Properties › Feedback loop
Feedback loop: none
No systematic coupling between past and future success.
134 mechanics are coded this way.
Achievements
A 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 Points
Each 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.
Advantage / Disadvantage
A 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 Recoil
The 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 Games
Players 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.
Alliances
Players 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 Mechanics
A 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 Control
Players 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 Tags
Short 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.
Audience Participation
A 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.
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.
Branching Dialogue
Conversation 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.
Checkpoints and Saves
Progress 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 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.
Combat Building
During 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
Commodity Currency
The 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 Games
Two 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 Puzzles
A 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 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.
Cooldowns
After 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 Defect
Players 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 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.
Cover Systems
Positioning 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 Hits
A 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 Blending
A 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
Damage Types and Resistances
Each 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-Making
Players 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.
Deduction
Players 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 Success
A 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.
Dexterity
Physical 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 Pool
A 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 Settings
A 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 Choose
One 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.
Drafting
Players 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.
End-Game Triggers
A 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.
Equipment and Loadouts
Before 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 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.
Exploration Procedures
Travel 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.
Fail Forward
A 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.
Flashbacks
A 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 War
Parts 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.
Game Clocks
Each 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 Data
A 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.
Gifting
A 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 Moves
The 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 Movement
Pieces 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 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
Hand Management
Players 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.
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 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 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.
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.
High-Score Tables
A 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 Points
A 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 Hurtboxes
Each 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.
Initiative Order
A 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 Reactions
A 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.
Item Modification
The 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
Level Editors
Players 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
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.
Line of Sight
An 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.
Lock and Key
Progress 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 Targeting
The 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 Gacha
Players 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 Distribution
A 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 Tables
Rewards 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.
Map Markers and Waypoints
The 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.
Match-Three
Pieces 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.
Multiclassing
One 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 Endings
A 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.
Network and Route Building
Players 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.
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.
Opposed Rolls
Two 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.
Parry and Dodge Windows
A 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 Building
Players 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 Recognition
Players 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.
Permadeath
When 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 Puzzles
The 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 Deliver
Players 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.
Platforming
An 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 Invasions
A 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 Judge
One 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.
Point-Buy
Players 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-Ups
A 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
Procedural Generation
Maps, 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.
Procs
An 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 Clocks
A 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.
Quest Structures
Play 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 Events
A 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.
Race to the Finish
The 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 Tables
A 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.
Real-Time Play
Players 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 Adjudication
The 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 Systems
A 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.
Rerolls
After 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 Conversion
Players 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.
Rhythm Action
Notes 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.
Role Selection
Players 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 Move
A 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 Write
Dice 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.
Rondel
Each 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.
Saving Throws
A 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 Framing
Play 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.
Secret Objectives
Each 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 Zones
A 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-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.
Set Collection
Players 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 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 Swapping
A 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 Selection
All 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 Trees
Players 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 Puzzles
Pieces 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 Conflict
Characters 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.
Sowing
A 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.
Stealth and Detection
The 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.
Subclasses
Within 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
Take That
A 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 Numbers
A 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 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.
Tile Placement
Players 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 Track
Each 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 Formats
A 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.
Trading
Players 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.
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.
Usage Dice
A 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.
Variable Player Powers
Each 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 Points
An 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.
Voting
A 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.
Word Building
Players 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 Placement
Players 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.
Zone of Control
Each 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.
Coding guideline for feedback loop
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).