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Subject: Which game mechanic do you wish you had invented? rss

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David Winter
United Kingdom
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When I read about The Agents recently, I experienced game mechanic envy. I have designed a couple of games in which cards can either be used to initiate actions or can be used for their point value. In The Agents they have a great mechanic in which if you use the action, someone else gets the point value and if you use the points, someone else gets the action.

I don't know if they are the first game makers to do this, but the point is I really wish I had thought of that.

Are there game mechanics you have come across that stimulated your game maker envy?
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David B
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I wish I had invented the "high score wins" mechanic.
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☆ ✧ ☆ ✧ ☆
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Looking at these stars suddenly dwarfed my own troubles and all the gravities of terrestrial life. I thought of their unfathomable distance, and the slow inevitable drift of their movements out of the unknown past into the unknown future. H.G. Wells
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I wish I had invented and patented dice.

Just think of the royalties. wow
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Fernando Berdichevsky
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frumpish wrote:
I wish I had invented and patented dice.

Just think of the royalties. wow


what about the "Shuffling" Mechanics?

speaking seriously, I don't think "envy" is the word, but plain admiration to those genious that invented

worker placement
simultaneous action selection

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chris johnson
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frumpish wrote:
I wish I had invented and patented dice.

Just think of the royalties. :wow:

I would be on your heels and invented roll and move.
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Andrew Tullsen
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I wish I had invented the "turn order goes around the circle, starting from the left of the dealer".
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Shane Beck
Australia
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Not sure which CDG wargame invented that game mechanic but Twilight Struggle uses the same game mechanic described in The Agents.....
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Nathan
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Not really a game mechanic, but I wish I had created the first Meeple!
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Tom Razo
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Tapping: The act of turning your cards 90 degrees to indicate that its resources are spent... goo
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Scott Holm
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Minneapolis
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Drafting (Like 7 Wonders)
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Brook Gentlestream
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Long Beach
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If you pass GO, collect $200.
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Xienoph
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MTG's stack + instants.
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Noah Gadea
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The attacking/defending mechanism in Risk is pretty golden. 3D6 vs 2D6... ties go to the defender... the core of an incredibly successful line of games.
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Corsaire
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Tech trees...

The whole idea of knowing this to build that to get a discount for something else, etc. First loved it in AH's Civilization and the recruiting in Titan and skills in WoW. Don't know where it started.
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walloftruth
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The Mancala like device in Trajan and a similar one in Navigador in which you determine your action on your turn by moving pieces around a sections ofa circle.
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Sturv Tafvherd
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I wish I invented the "roll d20 and add modifiers" ... cuz then I'd get WotC to pay me. (Or perhaps I'd end up like Gary Gygax ... hmmm ... maybe I don't want that wish, after all.)
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Michael Iachini
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I don't know if it counts as a mechanic, but I'll vote for the collectible card game. That worked out pretty profitably for Wizards of the Coast.

Michael Iachini
Clay Crucible Games
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Kevin Garnica
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Since no one is really being all that serious, I wish I had invented the Worker Placement mechanic.
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Joe Joyce
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The design that impressed me most was Ace of Aces. And with this game, being a fanboy may have really paid off. I was at a Spielbany event and hooked up playtesting with 3 other people, one of whom I'd met a couple times before, and a second I recognized as being with the first guy previously. Naturally, conversation was about games and design, and it became apparent these 3 were, or had been up until recently, in the business. I mentioned Ace of Aces was my favorite game and they all started laughing, then told me the 3rd guy was the son-in-law of the designer, and I learned how it was designed. It was simple and brilliant. Two "planes" were set up on a hex grid and the (drawings of) angles and directions all came from the relative positions of the planes on the hexgrid after each maneuver.

I have no reason to doubt the story, but no compelling reason to believe it either. I was a tie most of my career, and I heard a whole bunch of really good-sounding stories, from employees, union stewards, fellow ties and upper management, that I knew did not have a shred of truth in them. However, I will point out that the story did not come out until I brought the game up, some time after we started.

So for what it's worth, there's the story. I reiterate, that game is the one I wish I'd done. And if I was capable of jealousy, I think I'd have to be jealous of that design. It's such a delightfully twisty mechanism.
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Christopher Markham
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ChaosAndAlchemy wrote:
I don't know if it counts as a mechanic, but I'll vote for the collectible card game. That worked out pretty profitably for Wizards of the Coast.

Michael Iachini
Clay Crucible Games


I'm with Mike. It's still not really a mechanic, but pre-game, individual deck construction is more fascinating to me than anything else.

"I see you've built a card engine of mass destruction? I have built one as well... We must now Kung-Fu Fight! HYYAAAAAHHH!!!"
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Eric S.
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I wish I had invented the "this game is broken" mechanic. -or did I?
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Benj Davis
Australia
Summer Hill
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For royalties: the concept of choosing a starting player.
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Nostalgiant Games
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Not sure if invented but I wish I could find an interesting way to implement my "dueling resources" mechanic. Instead of placing your own resources to spend the game starts with 2 cards of one side and 2 cards of another side. Each time a resource is spent instead of being tapped it is instead flipped to the opponents color.

Each round of turns 1 card for each side is added to the central resource row (2 added cards per round) until 10 cards are in the resource row.

This allows the player a decision to spend all resources but then open theiropponent to do the same next turn or hoard your resources locking the player out until you're ready.

Obviously cards and actions could work around to force flip or open up resources.

However, I wish I could find a fresh spin on the player v player dueling decks til one is defeated that hasn't already been done to death.
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Jordan Booth
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The next player is the one furthest behind (in "time", actions, points, etc.) I call it 'Temporal turn order'.
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Michael Carter
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I think the spatial auction mechanic that is used in Metropolys is pretty genius.
 
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