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See also "UsefulNotes/MechanicsDynamicsAesthetics" for one of the earliest formal definitions of the term "gameplay mechanic".

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See also "UsefulNotes/MechanicsDynamicsAesthetics" "MediaNotes/MechanicsDynamicsAesthetics" for one of the earliest formal definitions of the term "gameplay mechanic".
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** ResourceReimbursement
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* EpilepticFriendlyFilter: When a toggle setting.
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* StatOverflow: Your stat has a cap. This mechanic or item will allow you to temporarily surpass it.
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* SinglePlayerGauntlet
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addition of Hidden Mechanic

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* HiddenMechanic
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* NewbieImmunity: The game makes it impossible to lose or less penalizing than it normally is at the beginning.
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Added "Tiebreaker Round" trope

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* TiebreakerRound
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* AbilityDepletionPenalty
* ActionInitiative
* AggressivePlayIncentive
* BadLuckMitigationMechanic
* BlendingInStealthGameplay
* BorrowingFromTheSisterSeries
* BreakableWeapons
* CausalityMechanic
* CharacterLevel
* {{Checkpoint}}

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* AbilityDepletionPenalty
AbilityDepletionPenalty: Don't use up all of this meter or you'll be punished.
* ActionInitiative
ActionInitiative: How the game chooses who goes first in a battle.
* AggressivePlayIncentive
AggressivePlayIncentive: Take risks and be aggressive. The game will reward you.
* BadLuckMitigationMechanic
BadLuckMitigationMechanic: Rare things become more common when they don't happen after a while.
* BlendingInStealthGameplay
BlendingInStealthGameplay: Sneak around by blending in with the environment.
* BorrowingFromTheSisterSeries
BorrowingFromTheSisterSeries: The developers took a mechanic from one series and used it in another.
* BreakableWeapons
BreakableWeapons: Your weapons only have a limited amount of uses.
* CausalityMechanic
CausalityMechanic: Change the past to affect the future.
* CharacterLevel
CharacterLevel: Visualize your character getting stronger by earning levels.
* {{Checkpoint}}{{Checkpoint}}: Respawn from here if you die.



* ClassChangeLevelReset

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* ClassChangeLevelResetClassChangeLevelReset: Changing a class sends you back to level 1.



* ColorCodedItemTiers

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* ColorCodedItemTiersColorCodedItemTiers: Special items are colored to indicate their tier and rarity.



* ComebackMechanic

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* ComebackMechanicComebackMechanic: Losing players are given advantages.



* FullHealthBonus
* HitPoints

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* FullHealthBonus
FullHealthBonus: This works better if you have all your health.
* HitPointsHitPoints: How much health you and others have.



* KarmaMeter

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* KarmaMeterKarmaMeter: Be nice or mean, and the game keeps track of it.



* {{Minigame}}
** BettingMiniGame
** FishingMinigame
** HackingMinigame
** HerdingMission
** LockpickingMinigame
** PersuasionMinigame
** RacingMinigame

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* {{Minigame}}
{{Minigame}}: A smaller game where you have to...
** BettingMiniGame
BettingMiniGame: Gamble money.
** FishingMinigame
FishingMinigame: Reel 'em in.
** HackingMinigame
HackingMinigame: Hack some software.
** HerdingMission
HerdingMission: Round 'em up.
** LockpickingMinigame
LockpickingMinigame: Pick a lock.
** PersuasionMinigame
PersuasionMinigame: Convince someone.
** RacingMinigameRacingMinigame: Put it in gear.



* RandomDrops

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* RandomDropsRandomDrops: Items that only have a certain chance of being dropped.



* ScoringPoints
* ScriptedEvent

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* ScoringPoints
ScoringPoints: Earn points, whether or not they do anything.
* ScriptedEventScriptedEvent: Events that always play out the same way.



* StatusBuff

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* StatusBuffStatusBuff: Temporary bonuses.



* TurnBasedCombat
* UnderusedGameMechanic

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* TurnBasedCombat
TurnBasedCombat: You and the enemies take turns until the battle ends.
* UnderusedGameMechanicUnderusedGameMechanic: Why isn't this cool thing used as much as it should be?



* WrapAround

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* WrapAroundWrapAround: Go off one side of the screen and come out the other.
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* LevelLimiter
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Capitalization was fixed from Main.Videogame Effects And Spells to Main.Video Game Effects And Spells. Null edit to update index.
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* EntryPoint: The player's way into an AlternateRealityGame.
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* LiteralWildCard
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* UniquenessRule
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* ReducedResourceCost
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* PlatformActivatedAbility
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Games mechanics are rules that dictate how a game behaves. They can be a simple as "roll a die to see if your sword hits the orc", to as complicated as an AI that stalks you through air vents. Be it a board game, a card game, a TabletopGame, or a VideoGame, these mechanics set games apart from other media, and unite them in their differences. From TabletopGame/{{chess}}, to ''TabletopGame/DungeonsAndDragons'', to ''VideoGame/{{Halo}}'', to ''TabletopGame/CardsAgainstHumanity'', these mechanics are what make games games.

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Games Game mechanics are rules that dictate how a game behaves. They can be a simple as "roll a die to see if your sword hits the orc", to as complicated as an AI that stalks you through air vents. Be it a board game, a card game, a TabletopGame, or a VideoGame, these mechanics set games apart from other media, and unite them in their differences. From TabletopGame/{{chess}}, to ''TabletopGame/DungeonsAndDragons'', to ''VideoGame/{{Halo}}'', to ''TabletopGame/CardsAgainstHumanity'', these mechanics are what make games games.
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* AggressivePlayIncentive
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* FirstPlayerAdvantageMitigation
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* DraftingMechanic
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* FastKillingRadiation
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* BorrowingFromTheSisterSeries
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* PlayerElimination
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* SkillSlotSystem
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* DeathAsGameMechanic
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* SecondPlayerAdvantage
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* SecondPlayerAdvantage
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* OutOfTurnInteraction

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Changed: 17

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Per TRS effort to split Vendor Trash


** BetterOffSold



** VendorTrash

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** VendorTrashShopFodder
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* ManipulatingTheOpponentsDeck

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