Relationship graph

191 mechanics, 704 links (15 parent–child, 689 related). Layout is computed once at build time with a fixed seed, so positions are stable between builds. Edge list: edges.csv.

Solid edges: parent to child. Dashed edges: related. Node size grows with the number of links. Hover or focus a node to highlight its neighbourhood; click to open the entry.

Relationship graph of 191 mechanicsA force-directed diagram with one node per mechanic, coloured by category, and edges for parent and related links. The same relations are listed on each mechanic page and in the browse table.AchievementsAction PointsAdjacency BonusesAdvantage / DisadvantageAim and RecoilAlignment GamesAlliancesAppointment MechanicsArea ControlAspects and TagsAuction and BiddingAudience ParticipationBall PossessionBase BuildingBettingBluff and ChallengeBoss EncountersBranching DialogueCheckpoints and SavesProgress ClocksClue GivingCombat BuildingCombat Results TablesCombo SystemsCommodity CurrencyConnection GamesConstraint Logic PuzzlesContract BiddingCooldownsCooperate or DefectCooperative PlayCover SystemsCritical HitsCrowd BlendingDamage Types and ResistancesDeal-MakingDeath PenaltyDeck-BuildingDeductionDegrees of SuccessDexterityDice PlacementDice PoolDifficulty SettingsDivide and ChooseDoubling CubeDowntime PhasesDraftingEnd-Game TriggersEngine BuildingEquipment and LoadoutsEscape Room PuzzlesExperience LevelsExploration ProceduresFail ForwardFlashbacksFog of WarFull-Loot LossGame ClocksGhost DataGiftingGM MovesGrid MovementGroup FinderHand ManagementHandicappingHidden Movement PursuitHidden Piece IdentityHidden RolesHidden ScoringHigh-Score TablesHit LocationHit PointsHitboxes and HurtboxesHunt GamesIncomeInitiative OrderInterrupts and ReactionsInventory and EncumbranceItem ModificationKill Streaks and BountiesLane PushingLast HittingLegacy CampaignLevel EditorsLifepath Character GenerationLimited CommunicationLine of SightLives and ContinuesLoans and DebtLock and KeyLock-On TargetingLoot Boxes and GachaLoot DistributionLoot TablesMap Markers and WaypointsMarketsMatch-ThreeMemoryMetacurrencyMorale and RoutMorality SystemsMulticlassingMultiple EndingsNeeds and MoodsNetwork and Route BuildingOne Versus ManyOpposed RollsParry and Dodge WindowsPattern BuildingPattern RecognitionPermadeathPhysics PuzzlesPick-Up and DeliverPiece CapturePlatformingPlayer-Authored GoalsPlayer EliminationPlayer InvasionsPlayer JudgePoint-BuyPower-UpsPrestige ResetsProcedural GenerationProcsPromotionPseudo-Random DistributionPush Your LuckQuest StructuresQuick-Time EventsRace to the FinishRandom TablesRating and MatchmakingReal-Time PlayReferee AdjudicationRelationship SystemsReputation & FactionsRerollsResource ConversionResource GatheringRhythm ActionRoguelike Meta-ProgressionRole SelectionRoll and MoveRoll and WriteRondelSanitySaving ThrowsScene FramingSeasonal LeaguesSecret ObjectivesSecurity ZonesSemi-CooperativeSet CollectionShared HoldingsShared NarrationSide ConversionSide SwappingSimultaneous Action SelectionSkill TreesSliding and Pushing Block PuzzlesSocial ConflictSocketingSowingStatus EffectsStealth and DetectionStock HoldingSubclassesSupply LinesTake ThatTarget NumbersTeam PlayThreat and AggroTile PlacementTime LoopsTime TrackTournament FormatsTower Defence PathingTradingTraitorTrick-TakingRandom Upgrade OffersUpkeep and AttritionUsage DiceVariable Player PowersVictory PointsVotingVulnerability WindowsWord BuildingWorker PlacementZone of Control