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Mechanics rules booklet handbook
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© BENEFITS OF THE JUDGE MECHANIC
+ Highly Interactive
+ The outcome is entirely based on other players choices
+ Little Downtime
+ Action selection is usually taken simultaneously
+ During the judgement, all players at the table are engaged in hearing the judge's
reasoning and the winner
+ Opportunity for Creative Expression
+ Lateral thinking, unusual choices, and choices made for comedy sake can be
rewarded by a like-minded Judge
+ You are able to take actions that express your own personal preferences as both
player and judge
+ Rewards Personal Connection
+ The skill the game rewards most is being able to predict the preferences of the
judge
+ Playing helps players get to know the other people at the table even more so than
most games
© PITFALLS OF THE JUDGE MECHANIC
+ Arbitrariness or Unfairness
+ The choices of the Judge are subjective so not all players may agree with them
+ If the Judge can determine who did what, they can award points based on the
score of the game instead of the strength of the cards played or actions taken
+ Depends on strong player engagement to work
+ Most of the “fun” in this mechanic is derived from the personalities of and social
interactions between players
+ If even one player is disengaged, the game may break down
+ Repetition
+ Repeating just one action again and again (action selection/judgement) can
become repetitive if care is not taken to vary roundsAPPLES TO APPLES
Apples to Apples was released by Out of the Box Games in 1999 and is now produced
by Mattel. It is a member of the Party Game Genre, but spawned an entire subgenre
of games itself based on its central mechanic: the judge mechanic.
HOW APPLES TO APPLES USES THE JUDGE MECHANIC
In Apples to Apples, each player has a hand full of Red Apple cards. Each Red Apple
card is a noun (person, place, or thing). Examples: Gandhi, West Berlin 1949, Your Sock
Drawer.
A random card is flipped off the top of a separate Green Apple deck that has a
descriptive word, such as “Happy, Scary, Funny, or Amazing.” One player acts as the
Judge while all other players secretly select a Red Apple Card from their hand that
they believe best fits the description on the Green Apple Card. For example, if the
word was “Funny,” you might play “A Clown.” Or if the word was “Scary” you might
also play “A Clown.” It depends on your (and the judge's) interpretation of the cards.
The Judge reads all the cards without knowing who played each one, and then
decides which best fits the description. The player who played that card gets to keep a
card as a point in their score pile.
The most fun moments in Apples to Apples comes when a card fits the description in
an unexpected way.
®2. AUCTION MECHANIC (3
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of the action. Typically each player has equal starting resources and then bid for a
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writing bids down or putting their bid under a cup or behind a screen). In trick-taking
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+ Little Downtime
Players must be attentive during auctions
Each bidding action is relevant to all players
+ Easy to Understand
The concept of bidding for something is familiar to most players
since the practice of auctions is very common in real life
+ High Tension
The risk of overbidding, or underbidding is a tense one
A bid is almost always a meaningful decision
+ Fair, skill-based
ie. not random
°
+ Mistakes are punishing
It is easy for inexperienced players to make huge mistakes in auctions by
drastically over bidding
+ Requires strong ability to plan
Actions early in auction games can ruin strategy in the late game,
especially if resources are limited
+ Slow pace
Auctions take longer than players simply spending a resource to buy
things, letting players select things in turn, or using random chance
This means turn length and the unit of play increasesGOING GOING GONE
Going Going Gone is an auction game designed by Scott Nicholson and published by
Stronghold Games in 2013. It combines strategy and set collection with a fast-paced
real time bidding mechanic
How GOING GOING GONE USES THE AUCTION MECHANIC
In Going Going Gone, players participate in three rounds of auctions to try and acquire
collectors items such as toys, memorabilia, and automobiles, all represented on cards.
Players earn points for making matching sets of cards that are of the same category
(represented by a picture) or from the same country of origin (represented by a flag on
the card).
Unlike most auction games, the auctions in Going Going Gone take place in real time.
There are cups placed next to each card that can be bought in the auction, and players
simultaneously add colored cubes to the cups until one player has spent all their
cubes. They then place a large card over the cups to end the auction.
Going Going Gone captures the skill of auction games (planning, tense decisions on
how much to bid etc.) but solves the pacing problem by having all players bid at once.
It also adds a dexterity element, since players have to get the cubes into the correct
cups quickly.3. CHANCE MECHANIC &
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require players to take randomness into account to make the right decisions.
°
+ Adds uncertainty, excitement, and suspense
+ Allows players of various skill levels to compete
The greater the level of randomness in a game, the more likely it is for the
weaker player to win
+ Forces players to adapt to circumstances
‘Making changes to strategy on the fly due to unforeseen events can be very
engaging
°
+ Can cause a sense of “unfairness”
When a player makes the right move, but loses anyway due to random chance,
this can seem unfair
+ Can disempower players
If players sense that their actions have less influence than random chance, they
may feel the entire game is pointlessBACKGAMMON
Backgammon is a board game of ancient origin first found in Rome and the Byzantine
empire. It spread to Egypt around 3500 BCE and is now one of the most widely
played games in the world. It is one of the oldest two-player games in existence.
HOw BACKGAMMON USES THE CHANCE MECHANIC
Players start Backgammon with an equal number of pieces in the same arrangement
that they must move from one side of the board to the other. Each turn, players roll
two dice which they may spend to move their pieces that far along the board.
Although the die rolls are random, there is a good deal of skill in selecting which
pieces to move when.
Rolling doubles has the special effect of letting the player use each dice twice. In fact,
they must use each dice twice. This is a powerful effect that occurs roughly 1/6th of
the time, and allows players to move farther faster. This can let a player who is behind
catch up, or let weaker players take advantage of luck to overcome a better opponent.4. HIDDEN ROLES &&,
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random card which only they can look at. This role might give them a special ability,
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the other players have, while keeping your own role secret.
°
+ Adds Uncertainty
The element of random chance means you can never be certain who
has what role
+ Good Social Interaction
Since you need to figure out other players’ roles, interacting with them is
important
+ Lets players bluff
Some players greatly enjoy deceiving each other and making risky bluffs
+ Memorable moments and surprises
All of the above leads to many memorable moments and surprises when
it is revealed who had which role
°
+ Requires specific skills
+ Deception doesn’t appeal to all players
+ Can lead to arguments and disputes
If players become very invested in these games, real feelings of betrayal
can emergeWEREWOLF
Originally designed in the Soviet Union in the 1986 by Dimitry Davidoff, Werewolf (or
‘Mafia, as itis often also called) is a popular social party game. Variants of Werewolf
and Mafia have been published by a number of companies, but the rules are available
online.
HOW WEREWOLF USES THE HIDDEN ROLES MECHANIC
Werewolf pits two teams against each other (villagers vs. werewolves). At the start of
the game, everyone is assigned randomly to one team or the other. There are always
more villagers than werewolves
The villagers do not know who is on what team, but the werewolves know who else is
a werewolf.
The goal of the villagers is to kill all the werewolves. The goal of the werewolves is to
kill enough villagers so there are an equal number of villagers and werewolf players
The game is played in two phases, Day and Night. Each day, the villagers must
publically vote to “kill” one player (hopefully a werewolf). At night, the werewolves
secretly select one villager to kill.
The bulk of the game is spent trying to convince the other players of one’s innocence,
and to try and determine which players are the real werewolves (or if you are a
werewolf, pointing the blame at someone else).
it
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pretending to have a strong and when they have a weak hand, or vice-versa.
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+ Adds an element of skill to chance-based games
+ Reward the ability to “read” other players
+ Increases the tension brought on by uncertainty
+ Can cause exciting swings in momentum when they work
2
+ Requires specific skills
+ Deception doesn’t appeal to all players
+ Can lead to arguments and disputes
If players become very invested in these games,
real feelings of betrayal can emergePOKER
Made popular in 19th century America, Poker is one of the most widely played games
of chance in the world. Unlike many other gambling games (such as craps, roulette,
and slot machines) poker has a strong element of skill, mostly in the form of bluffing
and reading other players. There are many popular variants of poker, including
Five-Card Draw, Seven-Card Stud, and Texas Hold ‘Em, each of which deals the cards
ina different way.
Although gambling is not accepted in all societies, the mechanics that make poker a
good game should be studied and appreciated
HOW POKER USES THE BLUFFING MECHANIC
In poker, each player is dealt a hand of cards (how many depends on which version
you are played). Players make opening bets based on the strength of their hands, and
then get to add more cards to improve them. After each round of hand improvement,
players may raise the stakes, pass, or fold (quit the game)
If at least two players do not fold, hands are revealed and the player with the best
hand wins all the money that was bet (i.e. the pot).
There are many opportunities to bluff in poker. For instance, you may have a great
hand, but you do not want your opponents to fold -- in fact, you want them to raise
the stakes -- so you represent a bad hand. The opposite is just as often the case; a
player has a bad hand, but they make a large raise to get their opponents to fold
The better players become at this bluffing game, the deeper the bluff goes. Maybe
you make a huge raise in the hopes that your opponent will think you are bluffing, but
in actuality you really do have a great hand. These double bluffs can get quitenn
6. TACTICAL CARDS OS\
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cards you think you'll need and discarding the rest), but mostly refers to acting and
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+ Adds an element of chance by random draw
+ Replayability
Because every time you play, you will draw different cards, tactical card games
are highly replayable
+ Highly skill-based
Even though the cards you draw are random, knowing when and how
to use them is dependant on player skill
+ Meaningful Choice
With many cards in hand, choices can be very complex and mean
the difference between defeat and victory
°
+ Can lead to analysis paralysis
Players might have trouble deciding between the many cards in their hands
unless the benefits of each are clear
+ Complex
Can become overly complex if care is not given to intuitive design
+ Intimidating
‘Managing a hand can be intimidating for beginning playersLOVE LETTER
Love Letter was designed by Seiji Kanai and published by AEG in 2012 as part of their
“Tempest” series of games. Because it is fast and light, but deep, it quickly became
one of the best selling games of that year, and continues to be a bestseller for AEG. It
received multiple honors, including the Origins Award for Best Traditional Game, the
Diana Jones Award for Excellence in Gaming, and was nominated for the Spiel de
Jahres (German Game of the Year) in 2014.
How LOVE LETTER USES THE TACTICAL CARDS MECHANIC
Love Letter is one of the simplest tactical card games of its era. Players take turns
playing cards, attempting to eliminate their opponents, until just one player remains.
Players have a hand of one card. Each turn they draw a second card, and decide
which one to play. Even though players must choose between these two cards, the
game is surprisingly deep, especially because you must choose which other player to
target and which card to save for a more opportune moment. The game also
incorporates bluffing and memory, since the cards reference one another, and you
often are required to guess your opponents’ hand7. RESTRICTED COMMUNICATION ©
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but obscure to others. Other games that rely on hidden information don't allow you to
directly tell your teammates, for example, what cards are in your hand, but allow you
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+ Can be a source of humor
+ Challenges the social part of players’ brai
s
+ Rewards a different skill set than many other games
+ Makes games “fun” and “light”
3
+ Relies on engaged players to supply the fun
+ Can turn off shy playersCHARADES
Charades is a common party game popular in the U.S. and Europe. It is easy to play
because it requires no components, and the rules are simple and well known. Versions
of Charades have been adapted into game shows on a number of TV networks.
HOw CHARADES USES THE RESTRI COMMUNICATION MECHANIC
In Charades, players are divided into two teams. A list of words are generated (often
commonly known movies, books, actors, and so on). In turn, each player is given a
word, and must act out that word for their team without speaking or writing. If the
player's team guesses the word within a time limit (often a minute), that team wins a
point.
A system of charades sign languages has been developed to help communicate ideas
for common words such as “Movie” “TV” and “Book.” Additionally it is common to
hold up fingers to show how many words are in the secret phrase, and to direct the
team which word and which syllable of the word the acting player is addressing.
A common start to a Charades round might be a rapid set of signals like “Movie.
Three Words... First word, First syllable sounds like..”
From there, the skill is in coming up with evocative gestures to communicate ideas
and sounds as quickly as possible.Yoh aT Cc
‘Many games incorporate voting as a mechanic when decisions need to be made by a
group. Players each select an option, and then preferences are revealed and tallied,
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+ Widely Known
Voting is a common activity in civic life, most people already understand it
+ Allows players to use social skills strategically
The ability to explain your position proves useful when voting comes up in games
+ Skill-based, not luck-based
Because the outcome is determined totally by players, voting is a skill-based way
to settle uncertain outcomes
°
+ Situational
Voting mechanics only work in specific types of games where players have
shared interests
+ Ties
If you use voting, you must figure out how (or if) ties are broken
+ Arguing
‘Sometimes vote-based games can break down into long arguments that ruin
the pace of the gameTHE RESISTANCE
The resistance is a social, hidden-role based game designed by Don Eskridge and
published by Indie Board and Cards in 2009. It bares a similarity to Werewolf and other
hidden-role games, but became very popular because of its compact box, exciting
theme, and tense mechanics. Notable variants include Resistance Avalon, which is set
in King Arthur's court.
How THE RESISTANCE USES THE VOTING MECHANIC
The Resistance pits two teams (the Resistance and the Spies). Like Werewolf, the spies
know who one another are, but the resistance starts the game with no information
about who is who. Each turn, a new players is selected as “leader” and that leader
makes a “team” to go on a “mission.”
Before the team can go on the mission, everyone at the table must vote on whether or
not the team is acceptable. The vote begins with a public debate, then everyone
secretly selects Yes or No and reveals it simultaneously. This voting round is one of the
primary sources of information for the resistance to determine who is on their side. If a
player votes no, why not? If they voted yes, why?
The missions in resistance are the voting mechanic in another form - secret ballot
Everyone on the current team plays one face down card to the center of the table. The
card is either a “Pass” card or a “Fail” card. The Resistance must play a pass card, but
the Spies can play either pass or fail. The cards are mixed together to obscure who
played which card, and then revealed. If even one Fail card appears, the mission fails.
The object of the game for the Resistance is to figure out who is a spy, and keep them
off of teams by voting. The object of the team for the Spies is to convince the
Resistance that they are on their side, and then get on teams to play Fail cards in the
secret ballot9. PRESS YOUR LUCK *@
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for players. First, a player take an action that results in some reward (usually points or
in-game currency). Then they are given an opportunity to risk what they've won to earn
a greater reward. Game shows such as Let's Make A Deal, Deal or No Deal, and Press
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as the turn progresses.
°
+ Adds an element of skill to random chance
Players can try to figure out what their odds are, and weigh the risk vs. the
reward before they decide to continue
+ Appeals to different player types
Conservative players can play safe and earn steady rewards, while adventurous
players can continue to take big risks for greater payouts.
+ High Tension
The risk of overbidding, or underbidding is a tense one
A bid is almost always a meaningful decision
+ Tense
The moment before a press your luck action is resolved is very suspenseful, and
the resolution is exciting no matter what the results are.
Either it’s a big, odds-defying win, or a colossal failure. There is no in-between.
+ Mistakes are punishing
Big risks can often mean big crashes, which leads to unbalanced games where
players are mathematically eliminated
+ Negative Feedback Loop
if a player does poorly, they must take greater risks to catch up
The greater risks they take, the more likely they are to continue to failZombie Dice was designed by Steve Jackson and published by Steve Jackson Games
in 2010. It is a simple, dice-based game with an appealing theme, and it won the 2010
Origins Award for best Children’s and Family Game.
Press your luck is the central mechanic of Zombie Dice. Each round, the active player
rolls three dice. The dice can either show be Brains (good), Bullets (bad), or footprints
(nothing). The dice are color coded by danger level, so the dice with the most bullets
are red, and the fewest bullets are green.
After you roll, you score all the Brains you rolled, and then decide to roll again with
more dice, or keep what you've banked. Each time you roll a bullet, you must set it
aside. If you ever get 3 bullets set aside, the round ends and you lose all the brains
you scored>
10. NEGOTIATION/TRADING 4
Games that use trading let players swap resources with one another. Typically, the
players that trade are opponents who are trying to make a deal that benefits both
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games (3+ players).
Sometimes the trades are not made for resources, but for actions or assistance in
game actions. Trading in this way is often referred to as negotiation.
°
+ Adds player interaction
+ Rewards deal-making ability
It's good for games to reward more than one skill set
+ Helps distribute resources
You don't have to worry as much about chance preventing players from acquiring
needed resources if they can trade to obtain them.
°
+ Relies on players
Some players just prefer not to trade, so they don't take that action.
This can cause a game that relies on trades for resource distribution to break
+ Politics
Players can make unfair deals to benefit friends
Even players making fair, reasonable deals can shut out certain players
This leads to a feeling of unfairness, or being targetedSETTLERS OF CATAN
Settlers of Catan is the game credited with beginning the “euro game" revolution in
America. It was designed by Klauss Tauber and published in 1995. The game has been
produced by a wide variety of publishers, and remains one of the top selling hobby
board games in the world. It won the Spiel De Jahres in 1995, and has been given
many other awards and honors since then.
HOW SETTLERS OF CATAN USES THE NEGOTIATION/TRADING MECHANIC
ISettlers of Catan uses die rolls to determine which player receives resources. This is
based on the position of players settlements on a board near various resource
generating tiles (sheep, wood, brick, stone, and others).
Each round, the dice are rolled and resource cards are awarded to players based on
the outcome. Players then have the ability to trade resource cards among themselves
to make sets that they can spend to build more settlements, roads, or special cards
The trading in the game is primarily a method of fixing the randomness of resources,
and enables the game to run smoothly even if players are unlucky.11. ACTION POOL
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This can take the form of tokens, an action track that is progressed, or in some cases no
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+ Allows players more freedom in how they play the game
+ Allows the game to have more complex actions
+ Allows many different strategies and tactics
The concept of bidding for something is familiar to most players
since the practice of auctions is very common in real life
+ Allows inclusion of situational actions
Some actions are only useful in certain situations, but with action pools,
you don't need to do an action unless you want to
This gives players the option, and suggests that it might be strategically valuable,
without making it an entire phase or step of the game
°
+ Can lead to analysis paralysis
With many different actions and combinations of actions, players may get stuck
figuring out what the best course of action is
+ Complex
Beginners may be intimated by long lists of actions
Long lists of actions are also difficult to remember
+ Pacing
Having turns that include a string of multiple actions could lead to a slow pace
and more downtime
Simplifying turn structure (Move then Act, no pool) could solve this issueSTAR TREK FLEET CAPTAINS
Star Trek Fleet Captains was designed by Mike Elliott, Bryan Kinsella, and Ethan
Pasternack and published by WizKids in 2011. It uses miniatures to experience
scenarios based on the Star Trek TV and film series. It was nominated for the
International Gamers Award in 2012.
HOw STAR TREK FLEET CAPTAINS USES THE ACTION POOL MECHANIC
In Star Trek Fleet Captains, players each control a small fleet of ships (usually between
one and five ships). Each ship is allowed to move once per turn. Additionally, players
are allowed to take up to three special actions per turn, which could be attacking an
enemy ship, scanning space, using the ship's systems to achieve an effect, gaining
control of territory, or adjusting the abilities of the ship.
Each ship may only act once, so if you have more than 3 ships, not all of them may
take an action, and if you have fewer than three ships, you may not be able to use all
your actions. Other actions in the game include repairing ships and adding new ships
to your fleet.
The wide variety of actions and combinations appeals to hobby gamers and fans of
Star Trek, but has less appeal for casual gamers.