temporary cooperative group for a chosen piece of content by filling required role slots such as tank, healer and damage, then places the group in it together
Hidden Movement Pursuit
One player moves secretly across a shared map, recording each move privately, while the other players move openly and try to corner them using scheduled reveals and clues left by each move.
Hidden Roles
Each player is secretly assigned an allegiance or identity that sets their win condition, and an informed minority works against an uninformed majority who must identify them before being eliminated.
Lane Pushing
Computer-controlled units spawn on a timer at each base and advance along fixed lanes toward the opposing base, while players fight alongside them to break the towers guarding each lane and to defend their own
Limited Communication
Players who share a goal are forbidden by rule from freely discussing their private information, so coordination must pass through a narrow sanctioned channel such as a rationed clue or a single token.
One Versus Many
One player runs the opposition against all the other players, who cooperate to defeat them; the two sides play by different rules, the solo player is a competitor rather than a facilitator, and their position is not secretly logged.
Semi-Cooperative
Players compete for an individual win but share a loss condition driven by the game, so if the common threat prevails every player loses and each must weigh feeding the shared defence against advancing alone.
Shared Holdings
A group pools assets in storage it holds in common, behind access rights set by rank or role, and any member with access can withdraw them, within any limit the rules set
Shared Narration
Authority to narrate what happens in the fiction is distributed among all players by rule, passing by turn, by interruption, or by spent currency, so no single facilitator owns the story.
Side Conversion
A player who is caught or defeated joins the side that caught them for the rest of the round, so that one side grows as the other shrinks until every player is on one side or a time limit ends the round
Team Play
Players are grouped by rule into fixed teams that win or lose together, with scores pooled and often with differentiated roles inside the team, so the contest is between groups rather than individuals.
Threat and Aggro
Each hostile picks its target from a running tally of how much every player has provoked it, so a party controls who gets attacked by generating, holding, or shedding that tally rather than by position alone.
Traitor
In an otherwise cooperative game, one player or possibly none is secretly assigned to oppose the group, so loyal players must pursue the shared goal while judging whether setbacks are bad luck or sabotage.
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.
Vulnerability Windows
A player-owned structure can be damaged, captured or destroyed only in a scheduled period, often after an attack has put it in a protected state whose end the defender partly sets, so sieges are fought at appointed hours