Spelmechanismen zijn de fundamentele regels of interactiemogelijkheden die bepalen hoe spelers met het spel en met elkaar omgaan. Deze spelmechanismen vormen de bouwstenen van het spelontwerp en sturen de spelerservaring.
A
- Ability: Additional action
- Ability: Defend
- Ability: Interrupt
- Ability: Once per game
- Ability: Once per turn
- Ability: Passive (ongoing ability)
- Ability: Persistent
- Ability: Response
- Ability: Restriction
- Ability: Twice per game
- Ability: When played (instant ability)
- Abstract strategy game
- Acting
- Action-based income
- Action: Buy
- Action: Claim
- Action: Pass
- Action: Play
- Action points
- Action: Resource conversion
- Action: Roll again
- Action: Sell
- Action: Steal
- Action: Throw again
- Action: Use
C
D
- Deck building
- Deck construction
- Deck: Manipulation
- Dice drafting
- Dice: Gradation
- Dice: Locking – Mandatory
- Dice: Locking – Optionally
- Dice: Manipulation
- Dice: Rerolling – Mandatory
- Dice: Rerolling – Optionally
- Dice rolling
- Dice: Rolling – Combination
- Dice: Rolling – Move
- Dice: Rolling – Resolve symbols
- Dice selection
E
- Effect: Attack modifier
- Effect: Block
- Effect: Bonus – One-time
- Effect: Bonus – Permanent
- Effect: Check victory
- Effect: Cost reduction
- Effect: Damage – Persistent
- Effect: Draw card
- Effect: Explore
- Effect: Gain
- Effect: Heal
- Effect: Move
- Effect: Obligation
- Effect: Out of play
- Effect: Persistent
- Effect: Place
- Effect: Prevent
- Effect: Protection
- Effect: Ready to be used again
- Effect: Remove – Permanent
- Effect: Remove – Temporary
- Effect: Reorder
- Effect: Reroll
- Effect: Retrieve
- Effect: Skip turn
- Effect: Start over
- Effect: Take another turn
- Effect: Transfer
- Effect: Transform
- Enclosure
- End game bonus
- Engine building
- En passant
- Entry condition
- Equal number of turns
F
G
- Game end: Achieving goal
- Game end: Consecutive passes
- Game end: Fixed number of rounds
- Game end: No moves left
- Game end: Remise
- Game end: Repetition of movements
- Game end: Resignation
- Game end: Resource depletion
- Game end: Score and reset game
- Game end: Sudden death
- Game mode: Competitive
- Game mode: Competitive – One versus all
- Game mode: Competitive – Single loser
- Game mode: Competitive – Team-based games
- Game mode: Competitive – Team variant
- Game mode: Competitive – Three players variant
- Game mode: Competitive – Two players
- Game mode: Competitive – Two players variant
- Game mode: Competitive – Two versus two
- Game mode: Cooperative
- Game mode: Semi-cooperative
- Game mode: Solo – One player
- Game mode: Solo variant
H
O
P
S
T
- Tableau building
- Take that
- Tile placement
- Track movement
- Traitor game
- Trap: Visible
- Trick-taking
- Turn order: Alternate
- Turn order: Any
- Turn order: Chart placement
- Turn order: Fixed – Clockwise
- Turn order: Fixed – Counter-clockwise
- Turn order: Pass order
- Turn order: Progressive
- Turn order: Simultaneously
- Turn order: Specific card
- Turn order: Stat-Based
- Turn order: Winner previous round
U
V
- Variable player powers
- Variable player setup
- Variable states
- Victory: Achieving goal – Catch
- Victory: Achieving goal – Points
- Victory: Achieving goal – Set collection
- Victory: Answer the questions
- Victory: Be the first to lose everything
- Victory: Be the first to reach the end of a track
- Victory: Health opponent reduced to zero
- Victory: Highest score
- Victory: Lowest score
- Victory: Player elimination
- Victory: Present in all regions
- Victory: Present in the most regions
- Victory: Race
- Victory: Resolution
