Favorite Game Mechanisms....

Supporter

I'd love to see peoples top ten list of game mechanisms in order of what you look for in a game that you are seeing for he first time. Let's just say a new game is coming out, called "Grand Funk Supremes" It has an amazing Cover, and a theme you like. In the description of how to play what are you looking for, what as you hoping for?

If you are looking for a list for inspiration here's a link to them:

https://boardgamegeek.com/browse/boardgamemechanic

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Supporter9 months ago

I'm sure there's more but:

  • Variable player powers - there's so much replay value that comes from having a wide range of fun powers to try out. I noticed that all of my recent acquisitions had this mechanic: #The Voyages of Marco Polo#Clans of Caledonia, #Atlantis Rising (second edition), #Architects of the West Kingdom.
  • Asymmetry - similar to the first, my eyes brighten up when I think about the possibilities of different strategies to explore. Hence why I love #Root.
  • Engine-building - this is quite an all-encompassing mechanic but it captures what I like--games that give you a great sense of accomplishment when you see the end result.
  • Point-to-point movement - when done well, I like how it mimics that feeling of exploration and voyage. This is why I'm drawn to games like #Great Western Trail or #Maracaibo
  • Tile placement or Pattern building - I like puzzles. I also like the tactile fun offered by games with this mechanic. I like #Tiny Towns because of this. I'm also super interested in #The Isle of Cats.

Supporter9 months ago

Great minds think alike Phil. These are all my favorites as well. 

Supporter9 months ago

Drafting

Worker placement

Rondel

Resource management

Trading

8 months ago

  1. Simultaneous Action Selection
  2. Variable Player Powers
  3. Asymmetric Factions
  4. Character/Faction Progression
  5. Worker Placement

Supporter9 months ago

So, are you going to give us yours?

Supporter8 months ago

Worker Placement

Multi Use Cards

Engine Building

Drafting

Tech Trees

Roll n' write (for the travel aspect)

Supporter8 months ago

Thanks 

Supporter9 months ago

Without looking at your list... And, acknowledging that some of these will not appear as mechanics... Here are some of my favorite mechanics.

  • Multi-use cards
  • Tableau building 
  • Engine building 
  • Variable player powers 
  • Hand management 


Supporter9 months ago

We have similar tastes Chris. 

Supporter9 months ago

I know..... 

Supporter9 months ago

Why doesn’t BGG consider engine building to be a mechanic?

Supporter9 months ago

I should say further that I admire Jeff's work, and I think it is tremendously helpful. I think further that Bgg's decision to incorporate it for their mechanics was not wise. It is true that it is better in some ways than what they had had. But, this is a system designed for designers and super geeks. I don't think it was originally intended for use like this. 

I do hope that it will encourage some to think about mechanics in a different way..... But, again, most people aren't too worried about that. 

Supporter9 months ago

I understand that, but I mean when you look at something it’s almost always made up of something else. It’s like trying to search for good cheeseburgers but you can’t search for cheeseburgers, you have to search for cheese, bread, meat, etc   Which isn’t helpful  

It would be valuable to me to be able to click on Engine Building and be able to see a nice list of those games. I don’t want to click on a bunch of subtypes until I find a few games that meet the criteria that I’m looking for. 

Supporter9 months ago

I agree with that, that is why I have qualms about his classification being used in a supposedly user centric platform. It feels like a good system for those who are designing games.

Supporter9 months ago

Even if I was designing a game I’d want to know what was out there. Or making a cheeseburger. Ha. 

Supporter9 months ago

I think what we are potentially seeing is a divorce between the terms designers use and those that the users use. That is unfortunate if true.... but, it is not the end of the world, if they can still understand each other. Or, to be more precise, if the developers understand the users.

Supporter9 months ago

So, I heard Geoff Englestien on some podcast or other explain why he didn't have that or Tableau Building as mechanism. The explanation had to do with the fact that they were encapsulated, or perhaps, made up of other more basic mechanisms. In other words, most Tableau Builders are hand management games of one ilk or other, so most of them get lumped under that. I can't honestly say that I agree with him.... But he does know more about these this than I do. 

Also remember that Geoff works at breaking down games for designers so he will be more focused on breaking down the mechanical actions of a game, rather than the feeling that mechanic produces. You can work with the same mechanics in different ways, and produce different feelings. 

Supporter9 months ago

I like games. So I don’t really know how to answer this one. 

How about... I like it when the mechanics and the theme complement each other. 

Supporter9 months ago

I tend to be about the entire game package but mechanisms that at least get my interest are (in no order):

  • Deck/bag/pool building
  • Hand Management
  • Worker Placement
  • Programming
  • Variable Setup
  • Variable Player Powers
  • Rondel
  • Connections
  • Legacy aspects
  • Tile Placement

Supporter9 months ago

Yes, these are good. 

9 months ago

I like bag-building games. I only know of a few (such as #Orléans and #Altiplano), and I like them a lot.

Supporter9 months ago

There has to be more I'm sure but those two are the most popular.

Supporter9 months ago

I really enjoyed #The Quacks of Quedlinburg and it led me to Orleans and Altiplano purely because I liked the bag-building mechanic haha

9 months ago

I looooove hidden movement games like #Specter Ops. I find them so deliciously stressful and fun. 

A lot of dexterity games are favorites as well, like #Flip Ships and #The Final Flicktier.

Real-time games stress me out, but I love it! Some favorites are #Fuse, #Proving Grounds, and #Escape: The Curse of the Temple.

9 months ago

FYI this got posted 4 times.

For me, I don't think I look for specific mechanisms, other than ones I want to avoid. For example, I try to avoid:

  • Take-That
  • Auctions
  • Real-time
  • Cooperative
  • Anything dexterity related
  • Paper and Pencil

That doesn't mean I won't get a game that has any of that, but I will definitely read up on how that mechanism specifically is implemented to see if it really is something I won't enjoy.