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tabletop game Tabletop games or tabletops are games that are normally played on a table or other flat surface, such as board games, card games, dice games, miniature wargames, or tile-based games. Classification according to equipment used Tabletop game ...
s and
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device to gener ...
s, game mechanics are the rules or
ludeme A ludeme is "an element of play" within a card game or board game, as distinct from an "instrument of play" which forms part of the equipment with which a game is played. An example of a ludeme is the L-shaped movement of a knight A knight is ...
s that govern and guide the player's actions, as well as the game's response to them. A rule is an instruction on how to play, a ludeme is an element of play like the L-shaped move of the knight in chess. A game's mechanics thus effectively specify how the game will work for the people who play it. There are no accepted definitions of game mechanics. Some competing definitions include the opinion that game mechanics are "systems of interactions between the player and the game", that they "are more than what the player may recognize, they are only those things that impact the play experience", and "In
tabletop game Tabletop games or tabletops are games that are normally played on a table or other flat surface, such as board games, card games, dice games, miniature wargames, or tile-based games. Classification according to equipment used Tabletop game ...
s and
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, game controller, controller, computer keyboard, keyboard, or motion sensing device to gener ...
s, 'game mechanics' are the rules and procedures that guide the player and the game response to the player's moves or actions". All games use mechanics; however, there are different theories as to their ultimate importance to the game. In general, the process and study of
game design Game design is the art of applying design and aesthetics to create a game for entertainment or for educational, exercise, or experimental purposes. Increasingly, elements and principles of game design are also applied to other interactions, in ...
are efforts to come up with game mechanics that allow for people playing a game to have an engaging, but not necessarily fun, experience. The interaction of various game mechanics in a game determines the complexity and level of player interaction in the game, and in conjunction with the game's environment and
resources Resource refers to all the materials available in our environment which are technologically accessible, economically feasible and culturally sustainable and help us to satisfy our needs and wants. Resources can broadly be classified upon their ...
determine
game balance Game balance is a branch of game design that is described as a mathematical- algorithmic model of a game’s numbers, game mechanics, and relations between the two. Game balance consists of adjusting values to create a certain user experience. Pl ...
. Some forms of game mechanics have been used in games for centuries, while others are relatively new, having been invented within the past decade.


Game mechanics vs. gameplay

Gameplay Gameplay is the specific way in which players interact with a game, and in particular with video games. Gameplay is the pattern defined through the game rules, connection between player and the game, challenges and overcoming them, plot and pla ...
could be defined as the combination and interaction of many elements of a game. However, there is some confusion as to the difference between game mechanics and gameplay. For some, gameplay is nothing more than a set of game mechanics. For others, gameplay—especially when referenced in the term of "basic gameplay"—refers to certain core game mechanics which determine the overall characteristics of the game itself. For example, the basic gameplay of a shooting or fighting video game is to hit while not being hit. In a
graphic adventure game An adventure game is a video game genre in which the player assumes the role of a protagonist in an interactive story driven by exploration and/or puzzle-solving. The genre's focus on story allows it to draw heavily from other narrative-based m ...
, the basic gameplay is usually to solve puzzles related to the context. The basic gameplay of
poker Poker is a family of comparing card games in which players wager over which hand is best according to that specific game's rules. It is played worldwide, however in some places the rules may vary. While the earliest known form of the game w ...
is to produce certain numerical or categorical combinations.
Golf Golf is a club-and-ball sport in which players use various clubs to hit balls into a series of holes on a course in as few strokes as possible. Golf, unlike most ball games, cannot and does not use a standardized playing area, and coping ...
's basic gameplay is to hit a ball and reach a designated spot. The
goal A goal is an idea of the future or desired result that a person or a group of people envision, plan and commit to achieve. People endeavour to reach goals within a finite time by setting deadlines. A goal is roughly similar to a purpose or ...
of these games is slightly different from the gameplay itself. For example, while reaching the end of a stage (in
platform game A platform game (often simplified as platformer and sometimes called a jump 'n' run game) is a sub-genre of action game, action video games in which the core objective is to move the player character between points in an environment. Platform game ...
s), defeating the
boss Boss may refer to: Occupations * Supervisor, often referred to as boss * Air boss, more formally, air officer, the person in charge of aircraft operations on an aircraft carrier * Crime boss, the head of a criminal organization * Fire boss, a p ...
, advancing your characters' progress through the story ( RPGs) or sinking the ball into a hole (golf) may be the ''purpose'' of playing a game, the ''fun'' is derived primarily by the means and the process in which such a goal is achieved. Basic gameplay defines what a game is, to the player, while game mechanics determine the parts of which the entire game consists. In video games, gamers have a well-defined notion of what is considered gameplay. This is: * What the player can do * What other entities can do, in response to player's actions What a player and other entities can do within a game would also fall under the mechanics of a game. However, from a programming or overall design perspective, basic gameplay can be deconstructed further to reveal constituent game mechanics. For example, the basic gameplay of fighting game can be deconstructed to attack and defense, or punch, kick, block, dodge and throw; which can be further deconstructed to strong/weak punch/kick. For this reason, game mechanics is more of an engineering concept while gameplay is more of a design concept.


Game mechanics vs. theme

Some games are 'abstract'—that is, the action is not intended to represent anything; Go is one famous example. Other games have a 'theme'—some element of representation. ''
Monopoly A monopoly (from Greek el, μόνος, mónos, single, alone, label=none and el, πωλεῖν, pōleîn, to sell, label=none), as described by Irving Fisher, is a market with the "absence of competition", creating a situation where a speci ...
'' is a famous example where the events of the game are intended to represent another activity, in this case, the buying and selling of properties. Games that are mechanically similar can vary widely in theme.
Eurogames The EuroGames are an LGBT multi-sport event in Europe, licensed by the European Gay and Lesbian Sport Federation to a local city host each year and organised (most often) by one or more of the federation's member clubs. Similar to the Gay Games ...
often feature relatively simple systems, and stress the mechanics, with the theme merely being a context to place the mechanics in. Some
wargames ''WarGames'' is a 1983 American science fiction techno-thriller film written by Lawrence Lasker and Walter F. Parkes and directed by John Badham. The film, which stars Matthew Broderick, Dabney Coleman, John Wood, and Ally Sheedy, foll ...
, at the other extreme, are known for complex rules and for attempts at detailed simulation.


Key game mechanics categories

Game mechanics fall into several more or less well-defined categories, which (along with basic gameplay and theme) are sometimes used as a basis to classify games.


Turns

A game ''turn'' is an important fundamental concept to almost all non-computer games, and many video games as well (although in video games, various ''real-time'' genres have become much more popular). In general, a turn is a segment of the game set aside for certain actions to happen before moving on to the next turn, where the sequence of events can largely repeat. In a truly abstract game (''
backgammon Backgammon is a two-player board game played with counters and dice on tables boards. It is the most widespread Western member of the large family of tables games, whose ancestors date back nearly 5,000 years to the regions of Mesopotamia an ...
'') turns are nothing more than a means to regulate play. In less abstract games (''
Risk In simple terms, risk is the possibility of something bad happening. Risk involves uncertainty about the effects/implications of an activity with respect to something that humans value (such as health, well-being, wealth, property or the environme ...
''), turns obviously denote the passage of time, but the amount of time is not clear, nor important. In
simulation game Simulation video games are a diverse super-category of video games, generally designed to closely simulate real world activities. A simulation game attempts to copy various activities from real life in the form of a game for various purposes such ...
s, time is generally more concrete.
Wargames ''WarGames'' is a 1983 American science fiction techno-thriller film written by Lawrence Lasker and Walter F. Parkes and directed by John Badham. The film, which stars Matthew Broderick, Dabney Coleman, John Wood, and Ally Sheedy, foll ...
usually specify the amount of time each turn represents, and in
sports game A sports video game is a video game that simulates the practice of sports. Most sports have been recreated with a game, including team sports, track and field, extreme sports, and combat sports. Some games emphasize actually playing the sport (s ...
s a turn is usually distinctly one 'play', although the amount of time a play or turn takes can vary. Some games use ''player turns'' where one player gets to perform their actions before another player can perform any on ''their'' turn (''
Monopoly A monopoly (from Greek el, μόνος, mónos, single, alone, label=none and el, πωλεῖν, pōleîn, to sell, label=none), as described by Irving Fisher, is a market with the "absence of competition", creating a situation where a speci ...
'' and
chess Chess is a board game for two players, called White and Black, each controlling an army of chess pieces in their color, with the objective to checkmate the opponent's king. It is sometimes called international chess or Western chess to dist ...
would be classic examples). Some use ''game turns'', where all players contribute to the actions of a single turn (board-game simulations of
American football American football (referred to simply as football in the United States and Canada), also known as gridiron, is a team sport played by two teams of eleven players on a rectangular field with goalposts at each end. The offense, the team wit ...
tend to have both players pick plays and then determine the outcome; each 'play' or 'down' can be considered a turn). Some games have 'game turns' that consist of a round of player turns, possibly with other actions added in (''
Civilization A civilization (or civilisation) is any complex society characterized by the development of a state, social stratification, urbanization, and symbolic systems of communication beyond natural spoken language (namely, a writing system). C ...
'' plays with a series of player turns followed by a trading round in which all players participate). In games that are meant to be some sort of simulation, the on/off nature of player turns can cause problems and has led to a few extra variations on the theme. The semi-simultaneous turn allows for some reactions to be done during the ''other'' player's turn. The
impulse-based turn An impulse-based turn system is a game mechanic where a game turn is broken up into a series of discrete, repeating segments, or impulses. It can be considered a fairly complex mechanic, but has been used in three games that have enjoyed long-ter ...
divides the turn into smaller segments or ''impulses'' where everyone does ''some'' of their actions at one time, and then reacts to the current situation before moving on to the next impulse (as seen in ''
Star Fleet Battles ''Star Fleet Battles'' (SFB) is a tactical board wargame set in an offshoot of the ''Star Trek'' setting called the Star Fleet Universe. Originally created in 1979 by Stephen V. Cole, it has had four major editions. The current edition is publi ...
'' or ''
Car Wars ''Car Wars'' is a vehicle combat simulation game developed by Steve Jackson Games. It was first published in 1980. Players control armed vehicles in a post-apocalyptic future. Game play In ''Car Wars'', players assume control of one or more cars ...
''). In some games, not all turns are alike. Usually, this is a difference in what ''phases'' (or different portions of the turn) happen. ''
Imperium Romanum II ''Imperium Romanum'' is a 2008 city-building video game for Microsoft Windows developed by Haemimont Games and published by Kalypso Media (SouthPeak Games only licensed the game for a U.S. release by Kalypso). Players act as governor of a Roma ...
'' for instance, features a "Taxation and Mobilization Phase" in every third turn (month), which does not occur in the other turns. '' Napoleon'' has an unusual variation on the idea, where every third ''player'' turn is 'night turn' where combat is not allowed. Even in real-time computer games, there are often certain periodic effects. For instance, a wounded character in ''
World of Warcraft ''World of Warcraft'' (''WoW'') is a massively multiplayer online role-playing game (MMORPG) released in 2004 by Blizzard Entertainment. Set in the ''Warcraft'' fantasy universe, ''World of Warcraft'' takes place within the world of Azeroth ...
'' will gradually recover health while out of combat. The rate of recovery is calculated from the character's statistics and applied per "tick" as a lump sum, so a character would gain ten health per tick, instead of one every tenth of a tick. These periodic effects can be considered the vestigial remnants of the concept of turns.


Action points

These control what players may do on their turns in the game by allocating each player a budget of "action points" each turn. These points may be spent on various actions according to the game rules, such as moving pieces, drawing cards, collecting money, etc. This type of mechanism is common in many "
German-style board game A Eurogame, also called a German-style board game, German game, or Euro-style game, (generally just referred to as board games in Europe) is a class of tabletop games that generally has indirect player interaction and abstract physical componen ...
s".


Auction or bidding

Some games use an auction or bidding system in which the players make competitive bids to determine which player gets the right to perform particular actions. Such an auction can be based on different forms of "payment": * The winning bidder must pay for the won privilege with some form of game resource (game money, points, etc.) (e.g.: '' Ra''). * The winning bidder does not pay upon winning the auction, but an auction is a form of a promise that the winner will achieve some outcome in the near future. If this outcome is not achieved, the bidder pays some form of penalty. Such a system is used in many
trick-taking game A trick-taking game is a card or tile-based game in which play of a '' hand'' centers on a series of finite rounds or units of play, called ''tricks'', which are each evaluated to determine a winner or ''taker'' of that trick. The object of suc ...
s, such as
contract bridge Contract bridge, or simply bridge, is a trick-taking card game using a standard 52-card deck. In its basic format, it is played by four players in two competing partnerships, with partners sitting opposite each other around a table. Millions ...
. In some games the auction determines a unique player who gains the privilege; in others, the auction orders all players into a sequence, often the sequence in which they take turns during the current round of gameplay.


Cards

These involve the use of cards similar to playing cards to act as a
randomizer Randomizer most often refers to: * Scrambler, a telecommunications device * Video game randomizers {{disambiguation ...
and/or to act as tokens to keep track of states in the game. A common use is for a deck of cards to be shuffled and placed face down on or near the game playing area. When a random result is called for, a player draws a card and what is printed on the card determines the outcome of the result. Another use of cards occurs when players draw cards and retain them for later use in the game, without revealing them to other players. When used in this fashion, cards form a game resource.


Capture/eliminate

In some games, the number of tokens a player has on the playing surface is related to their current strength in the game. In such games, it can be an important goal to ''capture'' opponent's tokens, meaning to remove them from the playing surface. Captures can be achieved in a number of ways: * Moving one of one's own tokens into a space occupied by an opposing token (e.g.
chess Chess is a board game for two players, called White and Black, each controlling an army of chess pieces in their color, with the objective to checkmate the opponent's king. It is sometimes called international chess or Western chess to dist ...
, parchisi). * Jumping a token over the space occupied by an opposing token (e.g.
draughts Checkers (American English), also known as draughts (; British English), is a group of strategy board games for two players which involve diagonal moves of uniform game pieces and mandatory captures by jumping over opponent pieces. Checkers ...
). * Declaring an "attack" on an opposing token, and then determining the outcome of the attack, either in a deterministic way by the game rules (e.g. ''
Stratego ''Stratego'' ( ) is a strategy board game for two players on a board of 10×10 squares. Each player controls 40 pieces representing individual officer and soldier ranks in an army. The pieces have Napoleonic insignia. The objective of the game ...
'', ''
Illuminati The Illuminati (; plural of Latin ''illuminatus'', 'enlightened') is a name given to several groups, both real and fictitious. Historically, the name usually refers to the Bavarian Illuminati, an Enlightenment-era secret society founded on 1 ...
''), or by using a randomising method (e.g. '' Illuminati: New World Order''). * Surrounding a token or region with one's own tokens in some manner (e.g. go). * Playing cards or other resources that the game allows to be used to capture tokens. In some games, captured tokens are simply removed and play no further part in the game (e.g. chess). In others, captured tokens are removed but can return to play later in the game under various rules (e.g.
backgammon Backgammon is a two-player board game played with counters and dice on tables boards. It is the most widespread Western member of the large family of tables games, whose ancestors date back nearly 5,000 years to the regions of Mesopotamia an ...
, pachisi). Less common is the case in which the capturing player takes possession of the captured tokens and can use them himself later in the game (e.g.
shogi , also known as Japanese chess, is a strategy board game for two players. It is one of the most popular board games in Japan and is in the same family of games as Western chess, '' chaturanga, Xiangqi'', Indian chess, and '' janggi''. ''Shōg ...
, Reversi, Illuminati). Many video games express the capture mechanism in the form of a kill count, (sometimes referred to as "frags"), reflecting the number of opposing pawns eliminated during the game.


Catch-up

Some games include a mechanism designed to make progress towards victory more difficult the closer a player gets to it. The idea behind this is to allow trailing players a chance to catch up and potentially still win the game, rather than suffer an inevitable loss once they fall behind. This may be desirable in games such as racing games that have a fixed finish line. An example is from ''
The Settlers of Catan ''Catan'', previously known as ''The Settlers of Catan'' or simply ''Settlers'', is a multiplayer board game designed by Klaus Teuber. It was first published in 1995 in Germany by Franckh-Kosmos Verlag (Kosmos) as ''Die Siedler von Catan''. P ...
''. This game contains a neutral piece (the robber), which debilitates the resource generation of players whose territories it is near. Players occasionally get to move the robber, and frequently choose to position it where it will cause maximal disruption to the player currently winning the game. Another example, often seen in racing games, such as '' Chutes and Ladders'' is by requiring rolling or spinning the exact number needed to reach the finish line; e.g., if a player is only four spaces from the finish line then they must roll a four on the die or land on the four with the spinner. If more than four is rolled, then the turn is forfeited to the next player. Other games do the reverse, making the player in the lead more capable of winning, such as in ''
Monopoly A monopoly (from Greek el, μόνος, mónos, single, alone, label=none and el, πωλεῖν, pōleîn, to sell, label=none), as described by Irving Fisher, is a market with the "absence of competition", creating a situation where a speci ...
'', and thus the game is drawn to an end sooner. This may be desirable in
zero-sum Zero-sum game is a mathematical representation in game theory and economic theory of a situation which involves two sides, where the result is an advantage for one side and an equivalent loss for the other. In other words, player one's gain is ...
games.


Dice

These involve the use of ''dice'', usually as randomisers. Most dice used in games are the standard cubical dice numbered from 1 to 6, though games with polyhedral dice or those marked with
symbol A symbol is a mark, sign, or word that indicates, signifies, or is understood as representing an idea, object, or relationship. Symbols allow people to go beyond what is known or seen by creating linkages between otherwise very different conc ...
s other than numbers exist. The most common use of dice is to randomly determine the outcome of an interaction in a game. An example is a player rolling a die or dice to determine how many board spaces to move a game token. Dice often determine the outcomes of in-game conflict between players, with different outcomes of the die/dice roll of different benefit (or adverse effect) to each player involved. This is useful in games that simulate direct conflicts of interest.


Engine building

Engine building is a mechanism that involves building and optimizing a system to create a flow of resources. ''
SimCity ''SimCity'' is an open-ended city-building video game series originally designed by Will Wright. The first game in the series, '' SimCity'', was published by Maxis in 1989 and were followed by several sequels and many other spin-off "''Si ...
'' is an example of an engine-building video game: money activates building mechanisms, which in turn unlock feedback loops between many internal resources such as people, job vacancies, power, transport capacity, and zone types. In engine-building board games, the player adds and modifies combinations of abilties or resources to assemble a
virtuous circle A vicious circle (or cycle) is a complex chain of events that reinforces itself through a feedback loop, with detrimental results. It is a system with no tendency toward equilibrium (social, economic, ecological, etc.), at least in the short r ...
of increasingly powerful and productive outcomes.


Movement

Many
board game Board games are tabletop games that typically use . These pieces are moved or placed on a pre-marked board (playing surface) and often include elements of table, card, role-playing, and miniatures games as well. Many board games feature a ...
s involve the movement of playing tokens. How these tokens are allowed to move, and when, is governed by movement mechanics. Some game boards are divided into more or less equally-sized areas, each of which can be occupied by one or more game tokens. (Often such areas are called
squares In Euclidean geometry, a square is a regular quadrilateral, which means that it has four equal sides and four equal angles (90-degree angles, π/2 radian angles, or right angles). It can also be defined as a rectangle with two equal-length ad ...
, even if not strictly square in shape.) Movement rules will specify how and when a token can be moved to another area. For example, a player may be allowed to move a token to an adjacent area, but not one further away. Dice are sometimes used to randomize the allowable movements. Other games, particularly
miniatures games Miniatures games are a form of tabletop game which prominently features the use of miniature models or figures. War games One of the oldest and most popular miniatures game genres is that of war games, where figures are arranged into competing " ...
are played on surfaces with no marked areas. A common movement mechanism, in this case, is to measure the distance which the miniatures are allowed to move with a
ruler A ruler, sometimes called a rule, line gauge, or scale, is a device used in geometry and technical drawing, as well as the engineering and construction industries, to measure distances or draw straight lines. Variants Rulers have long ...
. Sometimes, generally in naval wargames, the ''direction'' of movement is restricted by use of a
turning key Turning is a machining process in which a cutting tool (machining), cutting tool, typically a non-rotary tool bit, describes a helix toolpath by moving more or less linearly while the workpiece rotation around a fixed axis, rotates. Usuall ...
.


Resource management

Many games involve the management of ''resources''. Examples of game resources include tokens, money,
land Land, also known as dry land, ground, or earth, is the solid terrestrial surface of the planet Earth that is not submerged by the ocean or other bodies of water. It makes up 29% of Earth's surface and includes the continents and various isl ...
,
natural resource Natural resources are resources that are drawn from nature and used with few modifications. This includes the sources of valued characteristics such as commercial and industrial use, aesthetic value, scientific interest and cultural value. ...
s,
human resources Human resources (HR) is the set of people who make up the workforce of an organization, business sector, industry, or economy. A narrower concept is human capital, the knowledge and skills which the individuals command. Similar terms include ...
and
game points The following is a glossary of terms used in card games. Besides the terms listed here, there are thousands of common and uncommon slang terms. Terms in this glossary should not be game-specific (e.g. specific to Bridge (card game), Bridge, Hearts ...
. Resource management involves the players establishing relative values for various types of available resources, in the context of the current state of the game and the desired outcome (i.e. winning the game). The game will have rules that determine how players can increase, spend, or exchange their various resources. The skillful management of resources under such rules allows players to influence the outcome of the game.


Risk and reward

Some games include situations where players can "press their luck" in optional actions where the
danger Danger is a lack of safety and may refer to: Places * Danger Cave, an archaeological site in Utah * Danger Island, Great Chagos Bank, Indian Ocean * Danger Island, alternate name of Pukapuka Atoll in the Cook Islands, Pacific Ocean * Danger Isl ...
of a risk must be weighed against the chance of reward. For example, in '' Beowulf: The Legend'', players may elect to take a "Risk", with success yielding cards and failure weakening the player's ultimate chance of victory.


Role-playing

Role-playing games A role-playing game (sometimes spelled roleplaying game, RPG) is a game in which players assume the roles of player character, characters in a fictional Setting (narrative), setting. Players take responsibility for acting out these roles within ...
often rely on mechanics that determine the effectiveness of in-game actions by how well the player acts out the role of a
fictional character In fiction, a character (or speaker, in poetry) is a person or other being in a narrative (such as a novel, Play (theatre), play, Radio series, radio or television series, music, film, or video game). The character may be entirely fictional or b ...
. While early role-playing games such as ''
Dungeons & Dragons ''Dungeons & Dragons'' (commonly abbreviated as ''D&D'' or ''DnD'') is a fantasy tabletop role-playing game (RPG) originally designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by Tactical Studies Rules, Inc. (T ...
'' relied heavily on either group consensus or the judgement of a single player (deemed the Dungeon Master or Game Master) or on randomizers such as dice, later generations of
narrativist GNS theory is an informal field of study developed by Ron Edwards which attempts to create a unified theory of how role-playing games work. Focused on player behavior, in GNS theory participants in role-playing games organize their interactions ...
games use more structured and integrated systems to allow role-playing to influence the creative input and output of the players, so both acting out roles and employing rules take part in shaping the gameplay.


Tile-laying