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.
Bingo: Items are selected at random, and each player needs to use the items for their own player boards.
Other than Bingo, examples include Take it Easy!, Rise of Augustus, and Super-Skill Pinball: 4-Cade; it is often the basis for the game genres of Mechanism: Roll-and-Write and Mechanism: Flip-and-Write.
Chit-Pull System: Used in wargames to address the problem of simulating simultaneous action on the battlefield and issues of “Command and Control”. In such a system the current player randomly draws a chit or counter identifying a group of units which may now be moved. Schemes include moving any units commanded by a particular leader, moving units of a particular quality or activating units not for movement but for fighting.
Bolt Action is an example of such mechanics.
Cube Tower: Actions are resolved by dropping cubes of various colors into a tower and seeing which emerge out the bottom. Cubes that do not emerge may come out in future actions, and impact those. This is in essence a particular form of a shared Deck, Bag, and Pool Building as implemented by a Components: Drop Tower.
Wallenstein is an early example.
Events: Actions occur outside the control of players that cause an immediate effect, change the state of the game, or impact subsequent actions.
Ladder Climbing: Players play one card, or a set of related cards. Subsequently, players must play cards of an equal or higher value of the same set already played. The last player to successfully play wins the right to start a new round of Climbing. This mechanism originated in East Asia, and is represented by modern games such as Tichu and The Great Dalmuti.
Narrative Choice / Paragraph: Multiple action options are presented to the players via a narrative format. These can be presented in a book with numbered paragraphs as in Tales of the Arabian Nights or Above and Below, or via cards as in Dead of Winter: A Crossroads Game.
Player Judge: One player, the judge, decides the outcome of the Action. This is a common mechanism in party games, including Apples to Apples and Cards Against Humanity.
Predictive Bid: Players make a prediction about what they will do in a future part of the game, and may score points based on how well they match the prediction. This is most frequently seen in trick taking games like Bridge, Spades, and Sluff Off!. It is also notably seen in Dune, as the Bene Gesserit player may steal victory from another player by successfully predicting that they will win on a particular turn.
Rock-Paper-Scissors: There are three possible options, and they are cyclically superior (A beats B, B beats C, and C beats A).
The name derives from the well-known children’s game where
Scissors cuts Paper
Paper covers Rock
Rock crushes Scissors
But can refer to any game with non-transitive mechanisms.
Targeted Clues: A player gives clues that they want some, but not all, players to guess.
This is frequently used in party games, such as Barbarossa and Dixit.
Trick-Taking: Players play cards from their hand to the table in a series of rounds, or “tricks” which are each evaluated separately to determine a winner and to apply other potential effects.
The most common way to win a trick is by having the card with highest value of the suit that was led, but many classical card games use the “trump” system (where the certain cards, usually those of a designated suit, will win the trick if they are played.) Occasionally there is a round of bidding to determine this trump suit.
In many trick taking games (though not all), players are required to “follow suit”, i.e. play a card of the same suit as was led if they have one. If they do not have a matching card, they must play another card from their hand.
Cards are played sequentially, not simultaneously.
Tug of War: A marker is moved up and back on a track towards or away from a neutral position. Twilight Struggle implements this as a way of determining victory, and also acting as a Sudden Death mechanism if either player reaches the end of the track. Churchill implements a 3-player tug-of-war to resolve the issues being debated throughout the game.
Variable Player Powers: Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players. To illustrate, here are some notable examples.
In Ogre, one player controls a single powerful piece, and the other plays many weaker units. The net effect is a balanced game.
In Cosmic Encounter, each player is assigned a random special ability at the beginning of the game. Although each player has the same victory goal (establish colonies on five planets in other players’ systems), their abilities enable differing means to the end.
In Here I Stand, each player controls a political power with unique ways to score victory points. Some focus on military conquest, some on religious influence, etc.
Player powers may change throughout the game, as in Small World or Sunrise City.
Voting: Players vote on whether a proposed action will occur or not.
In most games with this mechanism each player has one vote. However several, like Junta, give players different numbers of votes depending on their board position or the issue being voted on.
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