All board game mechanics: Information Management

The following is a list of all board game mechanics I know in this category, and that aren’t too niche. Card game mechanics are also included. I’m posting this mainly for my own reference.


Information Decay: Information revealed to players becomes less reliable or changes as the game progresses. What was once known becomes uncertain, forcing players to make decisions with intelligence that may be outdated. This could be implemented through markers that are removed after a certain number of turns, or “fog of war” that gradually returns to areas not actively monitored by players.

Multi-Use Cards: Multiple actions are shown on a card, but only one can be used.

Perceptual Landscape: The game board or state is not objectively defined but depends on how players perceive it. Players may have different “views” of the same situation based on their position, abilities, or previous actions. Success requires understanding how others perceive the game state, not just how you perceive it.

Tags: Game objects, typically cards, have icons or other identifiers that identify them as belonging to specific categories. These tags may trigger special effects and/or have values and meaning that can vary, even within the scope of a single play. Tags are additional parameters on top of the base meaning of the game element, so tags represent a means of coupling the game element with more mechanisms and systems. Tags are also bookmarks that can reference a variable set of possible rules that are encoded elsewhere, so tags are also a means to modularize, or uncouple, game triggers and game effects.

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