Primitives
The closed vocabulary that v4-wide extraction picks from for each game’s mech_interaction_primitives. Finer grain than BGG mechanisms — a single mechanism (e.g. Deck Building) composes several primitives (engine_growth, card_combo_chaining, tableau_market_refresh).
116 primitives in 28 categories. Source: prompts/v4_primitives.md.
Engine / economy
early-acquired pieces compound payouts later
early investment doubles future resource gain rate
fuel-burn that clogs your own future state
slow accumulation pool that converts to score
investment now scores at end-game only
multiple paths from input to score
Engine constraints
central market refills as players pluck from it
hard caps on spend rate even if you have resources
exchange rate >1:1 between currency types
Tempo / timing
Action selection
Combo / chaining
each card's effect enables the next
cards trigger layered effects when played
runs always score ≥N even with no synergy
cards that do nothing alone, only enable others
Combo scaling
Effect branching
Risk / variance
repeated draws raise stakes until bust
multiple options per roll soften variance
fixed draw forces play-now-vs-save tension
what you add to the bag changes future variance
Variance via setup
random refill creates uneven access
specific cards mixed into deck create predictable spikes
different starting conditions each game
Information / hidden info
public actions imply hidden state others must deduce
one player permanently holds info others lack
covert teams + public votes
global state reveals incrementally
single signal links multiple meanings
Reveal moments
Cognitive load
game requires remembering past public events; umbrella for non-spatial, non-rule-chain memory
track piece positions or hidden-under-stack contents through gameplay
multi-phase rule chains where ordering and trigger conditions must be tracked
Spatial / positioning
points from where pieces touch
areas score when filled or finished
non-square shapes fit on a personal board
early route choice locks future moves
most-pieces-in-area scores at trigger
Spatial movement
moving through enemy zones costs or is blocked
distance moved equals dice pips, often around a board loop or open path
move through a network of connected nodes / cities
Spatial details
Construction / tableau
each player builds their own engine layout
central tableau everyone drafts from
unlocking nodes opens new actions
pick one, pass the rest
Tableau scoring
Set collection
Pressure / threat
recurring resource drain forces inefficient choices
game ends after fixed N turns regardless of state
opposing force grows unless contained
Time / cascade pressure
Cooperation / interaction
Forced talk
Pacing / arc
clear early/mid/late phases with distinct decisions
endgame trigger requires specific positioning
tension builds, releases at finale
Phase locks
Worker / phase mechanics
Card flexibility
the card you play picks the action
same card can be money, action, or score
repeated same-action unlocks bonus
Objective shape
v1 additions
physical stack maintenance under gravity
flick a piece to hit a target
place onto an unstable surface without toppling
physical placement under spatial / fit rules
real-world build challenge under pressure
three-dimensional position matters, not just 2D grid
generic trick-taking with a trump suit; lead suit + follow + winner takes
winning a trick / capturing certain cards is a penalty
score only if trick count exactly matches your bid
shed cards by playing a higher set than the previous play
collecting specific cards loses points
dice roll determines distance moved on a fixed track
linear race without dice; movement = card / action spend
spend a generic AP pool to move N spaces
circular spinner advance dictates next move
circular spinner picks the action category
place an item on a timeline relative to others
answer is a number; closest wins, exact gets bonus
rotating mini-games / multi-modal challenges per turn
pass a sketch / sentence around with mutation
paragraph choices unlock subsequent paragraphs
narrow a hidden answer by checking off attribute combinations on a fixed grid
narrow a hidden answer through queries or test results, no fixed grid; structure emerges from gameplay
surrounding pieces removes them
board sections are removed once filled, shrinking the play area
eliminating a designated leader / commander wins regardless of score
a card activates only some units / a sector this turn
assemble a roster from a procedurally-acquired pool
the win condition itself changes mid-game by player action
the play area grows as new tiles / cards are placed
combine numbered cards / items to unlock new ones
first to spot a matching pattern grabs the token
real-time race to identify items by attribute
fill a personal score sheet under shared dice rolls
only some board sectors / rooms are active per turn, rotating
explicit "take from opponent's pile / tableau" action