Quick LinksOther Mechanics
- Acting
- Action / Movement Programming
- Action Drafting
- Action Point Allowance System
- Action Queue
- Action Selection
- Added Mechanics
- Alliances
- Area Control
- Area Enclosure
- Area Majority/ Influence
- Area Movement
- Auction
- Auction: Dutch
- Automatic Resource Growth
- Bag Building
- Betting
- Bias
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- Bingo
- Bluffing
- Bribery
- Campaign
- Campaign / Battle Card Driven
- Card Drafting
- Card Placement
- Catch the Leader
- Chaining
- Chit-Pull System
- Command Cards
- Commodity Speculation
- Communication Limits
- Connections
- Contracts
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- Cooperative Play
- Crayon Rail System
- Cube tower
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- Deck Constructing
- Deduction
- Delayed Purchase
- Dexterity
- Dice Building
- Dice Movement
- Dice Rolling
- Drafting
- Drawing
- Dutch Auction
- Dynamic Currency
- Enclosure
- End Game Bonuses
- Engine Building
- Events
- Feeding Workers/Characters
- Flicking
- Force Commitment
- Grid Coverage
- Grid Movement
- Hand Management
- Hand-Eye Coordination
- Hex and Counter
- Hexagon Grid
- Hidden Movement
- Hidden Objective
- Hidden Roles
- Hidden Traitor
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- I Split, You Take
- Income
- Increased Value of Unchosen Resources
- Investment
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- Layering
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- Line Drawing
- Line of Sight
- Loans
- Lose a Turn
- Mancala
- Map Addition
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- Market
- Memory
- Modular Board
- Move with Cards
- Movement Points
- Narrative Choice
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- Network and Route Building
- Once per game ability
- Order Fulfillment
- Ownership
- Paper and Pencil
- Partnerships
- Pattern Building
- Pattern Movement
- Pattern Recognition
- Pick-up and Deliver
- Player Elimination
- Point Salad
- Point to Point Movement
- Pool Building
- Press Your Luck
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- Random Production
- Ratio / Combat Results Table
- Real Time
- Relative Movement
- Resource Gathering
- Resource to Move
- Rock-Paper-Scissors
- Role Playing
- Role Selection
- Roles with Asymmetric Information
- Roll / Spin and Move
- Roll and Write
- Rondel
- Scenario / Mission / Campaign Game
- Score and Reset Game
- Secret Unit Deployment
- Set Collection
- Shedding
- Simulation
- Simultaneous Play
- Simultaneous action selection
- Singing
- Skill with a Doubling Cube
- Skirmish
- Social Deduction
- Solo / Solitaire Game
- Square Grid
- Stacking and Balancing
- Static Capture
- Stealing
- Stock Holding
- Storytelling
- Sudden Death Ending
- Survival
- Tableau Building
- Take That
- Targeted CLues
- Targeted Clues
- Teams
- Tech Trees / Tech Tracks
- Tile Placement
- Time Track
- Tower Defense
- Track Movement
- Trading
- Traitor
- Trick-taking
- Tug of War
- Turn Board Game
- Turn Order: Auction
- Turn Order: Claim Action
- Turn Order: Pass Order
- Turn Order: Progressive
- Turn Order: Random
- Turn Order: Roll Order
- Turn Order: Stat-Based
- Variable Phase Order
- Variable Player Powers
- Variable Setup
- Victory Points as a Resource
- Voting
- Worker Placement
- Worker Placement with Dice Workers
- Zone of Control
See All
Popular Hexagon Grid Board Games (Mechanic)
These are the board games with the Hexagon Grid mechanic.
- Players: 1 - 5
- Playtime: 90 - 120 min
- Designer: Jamey Stegmaier
- Publisher: Stonemaier Games
- Players: 1 - 5
- Playtime: 90 - 120 min
- Designer: Jacob Fryxelius
- Publisher: FryxGames
76
Rank: 51
Trending: N/A
- Players: 1 - 4
- Playtime: 60 - 120 min
- Designer: Ignacy Trzewiczek
- Publisher: Portal Games
- Players: 2 - 5
- Playtime: 60 - 150 min
- Designer: Jens Drögemüller
- Publisher: Feuerland Spiele
- Players: 1 - 4
- Playtime: 60 - 150 min
- Designer: Jens Drögemüller
- Publisher: Z-Man Games, Inc.
- Players: 2 - 6
- Playtime: 90 - 120 min
- Designer: Sebastian Bleasdale
- Publisher: R&D Games
- Players: 1 - 4
- Playtime: 90 - 105 min
- Designer: Ted Alspach
- Publisher: Bézier Games
- Players: 2
- Playtime: 15 - 30 min
- Designer: John Yianni
- Publisher: Gen42 Games
91
Rank: 117
Trending: N/A
- Players: 1 - 4
- Playtime: 30 - 120 min
- Designer: Isaac Childres
- Publisher: Cephalofair Games
- Players: 1 - 5
- Playtime: 90 - 120 min
- Designer: Jamey Stegmaier
- Publisher: Stonemaier Games
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Marshwiggle92 Supporter6 months ago |
Edited to tag @sdirrane. This is also partly in response to his thoughts.
I agree that you this is question of semantics. And, I would be curious to know how our varied backgrounds in language affect how we look at this question.I, for example, while born and (mostly) raised in the US, I speak English as my second language. That will affect how I look at English and definitions of English. I know that the English have very subtle differences in how they view certain words. This is painting in broad strokes, but on a more individual front, we each hail from different backgrounds, and appreciate different nuances in words.
I do continue to maintain, without hope or expectation of converting you or anybody else, that a game mechanism is one of the games smallest consituent parts. I do also wish to state that for most people, maybe even most gamers, talking about mechanisms is not all that helpful in describing a game. Let me give an example. For mechanics of #The Castles of Burgundy, BGG has listed the following mechanics: Dice rolling, Grid coverage, Hexagon Grid, Set collection, Tile Placement, Turn order: Stat-based, Worker placement with dice workers. These are all correct, but give me much less of a sense of the feel of the game, than if somebody were to tell me that it is a, "multi-player solitaire, point salad, euro game."
My stance of course begs the question, what is the good of mechanics then?
They are good because we are nerds and like talking about them. They are also good because as we get deeper in the hobby we can identify the feelings that certain mixtures of mechanics will give. We can, to a certain extent, tell a little bit of the "taste" of the game by reading its recipe.