Your favourite Game-mechanisms
Anders Olin
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We usually love our games mainly because a reason; a neaty game-mechanism that adds that little extra to the game and you are left in awe after realizing how good it is!

Here we can list the mechanisms we all love.

(Disclaimer: I am full aware of that many of the mechanisms could have been in use before a game I list and I gratefully stand corrected if you point it out)
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1. Board Game: Puerto Rico [Average Rating:8.06 Overall Rank:15]
Anders Olin
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Mechanism: A novel game system, you choose a role and play with it (sometimes alone but often all the other players as well advantage from it)

Examples of other games: Twilight Imperium, Cuba, Race for the galaxy.
 
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2. Board Game: Tigris & Euphrates [Average Rating:7.71 Overall Rank:70]
Anders Olin
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Mechanism: Of the possible four different points you can collect, the least collected is your final score. I.e. you have 11 black, 9 red, 8 green and 4 blue then you have 4 points.
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3. Board Game: Im Zeichen des Kreuzes [Average Rating:5.94 Overall Rank:6470]
Anders Olin
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Mechanism: The battle tower. Insert your and your opponent's cubes. Pray. And watch your opponents cubes fall down in a larger number. Grunt.

Examples of other games: Wallenstein, Shogun.
 
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4. Board Game: Power Grid [Average Rating:7.92 Overall Rank:28]
Anders Olin
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Mechanism: Future market. It's your turn, you are able to purshase a "three coals for five cities"-plant but you observe that the fifth plant (and one that could be available) is a "two-oil for five-cities"-plant, so you decide to pass...just to see a "two garbage cans for two cities"-plan appear.
 
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5. Board Game: Modern Art [Average Rating:7.34 Overall Rank:227]
Anders Olin
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Mechanism: Hidden points. You are sure of winning, how possible could anyone have achieved more success than you? You have sold expensive and bought cheap and now you hold on to a whopping 456,000$, you cannot loose! But when the final-scoring takes place you suddenly see that your biggest rival(your wife) has 512,000$!

Examples of other games: Puerto Rico.
 
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6. Board Game: Imperial [Average Rating:7.62 Overall Rank:140]
Anders Olin
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Mechanism: The rondel. Placers choose their from a rondel, where the following action (sort of) depends on what you have taken for action the last turn.

Examples of other games: Hamburgum, Antike.
 
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7. Board Game: Twilight Struggle [Average Rating:8.35 Overall Rank:4]
Anders Olin
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Mechanism: card-driven actions.Your drawn cards play a siggnificant role in the game, much to your joy but also sometimes to your despair(Fidel Castro in your USA hand, not possible to send the man to the moon).

Examples of other games: Hannibal, We the people.
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8. Board Game: Confucius [Average Rating:6.84 Overall Rank:1996]
Daniel Danzer
Germany
Stuttgart
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The gift.

1. Buy a gift, so it is yours.

2. Give it to another player. Both giving and receiving is good for each of you, for you get more actions available in your next turn.

3. Through the gift, the receiver is obliged to the giver: he is forced to support some of the giver`s ministers or candidates, etc. and is restricted concerning own actions to the disadvantage of the giver.

4. In giving gifts more valuable to the giver or execute certain actions, you can cancel the effect of the gifts given to you.

China`s GuangXi-system modified into a mechanism.
http://en.wikipedia.org/wiki/Guanxi
 
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9. Board Game: Hotel Life [Average Rating:7.34 Overall Rank:4300]
Daniel Danzer
Germany
Stuttgart
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Thematic chain reaction.

You have guests in your hotel rooms. If activated, they bother each other, make noise, or whatever, activating further guests, probably in other hotels, forcing them to flee or some of the staff is terminated, leading to other guests unsatisfied with the service and leave the hotel ...

If used well, you can create a semi-chaotic pandemonium and after five minutes resolving all things happening, the board looks absolutely different!

FUUUUUUN!

 
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10. Board Game: Poker [Average Rating:6.70 Overall Rank:863]
Scott Hagen
United States
Chandler
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Bluffing

Trying to convince your opponents you're weak, when you're strong, and strong when you're weak is a challenge I try to accomplish when playing virtually any game. Most games have some aspect of misdirection, even if it is social.

"Look at the position, So-&-so's got going. You're not going to let him keep building up his position like that, are you?"
 
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