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What Specific Game Mechanics Make You Say "Cool!"
Patiently waiting for the zombie apocalypse...
United States
Colorado Springs
Colorado
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Now, I've yet to create a GeekList that really strikes a chord here on BGG... and that is ok. However, I have a BGG goal this summer. So here I go again.

In my enthusiastic, though short, experience in the board gaming world, I have come to love many things about board games, but for many games I come to really enjoy certain specific mechanics or aspects. Now, I am not talking about generic mechanics, i.e. "I like auction games." I am talking about specific game mechanics that really make players say, "Now that is pretty cool...."

So I'm going to start a list, by no means all encompassing, of specific gaming mechanics that really stand out to me. I encourage all BGGers to add their items and tell why they enjoy said mechanic.


Edit: WOW! surprise I just want to say a big THANKS to all the contributors and comments added to this GeekList! This has truly been a lot of fun watching one of my first GeekLists really take off! ONE BIG thumbsup FOR ALL OF YOU!

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176. Board Game: Brass [Average Rating:8.03 Overall Rank:15]
Stewart Pilling
United Kingdom
Worsley
Manchester
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The scoring mechanism of having to get tiles flipped to score is innovative.
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177. Board Game: Star Wars: The Queen's Gambit [Average Rating:7.54 Overall Rank:339]
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Australia
Lavington
New South Wales
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Bonus Card Mechanic

Whilst the game draws heavily on the M44 or C&C System as a whole, Queen's Gambit introduces the concept of gaining bonus cards to boost your plays on the next turn for each complete unit killed in the Battlefield of Naboo (and in one or two other specific situations).

This then dovetails beautifully with the fact that when units get weakened at Naboo, they will actually roll fewer dice.

Therefore the game throws up a nice poser to the players, 'Do I try to weaken multiple units to reduce their threat or push for a total kill to earn those bonus cards, but know that other units I didn't go after may exact a toll on my forces."

The mechanic also gives real meaning to the Naboo Battlefield and helps to balance out the importance of the Jedi duels and the Palace setting.

Great stuff.

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178. Board Game: Tic-Tac-Toe [Average Rating:2.57 Overall Rank:10968]
Randall Bart
United States
Winnetka
California
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Baseball been bery bery good to me
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Cat's game
Many games can drag on turn after turn after turn without the end drawing closer. The cat's game assures the player that the game will end after a set number of moves, though not always with a victor.
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179. Board Game: The Lord of the Rings Trading Card Game [Average Rating:6.80 Overall Rank:1105]
Estonia
Tallinn
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Ooh, I know one!

In LOTR:TCG your deck has 2 mixed sides, your Fellowship that is heading for Mount Doom and your Shadow that you use to attack the opponent's Fellowship. In most games you just pay for actions or playing cards, but here playing Fellowship cards and moving adds points to the twilight pool and your opponent uses it to pay for playing shadow cards against you!

Basically, the more you do the greater the danger for you. Makes thematic sense and worked great in practice.
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180. Board Game: Hanabi [Average Rating:7.36 Overall Rank:140]
Morten Notodden
Norway
Notodden
Telemark
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The mechanic that you see all cards except your own is pure genius.

For those of you who don't know. Hanabi is a cooperative set collection game. The goal is to create sets of different colors in increasing value from 1-5. On your turn you can either:
1. Play a card to add to the sets
2. Discard a card to get a new one and an action token back to the supply
3. Give information to another player about his/her cards for the price ofone action token. You can either point out all cards of one value or all cards of one color.

Keeping track of your own cards when you can't see them yourself is surprisingly difficult.
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181. Board Game: Robinson Crusoe: Adventure on the Cursed Island [Average Rating:8.12 Overall Rank:12]
Brian Hamilton
United States
Asheboro
North Carolina
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Shuffling adventure cards into event deck to effect the story later.

For example:
: During your gather resources action that you picked you get an Adventure card:
-You find natural berries. Pick them and bring them back to eat? or not?
Yes?
:goes into deck:
-Later you find that the berries were poisonous and this effects play


Also
Event cards are drawn
Then they go on the action field
You can choose to resolve those actions or ignore at your peril.

For example:
A storm floods your camp

Do you spend half your day digging an irrigation trench?

Have you built a shovel yet?
MMMM better get on that
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182. Board Game: Dragon Rampage [Average Rating:6.56 Overall Rank:2216]
Morten Notodden
Norway
Notodden
Telemark
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The alternate endings in this game I always thought was clever.

The game can end in three different ways:
1. Killing the dragon
2. A player escaping the cave
3. A player dying

Points are given according to different rules based on how the end was triggered. This essentially forces you to be wary of other players tactics. If you see one player running for the exit, you have to run too. If you see one player going all out for hurting the dragon, you better get into battle as well. If you don't adapt, you probably won't win.
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