Design properties

Each mechanic is coded on eight closed-vocabulary properties describing its canonical form in isolation, not any particular game that contains it. Coding guidelines are below each property; the full rubric is on themethodology page.

Player agencyordinal

How much the outcome of one invocation varies with the player’s choice at that moment.

ValueMeaningMechanicsShare
lowOutcome mostly fixed by prior state or chance.60
mediumOne meaningful choice among a small, constrained set.92
highOpen choice space where selection dominates the outcome.39
Coding guideline

Low: outcome mostly fixed by prior state or chance (loot tables, saving throws). Medium: one meaningful choice among a small constrained set (push your luck: stop or continue). High: an open choice space where selection dominates outcome (worker placement, drafting).

Randomness

Whether chance is resolved before the decision (input), after it (output), both, or not at all.

ValueMeaningMechanicsShare
noneNo randomiser in the canonical form.125
inputChance resolved before the player decides.34
outputChance resolved after the player decides.29
bothBoth stages are intrinsic to the canonical form.3
Coding guideline

Input = randomness resolved before the player decides (a dealt hand, dice rolled then allocated, a generated map). Output = randomness resolved after the decision (an attack roll, a loot drop). Code "both" only when the canonical form has both stages.

Interaction

How the mechanic couples players to one another.

ValueMeaningMechanicsShare
soloOperates identically regardless of other players.78
indirectPlayers affect each other only through shared state, without targeting.47
directTargeted effects on a specific opponent.33
cooperativeA shared goal is intrinsic to the mechanic.6
mixedCanonical implementations routinely span two or more modes.27
Coding guideline

Solo: operates identically regardless of other players. Indirect: players affect each other only through shared state without targeting (blocking a worker space, depleting a market). Direct: targeted effects on a specific opponent. Cooperative: a shared goal is intrinsic to the mechanic (hidden roles is not cooperative, whatever its information coding; team-based is mixed). Mixed: canonical implementations routinely span two or more. Opponents controlled by the game system are not players: a mechanic whose canonical form pits one player against the system codes solo; code direct only when the canonical form targets another human player.

Complexityordinal

Rules weight needed to teach the mechanic on its own, not its strategic depth.

ValueMeaningMechanicsShare
lowOne or two sentences, no exceptions.84
mediumA paragraph with a few sub-rules or timing exceptions, or a single lookup table.92
highSeveral interacting tables, prerequisite graphs, or interacting sub-rules.15
Coding guideline

Low: one or two sentences, no exceptions. Medium: a paragraph with one to three sub-rules or timing exceptions; a single lookup table on its own is medium. High: several interacting tables, prerequisite graphs, or multiple interacting sub-rules.

Pacing effect

Effect on the rate at which play approaches an end condition or climax, or on turn length.

ValueMeaningMechanicsShare
acceleratesSnowballs or forces endings.50
deceleratesLengthens turns or stalls progress.23
neutralNo systematic effect on pace.108
variableDepends heavily on parameters.10
Coding guideline

Accelerates: snowballs or forces endings (clocks, end-game triggers a player can pull forward). Decelerates: lengthens turns or stalls progress (large-hand management, hit-point attrition). Variable: depends heavily on parameters (procedural generation, difficulty settings). Neutral: no systematic effect.

Information

Visibility of the mechanic’s own state.

ValueMeaningMechanicsShare
perfectAll relevant state is public.131
hiddenConcealed from everyone.18
asymmetricSome players know what others do not.38
mixedBoth hidden and asymmetric components are intrinsic.4
Coding guideline

Scope is the mechanic’s own state. Perfect: all relevant state is public. Hidden: concealed from everyone (a shuffled draw order). Asymmetric: some players know what others do not (fog of war, a private hand). Mixed: both hidden and asymmetric components are intrinsic. State known only to the game system and to no player is hidden; state known to a human referee or game master but not to the other players is asymmetric.

Feedback loop

Whether success makes further success more likely, less likely, neither, or is self-damped.

ValueMeaningMechanicsShare
positiveSuccess compounds.35
negativeSuccess is penalised or trailing players are compensated.13
noneNo systematic coupling between past and future success.134
mixedA positive loop with a built-in damper, or both directions present.9
Coding guideline

Positive: success compounds (engine building, experience levels). Negative: success is penalised or trailing players are compensated (catch-up bonuses, handicap stones given to the weaker player). None: no systematic coupling. Mixed: the canonical form contains a built-in damper (deck dilution in deck-building).

Decision densityordinal

Decision points one player faces in one turn’s use of the mechanic, counted without regard to how much each matters (that is agency).

ValueMeaningMechanicsShare
lowZero or one decision point per turn.98
mediumTwo or three decision points per turn.72
highFour or more decision points per turn.21
Coding guideline

Count within one turn of the player using the mechanic. Where the mechanic spans several players’ turns without resetting (an auction from lot to sale, a trick from lead to take), count that player’s decisions until it resets. Where play has no turns, count within one encounter in real-time play, or one move in a puzzle solved alone. A decision point is a moment where the rules give the player two or more legal options. Count decision points, not options: choosing among twenty spaces is one decision point. Count only choices the mechanic itself creates: choices made through other mechanics the game also has do not count, and a mechanic that is a constraint, a tally, or a frame with no choices of its own has zero. A referee’s or game master’s rulings on outcomes are adjudication, not decision points; where the mechanic is a menu of choices for the game master (GM moves), count those choices. Inputs that test execution (timing a jump, steadying an aim) are not decision points; count only choices between routes, targets, or tactics. Where the count varies, code the typical count in the canonical form. Code density without looking at agency; the two often disagree. Low: zero or one (victory points, initiative order, placing one stone in Hex, playing one card to a trick, the clue-giver’s turn in Codenames). Medium: two or three (set collection: which card to take and whether to cash in a set; cover systems: whether to move and to which cover). High: four or more (a deck-building turn of playing and buying cards, spending an action-point budget).