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import streamlit as st

st.markdown("""
**Action Mechanics** πŸ’ͺ: involve taking actions to perform certain tasks within the game. This includes Acting, Action Drafting, Action Points, Action Queue, Action Retrieval, Action Timer, and Action/Event.

**Auction Mechanics** πŸ’°: involve players bidding for items or resources, with various rules governing the bidding process. This includes Advantage Token, Auction Compensation, Auction/Bidding, and various types of Auctions (Dexterity, Dutch, English, Fixed Placement, Multiple Lot, Once Around, Sealed Bid, Turn Order Until Pass), Closed Economy Auction, Constrained Bidding, Predictive Bid, and Selection Order Bid.

**Area Control Mechanics** πŸ—ΊοΈ: involve controlling or moving pieces on a game board in order to influence certain areas or achieve certain goals. This includes Area Majority/Influence, Area Movement, Area-Impulse, Grid Coverage, Grid Movement, Hexagon Grid, Neighbor Scope, Point-to-Point Movement, Static Capture, and Zone of Control.

**Card Mechanics** πŸƒ: involve the use of cards to achieve various goals or perform certain tasks within the game. This includes Campaign/Battle Card Driven, Card Play Conflict Resolution, Command Cards, Deck Construction, and Multi-Use Cards.

**Cooperative and Semi-Cooperative Mechanics** 🀝: involve players working together to achieve a common goal, or sometimes working against each other to achieve individual goals. This includes Alliances, Cooperative Game, Semi-Cooperative Game, and Traitor Game.

**Dice Mechanics** 🎲: involve rolling dice to determine outcomes or perform certain tasks within the game. This includes Critical Hits and Failures, Cube Tower, Die Icon Resolution, Different Dice Movement, Dice Rolling, Re-rolling, and Locking.

**Movement Mechanics** πŸƒ: involve moving pieces around a game board to achieve various goals. This includes Chaining, Impulse Movement, Movement Points, Movement Template, Moving Multiple Units, Three Dimensional Movement, and Track Movement.

**Resource Mechanics** πŸ“ˆ: involve the acquisition, management, or use of resources within the game. This includes Automatic Resource Growth, Commodity Speculation, Increase Value of Unchosen Resources, Income, Investment, Loans, Random Production, Resource Queue, Resource to Move, Stock Holding, and Victory Points as a Resource.

**Turn Order Mechanics** ⏳: involve determining the order in which players take turns within the game. This includes Passed Action Token, Turn Order: Auction, Turn Order: Claim Action, Turn Order: Pass Order, Turn Order: Progressive, Turn Order: Random, Turn Order: Role Order, Turn Order: Stat-Based, Turn Order: Time Track, and Variable Phase Order.

**Social Interaction Mechanics** πŸ’¬: involve various social interactions among players. This includes Bribery, Negotiation, Player Judge, Prisoner's Dilemma, Take That, Targeted Clues, Team-Based Game, and Voting.

**Memory Mechanics** 🧠: involve various memory-related skills needed to play the game. This includes Deduction, Hidden Movement, Memory, and Pattern Recognition.

**Dexterity Mechanics** 🀹: involve physical skills and coordination needed to play the game. This includes Flicking and Slide/Push.

**Resource Management Mechanics** πŸ’Ό: involve managing resources within the game. This includes Deck, Bag, and Pool Building, Market, Pick-up and Deliver, Set Collection, Tech Trees/Tech Tracks, Tile Placement, and Trading.

**Narrative Mechanics** πŸ“–: involve storytelling elements in the game. This includes Narrative Choice/Paragraph and Storytelling.

**Strategy Mechanics** 🎯: involve strategic thinking and decision-making in the game. This includes Catch the Leader, Force Commitment, Hidden Roles, King of the Hill, Layering, Pattern Building, Race, Roll/Spin and Move, Score-and-Reset Game, Simulation, Variable Player Powers, and Variable Set-up.

**Chance Mechanics** 🎲: involve elements of luck or randomness in the game. This includes Push Your Luck, Stat Check Resolution, and Trick-taking.

**Time Mechanics** ⏰: involve time-related elements in the game. This includes Elapsed Real Time Ending, Real-Time, Scenario/Mission/Campaign Game, and Sudden Death Ending.

**Movement Mechanics** 🚢: involve moving pieces on a game board. This includes Connections, Crayon Rail System, Enclosure, Highest-Lowest Scoring, Ladder Climbing, Line Drawing, Line of Sight, Map Addition, Map Deformation, Map Reduction, Minimap Resolution, Modular Board, Move Through Deck, Multiple Maps, Order Counters, Ordering, Pieces as Map, Relative Movement, Rondel, Tile Placement, Tug of War, and more.

**Other Mechanics** πŸ†•: involve additional mechanics that don't fit into the categories above. This includes Closed Drafting, Communication Limits, End Game Bonuses, Events, Finale Ending, Follow, Hand Management, Hot Potato, I Cut, You Choose, Induction, Interrupts, Kill Steal, Lose a Turn,


Action Mechanics: Acting, Action Drafting, Action Points, Action Queue, Action Retrieval, Action Timer, Action/Event. These mechanics involve taking actions to perform certain tasks within the game.

Auction Mechanics: Advantage Token, Auction Compensation, Auction/Bidding, various types of Auctions (Dexterity, Dutch, English, Fixed Placement, Multiple Lot, Once Around, Sealed Bid, Turn Order Until Pass), Closed Economy Auction, Constrained Bidding, Predictive Bid, Selection Order Bid. These mechanics involve players bidding for items or resources, with various rules governing the bidding process.

Area Control Mechanics: Area Majority/Influence, Area Movement, Area-Impulse, Grid Coverage, Grid Movement, Hexagon Grid, Neighbor Scope, Point-to-Point Movement, Static Capture, Zone of Control. These mechanics involve controlling or moving pieces on a game board in order to influence certain areas or achieve certain goals.

Card Mechanics: Campaign/Battle Card Driven, Card Play Conflict Resolution, Command Cards, Deck Construction, Multi-Use Cards. These mechanics involve the use of cards to achieve various goals or perform certain tasks within the game.

Cooperative and Semi-Cooperative Mechanics: Alliances, Cooperative Game, Semi-Cooperative Game, Traitor Game. These mechanics involve players working together to achieve a common goal, or sometimes working against each other to achieve individual goals.

Dice Mechanics: Critical Hits and Failures, Cube Tower, Die Icon Resolution, Different Dice Movement, Dice Rolling, Re-rolling and Locking. These mechanics involve rolling dice to determine outcomes or perform certain tasks within the game.

Movement Mechanics: Chaining, Impulse Movement, Movement Points, Movement Template, Moving Multiple Units, Three Dimensional Movement, Track Movement. These mechanics involve moving pieces around a game board to achieve various goals.

Resource Mechanics: Automatic Resource Growth, Commodity Speculation, Increase Value of Unchosen Resources, Income, Investment, Loans, Random Production, Resource Queue, Resource to Move, Stock Holding, Victory Points as a Resource. These mechanics involve the acquisition, management, or use of resources within the game.

Turn Order Mechanics: Passed Action Token, Turn Order: Auction, Turn Order: Claim Action, Turn Order: Pass Order, Turn Order: Progressive, Turn Order: Random, Turn Order: Role Order, Turn Order: Stat-Based, Turn Order: Time Track, Variable Phase Order. These mechanics involve determining the order in which players take turns within the game.

Social Interaction Mechanics: Bribery, Negotiation, Player Judge, Prisoner's Dilemma, Take That, Targeted Clues, Team-Based Game, Voting

Memory Mechanics: Deduction, Hidden Movement, Memory, Pattern Recognition

Dexterity Mechanics: Flicking, Slide/Push

Resource Management Mechanics: Deck, Bag, and Pool Building, Market, Pick-up and Deliver, Set Collection, Tech Trees/Tech Tracks, Tile Placement, Trading

Narrative Mechanics: Narrative Choice/Paragraph, Storytelling

Strategy Mechanics: Catch the Leader, Force Commitment, Hidden Roles, King of the Hill, Layering, Pattern Building, Race, Roll/Spin and Move, Score-and-Reset Game, Simulation, Variable Player Powers, Variable Set-up

Chance Mechanics: Push Your Luck, Stat Check Resolution, Trick-taking

Time Mechanics: Elapsed Real Time Ending, Real-Time, Scenario/Mission/Campaign Game, Sudden Death Ending

Movement Mechanics: Connections, Crayon Rail System, Enclosure, Highest-Lowest Scoring, Ladder Climbing, Line Drawing, Line of Sight, Map Addition, Map Deformation, Map Reduction, Minimap Resolution, Modular Board, Move Through Deck, Multiple Maps, Order Counters, Ordering, Pieces as Map, Relative Movement, Rondel, Tile Placement, Tug of War

Other Mechanics: Closed Drafting, Communication Limits, End Game Bonuses, Events, Finale Ending, Follow, Hand Management, Hot Potato, I Cut, You Choose, Induction, Interrupts, Kill Steal, Lose a Turn, Mancala, Once-Per-Game Abilities, Open Drafting, Ownership, Paper-and-Pencil, Pattern Movement, Physical Removal, Programmed Movement, Questions and Answers, Secret Unit Deployment, Semi-Solitaire Game, Singing, Single Loser Game, Speed Matching, Square Grid, Stacking and Balancing, Tags

""")