All board game mechanics: Player Interaction/Negotiation

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.


Alliances: Players have formal relationships that may change over the course of the game. This differs from Negotiation in that these relationships are governed by specific game rules. For example, in Dune, players may form alliances at each Nexus phase, which last until the next Nexus. During that time the players win together, may not attack each other, and grant their ally a special power. In Struggle of Empires players bid for the right to select their ally for that round, which is governed by similar rules.

Cooperative Game: Players coordinate their actions to achieve a common win condition or conditions. Players all win or lose the game together.

Bribery: Players offer bribes to other players to get them to perform specific actions. Typically players will place bribes on certain actions, and if another player selects that choice they get the bribe. Otherwise it is returned to the player. Santiago and Tonga Bonga operate this way. Bribery can also be a part of a Negotiation mechanism, as players may offer bribes which may or may not be binding. Intrigue is an example of the latter.

Collaborative Control: Multiple players jointly control a single game element (like a powerful neutral faction) and must coordinate or negotiate how to use it. This differs from fully cooperative games in that players still have individual goals, but share control over certain powerful elements. The shared element may provide significant advantages, but requires agreement among the controlling players to direct effectively.

Communication Limits: Games may limit players from communicating with one another openly. These restrictions can be absolute as they relate to certain specific pieces of information, or they may restrict certain types of communication, such as speaking.

Neighbor Scope: Actions, resources, or resolution are shared between neighbors.

Negotiation: Players make agreements about coordinating action, beyond simply Trading.

Agreements may be either binding or non-binding. Diplomacy is a notable example of the latter.

Risk Pooling: Players can join forces to mitigate risks by contributing to shared insurance mechanisms or joint ventures. When negative events occur, the pooled resources absorb the impact, but players must negotiate or follow predetermined rules for sharing the benefits when positive outcomes occur. This creates interesting dynamics where rational self-interest must be balanced against collective security.

Role Playing: Some board games incorporate elements of role playing. It can be that players control a character that improves over time. It can also be a game that encourages or inspires Storytelling. This mechanic can be viewed as an extension of Variable Player Powers.

Semi-cooperative Game: A game in which players are cooperating and competing with each other throughout the game, while trying to complete a common objective. There have been several ways to implement this. One classification is Grand Winner format. A Grand Winner game has two possible outcomes: A) One or more players win ) No players win. A game where players sometimes cooperate and sometimes compete but one always wins is not semi-cooperative. It is a Competitive game with a Negotiation mechanism. Other formats of semi-cooperative games proceed similar to cooperative games but winning and losing objectives are triggered individually such that the outcome may be that no players win, all players win or some players win and some lose. The individual win/loss games have shown to be far less controversial than the Grand Winner format.

Social Capital System: Beyond just resources, players build reputation and influence with different factions in the game. This social capital functions differently than regular resources – it’s gained through consistent behavior patterns and can collapse rapidly if players act against established expectations. Example Implementation: A political game where maintaining consistent ideological positions builds trust with certain factions, providing increasing benefits, but flip-flopping causes rapid reputation collapse.

Take That: Competitive maneuvers that directly target one opponent’s progress toward victory, but do not directly eliminate any characters or components representing the opponent. Such mechanics include stealing, nullifying, or force-discarding of one opponent’s resources, actions, or abilities. A take-that maneuver often results in a dramatic change in the players’ position of power over a relatively short period of time.

It is unclear whether this includes 2 player games (as every action inhibits your one opponent’s victory).

Team-based Game: In team-based games, teams of players compete with one another to obtain victory. There are a variety of possible team structures, including symmetrical teams like 2v2 and 3v3, multiple sides like 2v2v2, and even One vs. All.

Trading: Players may Trade assets directly with each other, rather than via a Market.

Traitor Game: A traitor game can be seen as a kind of team game, or as a cooperative game with a betrayal mechanism. The traitors typically win by triggering a failure condition for the players. For this mechanism, a traitor game is characterized by traitors that begin the game with hidden identities, or are assigned them during the game.

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