Mechanics
Reference for the BGG mechanism landscape — how common each mechanism is, which combinations show up together, and a curated taxonomy with translation notes.
Most common mechanisms
Top 0 by number of games using the mechanism in the corpus.
| Mechanism | Games | Avg weight | Avg bayes |
|---|
Common combinations
Top 25 mechanism pairs by raw co-occurrence. Example games are the highest-rated titles using both.
| Pair | Games | Top examples |
|---|---|---|
| Simulation × Dice Rolling | 1046 | Twilight Struggle, Star Wars: X-Wing Miniatures Game, This War of Mine: The Board Game |
| Hexagon Grid × Dice Rolling | 989 | Twilight Imperium: Fourth Edition, The Castles of Burgundy, Eclipse: Second Dawn for the Galaxy |
| Variable Player Powers × Dice Rolling | 795 | Twilight Imperium: Fourth Edition, War of the Ring: Second Edition, Star Wars: Rebellion |
| Hexagon Grid × Simulation | 743 | Memoir '44, Commands & Colors: Ancients, Combat Commander: Europe |
| Dice Rolling × Grid Movement | 632 | Twilight Imperium: Fourth Edition, Eclipse: Second Dawn for the Galaxy, Too Many Bones |
| Variable Player Powers × Hand Management | 583 | Ark Nova, Pandemic Legacy: Season 1, Gloomhaven |
| Set Collection × Hand Management | 546 | Ark Nova, Pandemic Legacy: Season 1, Great Western Trail |
| Hand Management × Open Drafting | 495 | Ark Nova, Concordia, Lost Ruins of Arnak |
| Modular Board × Dice Rolling | 460 | Twilight Imperium: Fourth Edition, Eclipse: Second Dawn for the Galaxy, Nemesis |
| Hexagon Grid × Grid Movement | 453 | Gloomhaven, Twilight Imperium: Fourth Edition, Eclipse: Second Dawn for the Galaxy |
| Hand Management × Dice Rolling | 448 | War of the Ring: Second Edition, Star Wars: Rebellion, Twilight Struggle |
| Area Movement × Dice Rolling | 404 | War of the Ring: Second Edition, Star Wars: Rebellion, Root |
| Simulation × Grid Movement | 386 | This War of Mine: The Board Game, Memoir '44, Captain Sonar |
| Hand Management × Take That | 369 | Terraforming Mars, Star Wars: Rebellion, Root |
| Set Collection × Open Drafting | 368 | Ark Nova, 7 Wonders Duel, Concordia |
| Action Points × Dice Rolling | 365 | A Feast for Odin, Root, The Lord of the Rings: Fate of the Fellowship |
| Hand Management × Area Majority / Influence | 363 | War of the Ring: Second Edition, Star Wars: Rebellion, Spirit Island |
| Modular Board × Variable Player Powers | 359 | Gloomhaven, Twilight Imperium: Fourth Edition, Spirit Island |
| Cooperative Game × Dice Rolling | 331 | Slay the Spire: The Board Game, Nemesis, Too Many Bones |
| Dice Rolling × Solo / Solitaire Game | 321 | Slay the Spire: The Board Game, Nemesis, A Feast for Odin |
| Dice Rolling × Movement Points | 319 | Twilight Imperium: Fourth Edition, War of the Ring: Second Edition, Robinson Crusoe: Adventures on the Cursed Island |
| Variable Player Powers × Cooperative Game | 318 | Pandemic Legacy: Season 1, Gloomhaven, Spirit Island |
| Dice Rolling × Area Majority / Influence | 308 | War of the Ring: Second Edition, Star Wars: Rebellion, Twilight Struggle |
| Simulation × Movement Points | 283 | Memoir '44, Combat Commander: Europe, Here I Stand |
| Dice Rolling × Scenario / Mission / Campaign Game | 278 | Too Many Bones, Mage Knight Board Game, Mansions of Madness: Second Edition |
Translation-fit ranking
Composite fit score from the regression in pipeline 3 (controls for averageweight). Higher = better mobile-translation candidate. Top 30 with scores.
| Mechanism | Games | Avg residual | Fit |
|---|
Mechanism taxonomy
One short entry per BGG mechanism. Fill in as you read and play. Format per entry:
- Definition — one sentence on what the mechanic does
- Canonical games — 2-3 BGG games that exemplify it cleanly
- MDA aesthetic — what feeling does it produce? (Discovery, Challenge, Fellowship, Expression, Sensation, Submission, Narrative, Fantasy)
- Mobile descendant — has someone done the StS-style translation? Which game?
- Translation difficulty — Easy / Medium / Hard, with one-line reason
Translated successfully (the corpus to reverse-engineer)
Area Majority at Locations + Faction-Combined Decks (combo)
- Definition: each player builds a small deck (often by combining factions/affinities); play minions at shared "locations" (bases); win majority of power at each location to score
- Canonical board source: Smash Up (AEG, 2012) — "shufflebuilding," combine two factions, play minions at bases, highest power at a base when it breaks scores. Designed by Paul Peterson.
- MDA aesthetic: Challenge (positional bluffing across lanes) + Discovery (faction synergy combinations) + Sensation (the satisfying base-break)
- Mobile descendant: Marvel Snap (Second Dinner, 2022). Ben Brode and team have cited Smash Up's location/lane structure as a direct influence. Compressed to 3 locations × 6 turns, added the Snap mechanic (doubles ranked stakes mid-match — this part is digital-native, not from Smash Up), tight 3-minute sessions vs Smash Up's 30-45 min.
- Translation difficulty: Done — but the lesson is the layering: take the structural mechanic from a niche tabletop hit (Smash Up was popular but never huge), strip the social-multiplayer length, add ONE digital-only twist (the Snap stake-doubling), and use a brand wrapper (Marvel) to clear the cold-start problem. This is the template to internalize.
Deck Building
- Definition: build a personal deck during play by acquiring cards into a discard, reshuffling when the draw runs out
- Canonical: Dominion, Star Realms, Ascension
- MDA aesthetic: Challenge (puzzle-like optimization) + Sensation (the satisfying shuffle/draw cycle)
- Mobile descendant: Slay the Spire (added roguelike runs + combat + relics + meta-unlocks). Also Monster Train, Inscryption, Roguebook.
- Translation difficulty: Easy — already done, well-trodden. Diminishing returns on new entries unless you find a fresh meta-layer.
Tile Laying
- Definition: place tiles to build a shared or personal map; placement constrained by edge-matching, adjacency, or scoring rules
- Canonical: Carcassonne, Kingdomino, Cascadia
- MDA aesthetic: Discovery (revealing the map) + Expression (your map looks different from mine)
- Mobile descendant: Dorfromantik (stripped competition, kept the zen placement loop). Carcassonne mobile is a port, not a translation.
- Translation difficulty: Easy — Dorfromantik proved the path. Variants on theming/scoring are still open.
Push Your Luck / Bag Building
- Definition: draw with replacement until a stop condition; sometimes paired with bag composition you control between rounds
- Canonical: Quacks of Quedlinburg, Can't Stop, Cubitos
- MDA aesthetic: Sensation (the dopamine of "one more pull") + Challenge (when to stop)
- Mobile descendant: Balatro rhymes with this loop, Luck Be a Landlord is a closer relative
- Translation difficulty: Easy-Medium — pull mechanics are great on touch. The bag-composition meta is the hard half to design.
Dice Rolling (with manipulation)
- Definition: roll dice as the primary action engine, with re-rolls, locks, or modifiers as the strategic layer
- Canonical: Yahtzee, King of Tokyo, Sagrada
- MDA aesthetic: Sensation + Challenge
- Mobile descendant: Dicey Dungeons, Slice & Dice, Astrea: Six-Sided Oracles
- Translation difficulty: Easy — the touch interaction (tap to lock, swipe to reroll) is genuinely native to phones.
Partially translated (gaps remain)
Engine Building / Tableau
- Definition: play cards/tiles into a personal area that produces increasing returns over the game
- Canonical: Race for the Galaxy, Wingspan, Splendor
- MDA aesthetic: Challenge (compounding strategy) + Sensation (engine humming)
- Mobile descendant: Wingspan mobile is a port. Splendor mobile exists but is a port. The StS-of-engine-building hasn't shipped — closest is maybe Stacklands, but that's lighter.
- Translation difficulty: Medium — long arc is the hard part on phone. The roguelike compression of "1 game = 5-10 min run with a tableau you build and lose" is interesting and unclaimed.
- Translation idea: short-run engine builder where the engine resets each run but you unlock new card types.
Roll-and-Write / Flip-and-Write
- Definition: shared random input (dice, cards) that each player records on a personal sheet
- Canonical: Welcome To…, Qwixx, Hadrian's Wall, Cartographers
- MDA aesthetic: Discovery + Challenge (puzzle-like)
- Mobile descendant: Mostly absent. Direct ports exist (Welcome To… mobile) but no breakout translation.
- Translation difficulty: Medium — the writing is awkward on phone, but a "tap-and-fill" UI could replace it. Open opportunity.
Set Collection (with rotating market)
- Definition: acquire matched sets from a shared offer to score
- Canonical: Splendor, Ticket to Ride, Sushi Go
- MDA aesthetic: Challenge + Discovery
- Mobile descendant: Splendor mobile (port). No StS-style translation.
- Translation difficulty: Medium — sets feel small for a meta-progression layer. Could pair with combat or building.
Un-translated (open opportunities)
Worker Placement
- Definition: place limited workers on action spaces; spaces are first-come-first-served
- Canonical: Agricola, Lords of Waterdeep, Stone Age
- MDA aesthetic: Challenge (constrained optimization) + Submission (rules-driven planning)
- Mobile descendant: None credible. The constraint of "other players block you" is what makes it interesting and exactly what disappears in single-player.
- Translation difficulty: Hard — needs a new constraint to replace inter-player blocking. AI opponents on a clock? Decaying spaces? Worth investigating.
Area Control / Area Influence
- Definition: contest territories on a board; majority/plurality scores
- Canonical: Risk, El Grande, Blood Rage
- MDA aesthetic: Challenge + Fellowship (kingmaking, alliances)
- Mobile descendant: None at the StS-fidelity level. Strategy mobile games exist but feel like ports of 4X.
- Translation difficulty: Hard — interaction-heavy. Solo AI is a different game.
Action Programming / Simultaneous Selection
- Definition: secretly commit to a sequence of actions, then reveal/execute
- Canonical: RoboRally, Colt Express
- MDA aesthetic: Challenge (predicting others) + Sensation (the chaotic resolution)
- Mobile descendant: None. The fun is mostly social.
- Translation difficulty: Hard — the "predict your opponents" half is exactly the social layer. Solo-friendly variants would need a different hook.
Mechanics to investigate further (research as you go)
(Add entries as your reading and play uncovers them. The 60-mechanism BGG list is at https://boardgamegeek.com/browse/boardgamemechanic — work through it.)