Whether using squares (Checkers and Chess), hexagons (Mage Knight and Heroscape) or some other shape, grid movement games divide the game board into equal sized areas. Similar to area movement games, grid movement games allow the player to move their playing pieces from area to area so long as they are adjoined or connected.
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Area Movement
Area movement games use lines to divide the game board into areas of varying shape and size which can be moved into and out of in any direction so long as the areas are adjacent or connected. Axis & Allies is a classic example of an area movement game where land and water are divided into various areas and boundaries that clearly define the connectivity between the areas. Unlike grid movement games, area movement games don’t use the same shape for all the areas.
Action/Movement Programming
With the action/movement programming mechanic, each player chooses their actions for several turns and then players execute their actions according to the choices they made. Some games require the players to choose these actions secretly (RoboRally), while others allow players to work together and show their teammates what they intend to do (Space Alert). Usually, several actions are at the player’s disposal at any one time and if the player misplays their actions, the result can be a humorously monumental mistake. Most action/movement programming games have events during the course of a turn that can change the status of the playing field in ways a player did not anticipate or in manner they hoped didn’t occur before their action was executed.
Variable Player Powers/Abilities
The variable player powers/abilities game mechanic grants different abilities and/or paths to victory for each player. These powers are almost always unique, but some can change during the course of a game. Some games may have the player earn new abilities as the player’s units gain more experience (Resident Evil Deck Building Game), while others may provide new powers as the player’s units receive more damage (HeroClix). Small World mixes and matches powers with units throughout the course of a game: an elf in the beginning of one gaming session won’t have the same power as an elf later on in the same session.
Still other variable player powers/abilities games may have the player retain their powers throughout the course of the entire game, but the powers for each player are diverse. Ogre pits one player controlling a single powerful unit against another player using numerous weaker units, resulting in a balanced game, while Sentinels of the Multiverse has each player in control of a super hero with their own arsenal of powers.
Storytelling
The players are supplied with basic concepts, letters or pictures with which to tell a story, and the pieces you’re given must be part of a story you create on the spot. Nanofictionary has players draw from four different decks of cards (character, setting, conflict and resolution) and then each player must craft a story from their cards. Story Cubes is a set of dice that the players roll and the images the players see on the dice must inspire a story that the players create.
Set Collection
The set collection game mechanic encourages players to collect an entire set of items to achieve victory. In Monopoly, Boardwalk doesn’t do a player much good without Park Place.
Route/Network Building
Route/network building games contain network(s) (interconnected lines with nodes) that use owned, partially owned or neutral pieces to complete the network. The emphasis of these games is to build the longest chain and/or connecting to new areas. Ticket to Ride is a popular route/network building game where players connect one U.S. city by way of rail line.
Role Playing
Some board games incorporate elements of role playing. These games can include mechanics that allow a character that player controls to improve over time or the game could encourage storytelling. This mechanic can be viewed as an extension of the variable player powers/abilities mechanic. Most Dungeons and Dragons inspired and/or licensed games have a touch of role playing to them.
Real-Time
Real-time games allow players to take their turns simultaneously, and failure to finish a task in the allotted time can result in penalties or dire consequences. The award-winning Space Alert has players working together on a space ship (not unlike the Enterprise) to thwart incoming enemies. The players listen to a ten minute audio file of the ship’s computer warning them of danger with failure to defeat the enemy in ten minutes resulting in the destruction of the vessel.
Press Your Luck
Like the game show that bares the same name—no whammies, no whammies, big money, stop!—press your luck games require players to repeat an action until they decide that the increased risk of losing their points is too great. Players have to evaluate and manage risk throughout the game. Most gambling games use the press your luck game mechanic. Black Jack has players hit or stay. Craps requires players to wager on the outcome on a roll or series of rolls until they lose or win (a push on a bet necessitates another roll). Of the non-gambling games, Pass the Pigs is one of the most popular.