All mechanics
191 entries, A to Z. For sorting and filtering by structured fields, use Browse.
A
- AchievementsProgression & capabilityA list of named goals, usually kept by a platform rather than by the game's own rules, records each one when its condition is met in play and adds it, often with a point value, to a persistent profile shown to others.
- Action PointsTime & action structureUnverifiedEach turn a player receives a fixed budget of points and spends them on any combination of actions from a menu with differing costs, with unspent points usually lost at the end of the turn.
- Adjacency BonusesSpace & positionUnverifiedA 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.
- Advantage / DisadvantageChance & riskUnverifiedA modifier applied by rolling two dice instead of one and keeping the higher result under favourable circumstances or the lower under unfavourable ones, in place of a numeric bonus or penalty.
- Aim and RecoilAction resolutionUnverifiedThe player steers a reticle onto a target in real time while spread, recoil, and sway perturb it after each shot, so whether a shot lands is decided by continuous pointing precision and recovery rather than by a roll.
- Alignment GamesPuzzle & patternPlayers 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.
- AlliancesInteraction & exchangePlayers agree among themselves, outside any rules enforcement, to coordinate future actions against other players, with the understanding that the agreement can be broken whenever breaking it pays.
- Appointment MechanicsTime & action structureUnverifiedA rule gates actions or rewards on the real-world clock across sessions, so that a crop, timer, daily task, or streak matures or expires at a wall-clock time whether or not the player is present.
- Area ControlSpace & positionUnverifiedPlayers place or move pieces into regions of a map and are rewarded for holding regions, by sole occupation or by having more presence there than any opponent, when control is checked.
- Aspects and TagsProgression & capabilityUnverifiedShort free-text phrases written on a character, item, or scene, such as Ex-Cop or On Fire, carry mechanical weight: invoking one that fits the situation adds dice or a bonus, and some can be turned against their holder.
- Auction and BiddingInteraction & exchangePlayers compete for an item, right, or position by offering bids under a stated auction procedure, with the item going to the highest or otherwise winning bid and the price set by the players rather than by the rules.
- Audience ParticipationInteraction & exchangeUnverifiedA rule gives people who are not players, such as spectators, viewers, or a studio audience, a defined input into a game in progress, by vote, suggestion, or shared control, so the crowd affects the outcome without holding a seat.
B
- Ball PossessionInteraction & exchangeUnverifiedOne 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.
- Base BuildingProgression & capabilityPlayers spend gathered resources to place persistent structures at a home site, each of which unlocks units, production, storage, or defence, so the layout and growth of the base is the player's capability over the session.
- BettingChance & riskPlayers 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.
- Bluff and ChallengeInformation & hidden stateUnverifiedA player makes a claim about concealed state that may be false, any opponent may challenge it, and a reveal then penalises whichever side was wrong, so the decision is whether to lie and whether to call.
- Boss EncountersNarrative & choiceA 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.
- Branching DialogueNarrative & choiceUnverifiedConversation is presented as a tree of authored lines in which the player selects from a set of responses, and each selection decides which lines, information, or consequences follow.
C
- Checkpoints and SavesTime & action structureUnverifiedProgress is recorded at designated points or on demand so that failure returns the player to the last record instead of to the start, which sets how much play is at stake between records.
- Clue GivingInformation & hidden stateUnverifiedOne 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.
- Combat BuildingSpace & positionUnverifiedDuring a fight players spend materials gathered in the match to raise walls, floors, ramps and roofs in real time, as cover, height or a blocked route, and opponents can shoot the structures down
- Combat Results TablesAction resolutionAn 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.
- Combo SystemsTime & action structureUnverifiedSuccessive actions executed within a timing window chain together, with each link enabling or multiplying the next, so a correctly timed sequence yields more than the same actions performed separately.
- Commodity CurrencyInteraction & exchangeThe 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 GamesSpace & positionTwo 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 PuzzlesPuzzle & patternA 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 BiddingInteraction & exchangeBefore 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.
- CooldownsTime & action structureUnverifiedAfter an ability is used it becomes unavailable for a fixed interval of time or turns, so the player rations powerful actions by timing rather than by spending a pooled resource.
- Cooperate or DefectInteraction & exchangeUnverifiedPlayers each secretly choose to cooperate or defect over a shared payoff and reveal together, so mutual cooperation divides it, a lone defector takes it, and mutual defection usually forfeits it.
- Cooperative PlayInteraction & exchangeAll 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.
- Cover SystemsSpace & positionPositioning a unit behind terrain or an object reduces the chance or amount of damage it takes from attacks along the obscured line, so position becomes a defensive resource.
- Critical HitsAction resolutionA rare band of the attack roll, usually the die's maximum face, that amplifies a successful hit with multiplied damage or an added effect, as an exception layered on an otherwise binary hit-or-miss check.
- Crowd BlendingInformation & hidden stateA player's figure looks the same as computer-controlled figures around it, so the player survives by acting like them while an opponent watching the crowd must pick that figure out by its behaviour
D
- Damage Types and ResistancesProgression & capabilityEach source of damage carries a type such as fire, piercing, or magic, and each target has fixed resistances, weaknesses, or immunities per type that scale the damage it takes, so the kind of attack matters as well as its size.
- Deal-MakingInteraction & exchangePlayers strike specific bargains whose terms include future conduct, such as an attack withheld, a vote cast, or a later payment, and the rules decide whether those terms bind or rest on trust.
- Death PenaltyProgression & capabilityUnverifiedOn defeat a character returns to play instead of being deleted but pays a recoverable cost, such as lost experience, damaged gear, a timed weakness, or belongings left at the body to be fetched back
- Deck-BuildingProgression & capabilityPlayers start with identical weak decks and improve them during play by acquiring cards into their own draw pile, so each purchase changes the distribution of future hands.
- DeductionPuzzle & patternPlayers uncover a hidden fact fixed at setup by making queries whose answers eliminate possibilities, racing to be the first to state the solution with certainty.
- Degrees of SuccessAction resolutionA resolution procedure that grades the result of a check into three or more ordered bands, such as critical success, success, partial success, failure, and fumble, each with its own consequence.
- DexterityAction resolutionUnverifiedPhysical manipulation of components, such as flicking, stacking, balancing, or throwing, resolves an action directly, so success depends on motor skill rather than on a randomiser or a chosen option.
- Dice PlacementChance & riskPlayers 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.
- Dice PoolChance & riskA randomiser in which the number of dice rolled scales with a rating, and the result is read by counting dice that meet a target or by taking the best die rather than summing a single roll.
- Difficulty SettingsProgression & capabilityUnverifiedA rule-level parameter, chosen before play or adjusted by the system during it, scales enemy strength, resources, or margins for error so that the same content can be played at several levels of challenge.
- Divide and ChooseInteraction & exchangeUnverifiedOne 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 CubeChance & riskBefore 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.
- Downtime PhasesTime & action structureBetween adventures or scenarios the game runs a structured phase in which each character takes a limited number of actions from a menu such as recover, train, work on a project, or indulge, and campaign time advances.
- DraftingInteraction & exchangePlayers select items in turn from a shared pool or from packs passed around the table, so that each pick both builds a private holding and removes the item from everyone else's options.
E
- End-Game TriggersTime & action structureUnverifiedA stated condition, such as a score threshold, an exhausted supply, a fixed number of rounds, or a single decisive event, that ends the game or starts its final round, so players manage when the game ends as well as how it is scored.
- Engine BuildingProgression & capabilityPlayers assemble interlocking capabilities over the course of play so that each unit of input yields increasing output, converting early investment into late-game acceleration.
- Equipment and LoadoutsProgression & capabilityBefore or between engagements the player selects a limited set of items, weapons, or abilities from a larger pool into fixed slots or under a budget, and that selection defines what the character can do until it is changed.
- Escape Room PuzzlesPuzzle & patternA 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.
- Experience LevelsProgression & capabilityCharacters accumulate experience points from play and, on crossing fixed thresholds, gain a discrete level that grants a bundle of improvements such as more hit points, better odds, and new abilities.
- Exploration ProceduresTime & action structureTravel through unknown terrain is divided into fixed units of time or distance, each running a set sequence of steps such as mapping, ration use, and an encounter check, so exploration is a repeated procedure rather than free narration.
F
- Fail ForwardAction resolutionUnverifiedA resolution principle under which a failed check must change the situation, introducing a cost, complication, or new development, rather than leaving the state as it was before the attempt.
- FlashbacksNarrative & choiceA player pays a cost to declare, after the fact, that their character took a preparatory action earlier, and the declared action is narrated as a brief scene and takes effect in the present situation.
- Fog of WarInformation & hidden stateParts of the map and the positions of opposing pieces are concealed from a player except where their own units currently have sight, so information must be gained by scouting.
- Full-Loot LossProgression & capabilityA defeated character survives, but the equipment it carried is destroyed or left, in whole or part, where the victor or anyone else can take it, often with insurance or protected storage softening the loss
G
- Game ClocksTime & action structureEach side holds a budget of wall-clock time that runs while it is their turn to act, and exhausting the budget forfeits the game, a move, or possession, so thinking time is a rationed in-game resource.
- Ghost DataInteraction & exchangeA recorded run, usually the best one so far, is replayed alongside a live attempt on the same course as a non-interfering figure, so the player races or compares against a past performance rather than a live opponent.
- GiftingInteraction & exchangeUnverifiedA player sends an item or resource to another player who owes nothing in return under the rules, so the transfer is one-way and any reciprocity rests on custom rather than on agreed terms.
- GM MovesNarrative & choiceThe facilitator's interventions are codified as a named list of moves, triggered when a player misses a roll, when the table looks to the facilitator, or when a golden opportunity arises, and governed by a stated agenda and principles.
- Grid MovementSpace & positionPieces move across a board divided into discrete cells, usually squares or hexagons, spending a movement allowance per cell entered, so distance, adjacency, and terrain are counted rather than measured.
- Group FinderInteraction & exchangeAn 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
H
- Hand ManagementResource managementUnverifiedPlayers hold a private set of cards and must decide which to play, keep, or discard each turn, trading immediate use against future options under a hand limit.
- HandicappingProgression & capabilityA rule-sanctioned adjustment gives the weaker player a stated advantage, such as extra pieces, a head start, or an adjusted score, so that players of unequal skill can contest the same game on roughly even terms.
- Hidden Movement PursuitInformation & hidden stateOne 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 Piece IdentityInformation & hidden statePieces 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 RolesInformation & hidden stateEach 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.
- Hidden ScoringInformation & hidden stateUnverifiedPoints 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.
- High-Score TablesInteraction & exchangeA machine or service keeps a ranked list of the best final scores achieved on a game, usually with a short name or initials entered by each scorer, and shows it to later players as targets to beat.
- Hit LocationAction resolutionAfter an attack hits, a further roll or a called shot assigns the damage to a specific body part or component, and each location has its own damage capacity, armour, or impairment effect.
- Hit PointsResource managementA numeric pool representing how much damage a character, unit, or player can absorb; damage subtracts from it and reaching zero removes the holder from play or triggers a death procedure.
- Hitboxes and HurtboxesSpace & positionUnverifiedEach attack has an active volume and each target a vulnerable volume, both defined apart from the drawn sprite or model and switched on for specified frames, and an attack connects only when the two overlap.
- Hunt GamesSpace & positionTwo sides on one board are unequal in number, movement and goal, so that one or a few strong pieces try to capture the others or escape while many weaker pieces, unable to take them, try to hem them in
I
- IncomeResource managementAt 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.
- Initiative OrderTime & action structureA procedure, usually a roll or rating, that fixes the sequence in which participants act within a combat round, after which play proceeds in that order until the encounter ends or the order is redetermined.
- Interrupts and ReactionsTime & action structureUnverifiedA rule that lets a participant act outside their own turn in response to a defined trigger, such as an enemy moving into view or a spell being cast, with the response resolving before or instead of the action that provoked it.
- Inventory and EncumbranceResource managementWhat a character can carry is capped by weight, slot count, or volume, so acquiring more than the limit forces the player to drop, store, or sell holdings or to accept penalties to movement.
- Item ModificationProgression & capabilityUnverifiedThe player changes the properties of an item already held, rerolling, adding, removing or upgrading them by spending consumables or materials on it, often with a random result, so an owned item is improved in place
K
- Kill Streaks and BountiesProgression & capabilityUnverifiedConsecutive defeats of opponents without being defeated are counted, and set counts grant the streaking player rewards such as new capabilities; many games also pay a bounty to whoever ends the streak
L
- Lane PushingSpace & positionComputer-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
- Last HittingResource managementUnverifiedOnly the attack that defeats a unit earns its bounty of gold or a similar reward, so players time a final blow on weakened enemies, and in the denying form may finish allied units to withhold that reward from opponents
- Legacy CampaignNarrative & choiceA series of linked sessions in which the outcomes of each game permanently alter the rules, components, or world for every later game, through irreversible changes such as stickers, destroyed cards, and sealed unlocks.
- Level EditorsNarrative & choicePlayers build playable levels inside the game from its own palette of pieces and rules, test them, and save or publish them so that they or others can play them as ordinary play spaces
- Lifepath Character GenerationChance & riskA character is created by stepping through successive periods of a prior life, choosing a career or event at each step and rolling for its outcome, so skills, assets, age, and sometimes death accumulate from a generated biography.
- Limited CommunicationInformation & hidden stateUnverifiedPlayers 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.
- Line of SightSpace & positionAn attack, spell, or observation is permitted only if a straight line can be traced from the acting piece to the target without crossing blocking terrain, so what a unit can affect is decided by geometry.
- Lives and ContinuesResource managementThe player holds a small counted stock of attempts, each failure spends one and restarts play from a set point, and exhausting the stock ends the game unless a continue is bought, so attempts are a rationed resource.
- Loans and DebtResource managementA 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.
- Lock and KeyPuzzle & patternProgress through a space is barred by locks that open only once the player has obtained a specific key, item, or ability found elsewhere, so the order of exploration is controlled by what has been collected.
- Lock-On TargetingAction resolutionUnverifiedThe player designates a target and the system then holds the camera, facing, or attacks on it until the lock is released or switched, so attacks connect without continuous manual aim.
- Loot Boxes and GachaChance & riskPlayers spend currency, often real money, on a sealed container whose contents are drawn from a weighted random pool, so the purchase buys a chance at an item rather than the item itself.
- Loot DistributionInteraction & exchangeA cooperating group allocates each shared reward, such as a boss drop or a treasure hoard, among its members by a stated rule, such as ranked need and greed rolls, turns, a leader's award, banked points or per-player loot
- Loot TablesChance & riskRewards from a defeated enemy, opened container, or completed task are drawn from a weighted random distribution, so what the player receives is decided by chance after the action is taken.
M
- Map Markers and WaypointsInformation & hidden stateUnverifiedThe interface places icons on a map, minimap, or compass that mark objectives, points of interest, or player-set waypoints and updates them as state changes, so where to go is disclosed by the system rather than found in the world.
- MarketsResource managementUnverifiedPlayers buy from and sell to the game at prices the system sets and moves in response to purchases, sales, supply, or events, so the rate of exchange is a changing state rather than a fixed recipe or a negotiated deal.
- Match-ThreePuzzle & patternPieces on a grid are swapped or dropped so that three or more identical pieces line up, the matched pieces are removed, and the grid refills, often producing chain reactions.
- MemoryInformation & hidden stateUnverifiedState 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.
- MetacurrencyResource managementA scarce pool of points held by the player rather than the character, earned by play and spent to bend outcomes from outside the fiction, for example to reroll, improve a result, or avoid death.
- Morale and RoutAction resolutionWhen a unit takes losses or faces a shock, a test against its morale rating decides whether it holds, and a failed test makes it break, flee, or surrender, so battles are decided by nerve giving way before every unit is destroyed.
- Morality SystemsNarrative & choiceThe game tracks a character's ethical standing on one or more scales, moves it in response to the player's actions, and gates abilities, content, or endings on where the character stands.
- MulticlassingProgression & capabilityOne character combines the kits of two or more classes, by taking levels in each class or by pairing two masteries, so that its capabilities are the sum of what each class grants at the level reached in it
- Multiple EndingsNarrative & choiceUnverifiedA bounded story has several authored conclusions, and which one a player reaches is decided by accumulated choices, tracked flags, or a final decision, so the ending is a readable record of the path taken.
N
- Needs and MoodsResource managementCharacters carry several decaying meters such as hunger, energy, and fun that must be refilled by spending time or items, and their combined level sets a mood that gates what the character will do.
- Network and Route BuildingSpace & positionUnverifiedPlayers place route segments between nodes on a map to build a connected network and score or earn for the connections made, so the value of each placement depends on what it links to and whom it blocks.
O
- One Versus ManyInteraction & exchangeOne 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.
- Opposed RollsAction resolutionUnverifiedTwo parties each make a roll and compare results, so the number one side must beat is set by the other side's roll rather than by a fixed threshold, and the higher result prevails.
P
- Parry and Dodge WindowsAction resolutionUnverifiedA defensive input succeeds only if it is entered within a short window relative to an incoming attack, negating the hit and often opening a counter-attack opportunity.
- Pattern BuildingPuzzle & patternUnverifiedPlayers place pieces onto a personal board or grid to complete specified arrangements, such as rows, colour layouts, or shapes, scoring when the target configuration is achieved.
- Pattern RecognitionPuzzle & patternUnverifiedPlayers race to perceive a configuration satisfying a stated rule, such as a matching pair or a valid triple, in a shared layout; the first to call or grab it is rewarded, and play does not otherwise transform the layout.
- PermadeathProgression & capabilityWhen a character dies, all progress bound to that character is lost and cannot be restored by reloading, so each life is a single irreversible attempt.
- Physics PuzzlesPuzzle & patternThe player arranges objects or sets a launch and then lets a simulated or real physical system run, and the challenge is predicting gravity, momentum, and collision well enough that the system produces the required result.
- Pick-Up and DeliverSpace & positionUnverifiedPlayers move a carrier of limited capacity to collect goods or passengers at one location and carry them to another location that pays for them, so earnings depend on the route between source and destination.
- Piece CaptureSpace & positionA 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.
- PlatformingSpace & positionAn avatar traverses platforms and hazards by running and jumping under a fixed movement model, so progress depends on the timing and placement of each jump rather than on choosing among options.
- Player EliminationInteraction & exchangeUnverifiedA player who meets a loss condition is removed from play while the game continues for the others, so the session ends only when one player remains or a separate end condition fires.
- Player InvasionsInteraction & exchangeA player enters another player's ongoing single-player session as a hostile, uninvited or on a trigger the host has set, and the intrusion ends when one of them is defeated or the host clears the area
- Player JudgeAction resolutionUnverifiedOne player, usually in rotation, serves as the sole arbiter of a round, choosing which other player's submission wins according to personal taste rather than a fixed rule, and the role then passes on.
- Player-Authored GoalsNarrative & choiceEach player writes their own character's goals, beliefs, or drives on the sheet, and the rules pay experience or metacurrency for pursuing or testing them, so the players rather than the designer set what a session is about.
- Point-BuyProgression & capabilityUnverifiedPlayers build a character, unit, or army by spending a fixed budget of points on capabilities priced in a published cost table, so every ability is bought at a stated price and builds of equal total are presumed comparable.
- Power-UpsProgression & capabilityA pickup placed in the play space, or spawned there on a schedule, grants a temporary capability to whoever touches it first, lasting for a timer or until a hit removes it, after which normal play resumes
- Prestige ResetsProgression & capabilityUnverifiedThe 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.
- Procedural GenerationChance & riskMaps, dungeons, encounters, or other content are assembled algorithmically from random inputs at play time rather than authored in advance, so each session presents a different arrangement.
- ProcsChance & riskUnverifiedAn effect attached to an item, ability, or character fires automatically with a stated probability whenever a trigger event occurs, such as landing a hit, casting a spell, or being struck, separately from that action's own roll.
- Progress ClocksAction resolutionA segmented circle or track that is filled in increments as actions succeed or threats advance, so that a complex task or looming event resolves only when every segment is marked.
- PromotionProgression & capabilityA 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 DistributionChance & riskUnverifiedSuccessive 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.
- Push Your LuckChance & riskUnverifiedA player who has banked a provisional gain repeatedly chooses whether to stop and keep it or to continue for more at the risk of a bust that forfeits everything accumulated this turn.
Q
- Quest StructuresNarrative & choiceUnverifiedPlay is organised into discrete assigned tasks, each with a framing, an explicit objective, tracked progress, and a reward on completion, so authored content is delivered and consumed one task at a time.
- Quick-Time EventsAction resolutionA prompt appears during a scripted sequence and the player must enter the indicated input within a short window; success continues the sequence and failure branches to a penalty or a death.
R
- Race to the FinishSpace & positionThe 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.
- Random TablesChance & riskA die roll indexes a prepared list of outcomes to generate an encounter, event, or detail at play time, so the content of a scene is selected from an authored distribution rather than chosen.
- Random Upgrade OffersProgression & capabilityUnverifiedAt set points in a run the game draws a small random selection of upgrades, usually two to four, and the player keeps one, so a build is assembled from choices among offers the player did not set
- Rating and MatchmakingInteraction & exchangeA numerical rating moves after each game by transferring points from loser to winner in proportion to how unexpected the result was, and a pairing rule uses the ratings to decide who plays whom next.
- Real-Time PlayTime & action structurePlayers act whenever they are able rather than in turns, so wall-clock time rations actions and speed of perception and execution determine who acts first and how often.
- Referee AdjudicationAction resolutionThe success and consequences of a declared action are decided by a designated neutral person applying judgement under published guidance, rather than by a table or randomiser alone, and that ruling is binding on play.
- Relationship SystemsNarrative & choiceUnverifiedA tracked measure of the bond between the player character and a specific other character rises and falls with choices, gifts, and time spent, and gates scenes, bonuses, and endings as it crosses thresholds.
- Reputation & FactionsNarrative & choiceUnverifiedPersistent numeric standings track how each of several in-game groups regards the player, rising and falling with the player's actions and gating access, prices, hostility, and story branches.
- RerollsChance & riskUnverifiedAfter 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.
- Resource ConversionResource managementPlayers exchange specified quantities of lower-order resources for higher-order goods, buildings, or effects according to fixed recipes, so progress depends on routing scarce inputs through the right conversions.
- Resource GatheringResource managementUnverifiedPlayers obtain raw materials by harvesting resource nodes placed in the world, such as ore veins, herbs, trees or fishing spots, which deplete and later respawn, so supply is fixed in place, often skill-gated and open to rivals.
- Rhythm ActionAction resolutionUnverifiedNotes shown ahead on a track or bar meet a judgement point in time with a piece of music, the player enters the matching input as each arrives, and every input is graded by its timing, so a song's result sums many graded timing tests.
- Roguelike Meta-ProgressionProgression & capabilityUnverifiedCurrency or unlocks earned during a run survive the run's end and permanently expand what later runs start with or can contain, layering persistent progression over permadeath.
- Role SelectionTime & action structurePlayers in turn take one role from a shared, visible set; the chooser performs its action with a privilege, the others may then perform it too, and a taken role is closed to later choosers for the round.
- Roll and MoveChance & riskA die roll or spin determines how far a piece moves along a track, and the space it lands on determines what happens, so the randomiser rather than the player sets the piece's position each turn.
- Roll and WritePuzzle & patternDice are rolled, in modern designs usually once for the whole table, and each player records results on a personal score sheet, choosing where each is written under constraints that make later placements harder.
- RondelTime & action structureEach player's marker moves forward around a fixed circle of action spaces and takes the action where it stops; a few steps are free and further steps cost, so the current position limits which actions are reachable next.
S
- SanityResource managementUnverifiedA separate track for a character's mental stability drains as the character witnesses horror or strain, usually through a roll, and falling past thresholds brings madness, breakdown, or removal from play short of death.
- Saving ThrowsAction resolutionA defensive roll made by the target of a harmful effect after the effect is triggered; success negates or reduces the effect, failure lets it apply in full.
- Scene FramingNarrative & choicePlay is organised into scenes that a designated participant opens by stating where and when the scene is, who is present, and what is at stake, and closes by cutting away once the stake is resolved.
- Seasonal LeaguesTime & action structureUnverifiedA live game periodically opens a temporary parallel realm in which all players start new characters in an empty economy under new rules or content; when it ends, characters and items move to a permanent realm and a new season begins
- Secret ObjectivesInformation & hidden stateEach player holds privately dealt or chosen goals worth points at game end, so opponents must infer what a player is pursuing from their visible actions while the player decides how much to reveal.
- Security ZonesInteraction & exchangeA shared world is divided into areas with graded rules on attacking other players, from areas where any attack is a crime to areas with no rules, and an attack the area forbids flags the attacker for retribution by the system or by players
- Semi-CooperativeInteraction & exchangeUnverifiedPlayers 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.
- Set CollectionPuzzle & patternUnverifiedPlayers gather items that score or unlock effects only when held in specified groups, such as matching kinds, runs, or complete suites, so the value of any item depends on what else the player holds.
- Shared HoldingsInteraction & exchangeA 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 NarrationNarrative & choiceAuthority 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 ConversionInteraction & exchangeA 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
- Side SwappingTime & action structureA match is split into innings, rounds or halves, and the sides exchange roles or ends between them, so that each side plays both parts and the result combines what each scored in every part
- Simultaneous Action SelectionTime & action structureAll players choose their actions for the round in secret and commit them at once, after which every choice is revealed and resolved together, so no player can react to another's decision within the round.
- Skill TreesProgression & capabilityUnverifiedPlayers spend points earned through progression to unlock abilities from a branching graph in which each node requires its prerequisites, so build choices accumulate into a distinct specialisation.
- Sliding and Pushing Block PuzzlesPuzzle & patternPieces are slid or pushed one step at a time within a bounded grid where they cannot pass through one another, and the goal is to reach a target arrangement in a legal sequence of moves.
- Social ConflictAction resolutionUnverifiedCharacters settle a dispute through a structured exchange of argumentative moves that wears down each side's position until one yields, and the losing side is bound by the result, often softened by a compromise.
- SocketingProgression & capabilityItems or abilities carry a fixed number of slots into which the player inserts separate modules, such as gems, runes or materia, that grant or modify capabilities; linked slots let one module alter another
- SowingSpace & positionA 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.
- Status EffectsProgression & capabilityA named temporary state such as poisoned, stunned, or hasted is attached to a character and alters its capabilities by a fixed rule until it expires, is cured, or is otherwise removed.
- Stealth and DetectionInformation & hidden stateThe player avoids being noticed by guards or opponents who detect according to sight, sound, and proximity rules, and detection changes the game state, so remaining unseen is itself the objective.
- Stock HoldingResource managementPlayers 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.
- SubclassesProgression & capabilityWithin one class, a character takes one of a short fixed list of branches at a set level or on completing set content, and the branch grants its own package of features at later levels of that class
- Supply LinesSpace & positionA 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.
T
- Take ThatInteraction & exchangeUnverifiedA player spends a card or ability to inflict a direct setback on a chosen opponent, such as a lost turn, discarded resources, or damage, which the target can rarely prevent and which costs the attacker little.
- Target NumbersAction resolutionA single roll succeeds if it reaches a fixed threshold set by the task or read from a table, so the chance of success is fixed before the roll by the gap between the threshold and the roller's modifier.
- Team PlayInteraction & exchangeUnverifiedPlayers 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 AggroResource managementEach 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.
- Tile PlacementSpace & positionUnverifiedPlayers add tiles to a growing map or personal grid under adjacency and matching constraints, so that the shape of the play area and its scoring features emerge from where each tile is put.
- Time LoopsTime & action structureUnverifiedThe game world resets to a fixed starting state after a set interval or on failure while the player keeps what they have learned and sometimes a few items, so progress is made in knowledge across repeated cycles.
- Time TrackTime & action structureUnverifiedEach action costs an amount of time that moves the actor's marker along a track shared by all players, and whoever is furthest behind acts next, so the length of an action decides when its taker acts again.
- Tournament FormatsInteraction & exchangeA fixed schedule and pairing rule composes many individual games into one larger contest, such as a knockout bracket, a round robin, or a Swiss system, and decides who advances, who is eliminated, and how the field is placed.
- Tower Defence PathingSpace & positionUnverifiedWaves 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.
- TradingInteraction & exchangeUnverifiedPlayers exchange resources, cards, or other holdings directly with one another at terms they negotiate themselves, so that the rate of exchange is set by the players rather than fixed by the rules.
- TraitorInformation & hidden stateIn 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-TakingInteraction & exchangePlayers 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.
U
- Upkeep and AttritionResource managementHoldings such as units, workers, or ships impose a recurring cost in food, money, or supply each round, and failing to pay it degrades or removes them, so growth must be matched by income.
- Usage DiceResource managementA consumable such as torches, rations, or arrows is tracked as a die rather than a count; after each use the die is rolled, and a low result steps it down one size until a low roll on the smallest die exhausts the supply.
V
- Variable Player PowersProgression & capabilityEach player begins with a different rule exception, capability set, or faction that breaks the symmetry of the shared rules, so the same situation offers different options to different players.
- Victory PointsResource managementUnverifiedAn 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.
- VotingInteraction & exchangeUnverifiedA decision binding on the whole table is made by counting players' declared preferences under a stated rule such as majority, plurality, or unanimity, so persuasion before the count is the real contest.
- Vulnerability WindowsTime & action structureUnverifiedA 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
W
- Word BuildingPuzzle & patternPlayers 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.
- Worker PlacementTime & action structurePlayers take turns placing a limited number of worker tokens on action spaces to claim those actions, with each space usually holding one worker, so occupying a space also blocks it.
Z
- Zone of ControlSpace & positionEach piece projects a zone into the cells adjacent to it, and an enemy piece entering the zone must stop, pay extra, or accept an attack, so a piece controls more ground than it occupies.