<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>Game Mechanic Compendium: updated entries</title><description>Entries of the Game Mechanic Compendium by the date they were last edited.</description><link>http://localhost:4321</link><language>en</language><item><title>Crowd Blending</title><link>http://localhost:4321/mechanics/crowd-blending</link><guid isPermaLink="true">http://localhost:4321/mechanics/crowd-blending</guid><description>A player&apos;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</description><pubDate>Fri, 30 Oct 2026 00:00:00 GMT</pubDate><category>information-and-hidden-state</category></item><item><title>Difficulty Settings</title><link>http://localhost:4321/mechanics/difficulty-settings</link><guid isPermaLink="true">http://localhost:4321/mechanics/difficulty-settings</guid><description>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.</description><pubDate>Fri, 30 Oct 2026 00:00:00 GMT</pubDate><category>progression-and-capability</category></item><item><title>Equipment and Loadouts</title><link>http://localhost:4321/mechanics/equipment-loadouts</link><guid isPermaLink="true">http://localhost:4321/mechanics/equipment-loadouts</guid><description>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.</description><pubDate>Fri, 30 Oct 2026 00:00:00 GMT</pubDate><category>progression-and-capability</category></item><item><title>Experience Levels</title><link>http://localhost:4321/mechanics/experience-levels</link><guid isPermaLink="true">http://localhost:4321/mechanics/experience-levels</guid><description>Characters 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.</description><pubDate>Fri, 30 Oct 2026 00:00:00 GMT</pubDate><category>progression-and-capability</category></item><item><title>Hunt Games</title><link>http://localhost:4321/mechanics/hunt-games</link><guid isPermaLink="true">http://localhost:4321/mechanics/hunt-games</guid><description>Two 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</description><pubDate>Fri, 30 Oct 2026 00:00:00 GMT</pubDate><category>space-and-position</category></item><item><title>One Versus Many</title><link>http://localhost:4321/mechanics/one-versus-many</link><guid isPermaLink="true">http://localhost:4321/mechanics/one-versus-many</guid><description>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.</description><pubDate>Fri, 30 Oct 2026 00:00:00 GMT</pubDate><category>interaction-and-exchange</category></item><item><title>Player Invasions</title><link>http://localhost:4321/mechanics/player-invasions</link><guid isPermaLink="true">http://localhost:4321/mechanics/player-invasions</guid><description>A player enters another player&apos;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</description><pubDate>Fri, 30 Oct 2026 00:00:00 GMT</pubDate><category>interaction-and-exchange</category></item><item><title>Procedural Generation</title><link>http://localhost:4321/mechanics/procedural-generation</link><guid isPermaLink="true">http://localhost:4321/mechanics/procedural-generation</guid><description>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.</description><pubDate>Fri, 30 Oct 2026 00:00:00 GMT</pubDate><category>chance-and-risk</category></item><item><title>Side Conversion</title><link>http://localhost:4321/mechanics/side-conversion</link><guid isPermaLink="true">http://localhost:4321/mechanics/side-conversion</guid><description>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</description><pubDate>Fri, 30 Oct 2026 00:00:00 GMT</pubDate><category>interaction-and-exchange</category></item><item><title>Side Swapping</title><link>http://localhost:4321/mechanics/side-swapping</link><guid isPermaLink="true">http://localhost:4321/mechanics/side-swapping</guid><description>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</description><pubDate>Fri, 30 Oct 2026 00:00:00 GMT</pubDate><category>time-and-action-structure</category></item><item><title>Status Effects</title><link>http://localhost:4321/mechanics/status-effects</link><guid isPermaLink="true">http://localhost:4321/mechanics/status-effects</guid><description>A 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.</description><pubDate>Fri, 30 Oct 2026 00:00:00 GMT</pubDate><category>progression-and-capability</category></item><item><title>Variable Player Powers</title><link>http://localhost:4321/mechanics/variable-player-powers</link><guid isPermaLink="true">http://localhost:4321/mechanics/variable-player-powers</guid><description>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.</description><pubDate>Fri, 30 Oct 2026 00:00:00 GMT</pubDate><category>progression-and-capability</category></item><item><title>Appointment Mechanics</title><link>http://localhost:4321/mechanics/appointment-mechanics</link><guid isPermaLink="true">http://localhost:4321/mechanics/appointment-mechanics</guid><description>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.</description><pubDate>Wed, 28 Oct 2026 00:00:00 GMT</pubDate><category>time-and-action-structure</category></item><item><title>Damage Types and Resistances</title><link>http://localhost:4321/mechanics/damage-types</link><guid isPermaLink="true">http://localhost:4321/mechanics/damage-types</guid><description>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.</description><pubDate>Wed, 28 Oct 2026 00:00:00 GMT</pubDate><category>progression-and-capability</category></item><item><title>Full-Loot Loss</title><link>http://localhost:4321/mechanics/full-loot</link><guid isPermaLink="true">http://localhost:4321/mechanics/full-loot</guid><description>A 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</description><pubDate>Wed, 28 Oct 2026 00:00:00 GMT</pubDate><category>progression-and-capability</category></item><item><title>Lock-On Targeting</title><link>http://localhost:4321/mechanics/lock-on-targeting</link><guid isPermaLink="true">http://localhost:4321/mechanics/lock-on-targeting</guid><description>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.</description><pubDate>Wed, 28 Oct 2026 00:00:00 GMT</pubDate><category>action-resolution</category></item><item><title>Point-Buy</title><link>http://localhost:4321/mechanics/point-buy</link><guid isPermaLink="true">http://localhost:4321/mechanics/point-buy</guid><description>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.</description><pubDate>Wed, 28 Oct 2026 00:00:00 GMT</pubDate><category>progression-and-capability</category></item><item><title>Security Zones</title><link>http://localhost:4321/mechanics/security-zones</link><guid isPermaLink="true">http://localhost:4321/mechanics/security-zones</guid><description>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</description><pubDate>Wed, 28 Oct 2026 00:00:00 GMT</pubDate><category>interaction-and-exchange</category></item><item><title>Shared Holdings</title><link>http://localhost:4321/mechanics/shared-holdings</link><guid isPermaLink="true">http://localhost:4321/mechanics/shared-holdings</guid><description>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</description><pubDate>Wed, 28 Oct 2026 00:00:00 GMT</pubDate><category>interaction-and-exchange</category></item><item><title>Vulnerability Windows</title><link>http://localhost:4321/mechanics/vulnerability-windows</link><guid isPermaLink="true">http://localhost:4321/mechanics/vulnerability-windows</guid><description>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</description><pubDate>Wed, 28 Oct 2026 00:00:00 GMT</pubDate><category>time-and-action-structure</category></item><item><title>Achievements</title><link>http://localhost:4321/mechanics/achievements</link><guid isPermaLink="true">http://localhost:4321/mechanics/achievements</guid><description>A list of named goals, usually kept by a platform rather than by the game&apos;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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>progression-and-capability</category></item><item><title>Action Points</title><link>http://localhost:4321/mechanics/action-points</link><guid isPermaLink="true">http://localhost:4321/mechanics/action-points</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>time-and-action-structure</category></item><item><title>Advantage / Disadvantage</title><link>http://localhost:4321/mechanics/advantage-disadvantage</link><guid isPermaLink="true">http://localhost:4321/mechanics/advantage-disadvantage</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>chance-and-risk</category></item><item><title>Aim and Recoil</title><link>http://localhost:4321/mechanics/aim-and-recoil</link><guid isPermaLink="true">http://localhost:4321/mechanics/aim-and-recoil</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>action-resolution</category></item><item><title>Alliances</title><link>http://localhost:4321/mechanics/alliances</link><guid isPermaLink="true">http://localhost:4321/mechanics/alliances</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>interaction-and-exchange</category></item><item><title>Area Control</title><link>http://localhost:4321/mechanics/area-control</link><guid isPermaLink="true">http://localhost:4321/mechanics/area-control</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>space-and-position</category></item><item><title>Aspects and Tags</title><link>http://localhost:4321/mechanics/aspects-and-tags</link><guid isPermaLink="true">http://localhost:4321/mechanics/aspects-and-tags</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>progression-and-capability</category></item><item><title>Auction and Bidding</title><link>http://localhost:4321/mechanics/auction-bidding</link><guid isPermaLink="true">http://localhost:4321/mechanics/auction-bidding</guid><description>Players 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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>interaction-and-exchange</category></item><item><title>Audience Participation</title><link>http://localhost:4321/mechanics/audience-participation</link><guid isPermaLink="true">http://localhost:4321/mechanics/audience-participation</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>interaction-and-exchange</category></item><item><title>Base Building</title><link>http://localhost:4321/mechanics/base-building</link><guid isPermaLink="true">http://localhost:4321/mechanics/base-building</guid><description>Players 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&apos;s capability over the session.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>progression-and-capability</category></item><item><title>Betting</title><link>http://localhost:4321/mechanics/betting</link><guid isPermaLink="true">http://localhost:4321/mechanics/betting</guid><description>Players 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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>chance-and-risk</category></item><item><title>Boss Encounters</title><link>http://localhost:4321/mechanics/boss-encounters</link><guid isPermaLink="true">http://localhost:4321/mechanics/boss-encounters</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>narrative-and-choice</category></item><item><title>Combat Building</title><link>http://localhost:4321/mechanics/combat-building</link><guid isPermaLink="true">http://localhost:4321/mechanics/combat-building</guid><description>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</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>space-and-position</category></item><item><title>Combat Results Tables</title><link>http://localhost:4321/mechanics/combat-results-tables</link><guid isPermaLink="true">http://localhost:4321/mechanics/combat-results-tables</guid><description>An 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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>action-resolution</category></item><item><title>Combo Systems</title><link>http://localhost:4321/mechanics/combo-systems</link><guid isPermaLink="true">http://localhost:4321/mechanics/combo-systems</guid><description>Successive 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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>time-and-action-structure</category></item><item><title>Commodity Currency</title><link>http://localhost:4321/mechanics/commodity-currency</link><guid isPermaLink="true">http://localhost:4321/mechanics/commodity-currency</guid><description>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</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>interaction-and-exchange</category></item><item><title>Connection Games</title><link>http://localhost:4321/mechanics/connection-games</link><guid isPermaLink="true">http://localhost:4321/mechanics/connection-games</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>space-and-position</category></item><item><title>Constraint Logic Puzzles</title><link>http://localhost:4321/mechanics/constraint-logic-puzzles</link><guid isPermaLink="true">http://localhost:4321/mechanics/constraint-logic-puzzles</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>puzzle-and-pattern</category></item><item><title>Contract Bidding</title><link>http://localhost:4321/mechanics/contract-bidding</link><guid isPermaLink="true">http://localhost:4321/mechanics/contract-bidding</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>interaction-and-exchange</category></item><item><title>Cooldowns</title><link>http://localhost:4321/mechanics/cooldowns</link><guid isPermaLink="true">http://localhost:4321/mechanics/cooldowns</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>time-and-action-structure</category></item><item><title>Cooperate or Defect</title><link>http://localhost:4321/mechanics/cooperate-or-defect</link><guid isPermaLink="true">http://localhost:4321/mechanics/cooperate-or-defect</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>interaction-and-exchange</category></item><item><title>Cooperative Play</title><link>http://localhost:4321/mechanics/cooperative-play</link><guid isPermaLink="true">http://localhost:4321/mechanics/cooperative-play</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>interaction-and-exchange</category></item><item><title>Cover Systems</title><link>http://localhost:4321/mechanics/cover-systems</link><guid isPermaLink="true">http://localhost:4321/mechanics/cover-systems</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>space-and-position</category></item><item><title>Critical Hits</title><link>http://localhost:4321/mechanics/critical-hits</link><guid isPermaLink="true">http://localhost:4321/mechanics/critical-hits</guid><description>A rare band of the attack roll, usually the die&apos;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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>action-resolution</category></item><item><title>Deal-Making</title><link>http://localhost:4321/mechanics/deal-making</link><guid isPermaLink="true">http://localhost:4321/mechanics/deal-making</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>interaction-and-exchange</category></item><item><title>Death Penalty</title><link>http://localhost:4321/mechanics/death-penalty</link><guid isPermaLink="true">http://localhost:4321/mechanics/death-penalty</guid><description>On 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</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>progression-and-capability</category></item><item><title>Deck-Building</title><link>http://localhost:4321/mechanics/deck-building</link><guid isPermaLink="true">http://localhost:4321/mechanics/deck-building</guid><description>Players 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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>progression-and-capability</category></item><item><title>Deduction</title><link>http://localhost:4321/mechanics/deduction</link><guid isPermaLink="true">http://localhost:4321/mechanics/deduction</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>puzzle-and-pattern</category></item><item><title>Degrees of Success</title><link>http://localhost:4321/mechanics/degrees-of-success</link><guid isPermaLink="true">http://localhost:4321/mechanics/degrees-of-success</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>action-resolution</category></item><item><title>Dice Placement</title><link>http://localhost:4321/mechanics/dice-placement</link><guid isPermaLink="true">http://localhost:4321/mechanics/dice-placement</guid><description>Players 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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>chance-and-risk</category></item><item><title>Dice Pool</title><link>http://localhost:4321/mechanics/dice-pool</link><guid isPermaLink="true">http://localhost:4321/mechanics/dice-pool</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>chance-and-risk</category></item><item><title>Doubling Cube</title><link>http://localhost:4321/mechanics/doubling-cube</link><guid isPermaLink="true">http://localhost:4321/mechanics/doubling-cube</guid><description>Before 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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>chance-and-risk</category></item><item><title>Downtime Phases</title><link>http://localhost:4321/mechanics/downtime-phases</link><guid isPermaLink="true">http://localhost:4321/mechanics/downtime-phases</guid><description>Between 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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>time-and-action-structure</category></item><item><title>Drafting</title><link>http://localhost:4321/mechanics/drafting</link><guid isPermaLink="true">http://localhost:4321/mechanics/drafting</guid><description>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&apos;s options.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>interaction-and-exchange</category></item><item><title>Engine Building</title><link>http://localhost:4321/mechanics/engine-building</link><guid isPermaLink="true">http://localhost:4321/mechanics/engine-building</guid><description>Players assemble interlocking capabilities over the course of play so that each unit of input yields increasing output, converting early investment into late-game acceleration.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>progression-and-capability</category></item><item><title>Escape Room Puzzles</title><link>http://localhost:4321/mechanics/escape-room-puzzles</link><guid isPermaLink="true">http://localhost:4321/mechanics/escape-room-puzzles</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>puzzle-and-pattern</category></item><item><title>Exploration Procedures</title><link>http://localhost:4321/mechanics/exploration-procedures</link><guid isPermaLink="true">http://localhost:4321/mechanics/exploration-procedures</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>time-and-action-structure</category></item><item><title>Fail Forward</title><link>http://localhost:4321/mechanics/fail-forward</link><guid isPermaLink="true">http://localhost:4321/mechanics/fail-forward</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>action-resolution</category></item><item><title>Flashbacks</title><link>http://localhost:4321/mechanics/flashbacks</link><guid isPermaLink="true">http://localhost:4321/mechanics/flashbacks</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>narrative-and-choice</category></item><item><title>Fog of War</title><link>http://localhost:4321/mechanics/fog-of-war</link><guid isPermaLink="true">http://localhost:4321/mechanics/fog-of-war</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>information-and-hidden-state</category></item><item><title>Game Clocks</title><link>http://localhost:4321/mechanics/game-clocks</link><guid isPermaLink="true">http://localhost:4321/mechanics/game-clocks</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>time-and-action-structure</category></item><item><title>Ghost Data</title><link>http://localhost:4321/mechanics/ghost-data</link><guid isPermaLink="true">http://localhost:4321/mechanics/ghost-data</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>interaction-and-exchange</category></item><item><title>Gifting</title><link>http://localhost:4321/mechanics/gifting</link><guid isPermaLink="true">http://localhost:4321/mechanics/gifting</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>interaction-and-exchange</category></item><item><title>GM Moves</title><link>http://localhost:4321/mechanics/gm-moves</link><guid isPermaLink="true">http://localhost:4321/mechanics/gm-moves</guid><description>The facilitator&apos;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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>narrative-and-choice</category></item><item><title>Grid Movement</title><link>http://localhost:4321/mechanics/grid-movement</link><guid isPermaLink="true">http://localhost:4321/mechanics/grid-movement</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>space-and-position</category></item><item><title>Group Finder</title><link>http://localhost:4321/mechanics/group-finder</link><guid isPermaLink="true">http://localhost:4321/mechanics/group-finder</guid><description>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</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>interaction-and-exchange</category></item><item><title>Handicapping</title><link>http://localhost:4321/mechanics/handicapping</link><guid isPermaLink="true">http://localhost:4321/mechanics/handicapping</guid><description>A 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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>progression-and-capability</category></item><item><title>Hidden Movement Pursuit</title><link>http://localhost:4321/mechanics/hidden-movement</link><guid isPermaLink="true">http://localhost:4321/mechanics/hidden-movement</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>information-and-hidden-state</category></item><item><title>Hidden Piece Identity</title><link>http://localhost:4321/mechanics/hidden-piece-identity</link><guid isPermaLink="true">http://localhost:4321/mechanics/hidden-piece-identity</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>information-and-hidden-state</category></item><item><title>Hidden Roles</title><link>http://localhost:4321/mechanics/hidden-roles</link><guid isPermaLink="true">http://localhost:4321/mechanics/hidden-roles</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>information-and-hidden-state</category></item><item><title>Hidden Scoring</title><link>http://localhost:4321/mechanics/hidden-scoring</link><guid isPermaLink="true">http://localhost:4321/mechanics/hidden-scoring</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>information-and-hidden-state</category></item><item><title>High-Score Tables</title><link>http://localhost:4321/mechanics/high-score-tables</link><guid isPermaLink="true">http://localhost:4321/mechanics/high-score-tables</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>interaction-and-exchange</category></item><item><title>Hit Location</title><link>http://localhost:4321/mechanics/hit-location</link><guid isPermaLink="true">http://localhost:4321/mechanics/hit-location</guid><description>After 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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>action-resolution</category></item><item><title>Hit Points</title><link>http://localhost:4321/mechanics/hit-points</link><guid isPermaLink="true">http://localhost:4321/mechanics/hit-points</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>resource-management</category></item><item><title>Hitboxes and Hurtboxes</title><link>http://localhost:4321/mechanics/hitboxes-and-hurtboxes</link><guid isPermaLink="true">http://localhost:4321/mechanics/hitboxes-and-hurtboxes</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>space-and-position</category></item><item><title>Income</title><link>http://localhost:4321/mechanics/income</link><guid isPermaLink="true">http://localhost:4321/mechanics/income</guid><description>At 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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>resource-management</category></item><item><title>Initiative Order</title><link>http://localhost:4321/mechanics/initiative-order</link><guid isPermaLink="true">http://localhost:4321/mechanics/initiative-order</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>time-and-action-structure</category></item><item><title>Interrupts and Reactions</title><link>http://localhost:4321/mechanics/interrupts-and-reactions</link><guid isPermaLink="true">http://localhost:4321/mechanics/interrupts-and-reactions</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>time-and-action-structure</category></item><item><title>Inventory and Encumbrance</title><link>http://localhost:4321/mechanics/inventory-encumbrance</link><guid isPermaLink="true">http://localhost:4321/mechanics/inventory-encumbrance</guid><description>What 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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>resource-management</category></item><item><title>Item Modification</title><link>http://localhost:4321/mechanics/item-modification</link><guid isPermaLink="true">http://localhost:4321/mechanics/item-modification</guid><description>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</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>progression-and-capability</category></item><item><title>Kill Streaks and Bounties</title><link>http://localhost:4321/mechanics/kill-streaks</link><guid isPermaLink="true">http://localhost:4321/mechanics/kill-streaks</guid><description>Consecutive 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</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>progression-and-capability</category></item><item><title>Lane Pushing</title><link>http://localhost:4321/mechanics/lane-pushing</link><guid isPermaLink="true">http://localhost:4321/mechanics/lane-pushing</guid><description>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</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>space-and-position</category></item><item><title>Last Hitting</title><link>http://localhost:4321/mechanics/last-hitting</link><guid isPermaLink="true">http://localhost:4321/mechanics/last-hitting</guid><description>Only 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</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>resource-management</category></item><item><title>Legacy Campaign</title><link>http://localhost:4321/mechanics/legacy-campaign</link><guid isPermaLink="true">http://localhost:4321/mechanics/legacy-campaign</guid><description>A 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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>narrative-and-choice</category></item><item><title>Level Editors</title><link>http://localhost:4321/mechanics/level-editors</link><guid isPermaLink="true">http://localhost:4321/mechanics/level-editors</guid><description>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</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>narrative-and-choice</category></item><item><title>Lifepath Character Generation</title><link>http://localhost:4321/mechanics/lifepath</link><guid isPermaLink="true">http://localhost:4321/mechanics/lifepath</guid><description>A 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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>chance-and-risk</category></item><item><title>Limited Communication</title><link>http://localhost:4321/mechanics/limited-communication</link><guid isPermaLink="true">http://localhost:4321/mechanics/limited-communication</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>information-and-hidden-state</category></item><item><title>Line of Sight</title><link>http://localhost:4321/mechanics/line-of-sight</link><guid isPermaLink="true">http://localhost:4321/mechanics/line-of-sight</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>space-and-position</category></item><item><title>Lives and Continues</title><link>http://localhost:4321/mechanics/lives-and-continues</link><guid isPermaLink="true">http://localhost:4321/mechanics/lives-and-continues</guid><description>The 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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>resource-management</category></item><item><title>Loans and Debt</title><link>http://localhost:4321/mechanics/loans-and-debt</link><guid isPermaLink="true">http://localhost:4321/mechanics/loans-and-debt</guid><description>A 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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>resource-management</category></item><item><title>Lock and Key</title><link>http://localhost:4321/mechanics/lock-and-key</link><guid isPermaLink="true">http://localhost:4321/mechanics/lock-and-key</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>puzzle-and-pattern</category></item><item><title>Loot Boxes and Gacha</title><link>http://localhost:4321/mechanics/loot-boxes</link><guid isPermaLink="true">http://localhost:4321/mechanics/loot-boxes</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>chance-and-risk</category></item><item><title>Loot Distribution</title><link>http://localhost:4321/mechanics/loot-distribution</link><guid isPermaLink="true">http://localhost:4321/mechanics/loot-distribution</guid><description>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&apos;s award, banked points or per-player loot</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>interaction-and-exchange</category></item><item><title>Loot Tables</title><link>http://localhost:4321/mechanics/loot-tables</link><guid isPermaLink="true">http://localhost:4321/mechanics/loot-tables</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>chance-and-risk</category></item><item><title>Map Markers and Waypoints</title><link>http://localhost:4321/mechanics/map-markers</link><guid isPermaLink="true">http://localhost:4321/mechanics/map-markers</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>information-and-hidden-state</category></item><item><title>Markets</title><link>http://localhost:4321/mechanics/markets</link><guid isPermaLink="true">http://localhost:4321/mechanics/markets</guid><description>Players 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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>resource-management</category></item><item><title>Match-Three</title><link>http://localhost:4321/mechanics/match-three</link><guid isPermaLink="true">http://localhost:4321/mechanics/match-three</guid><description>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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>puzzle-and-pattern</category></item><item><title>Memory</title><link>http://localhost:4321/mechanics/memory</link><guid isPermaLink="true">http://localhost:4321/mechanics/memory</guid><description>State 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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>information-and-hidden-state</category></item><item><title>Metacurrency</title><link>http://localhost:4321/mechanics/metacurrency</link><guid isPermaLink="true">http://localhost:4321/mechanics/metacurrency</guid><description>A 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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>resource-management</category></item><item><title>Morale and Rout</title><link>http://localhost:4321/mechanics/morale-and-rout</link><guid isPermaLink="true">http://localhost:4321/mechanics/morale-and-rout</guid><description>When 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.</description><pubDate>Tue, 27 Oct 2026 00:00:00 GMT</pubDate><category>action-resolution</category></item></channel></rss>