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.

See also "MediaNotes/MechanicsDynamicsAesthetics" for one of the earliest formal definitions of the term "gameplay mechanic".
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!!Tropes:

[[index]]
[floatboxright:Related indices
* GameplayRandomization
* GamingStatTropes
* InstructiveLevelDesign
* LevelsAndExperienceTropes
* NotTheWayItIsMeantToBePlayed
* StockVideogamePuzzle
* TabletopGameTropes
* TabletopRPGTropes
* VideoGameAI
* VideoGameEffectsAndSpells
* VideoGameInterfaceElements
* VideoGameItemsAndInventory
* VideoGamePhysics
* VideoGameRewards
]
* AbilityDepletionPenalty: Don't use up all of this meter or you'll be punished.
* ActionInitiative: How the game chooses who goes first in a battle.
* AggressivePlayIncentive: Take risks and be aggressive. The game will reward you.
* BadLuckMitigationMechanic: Rare things become more common when they don't happen after a while.
* BlendingInStealthGameplay: Sneak around by blending in with the environment.
* BorrowingFromTheSisterSeries: The developers took a mechanic from one series and used it in another.
* BreakableWeapons: Your weapons only have a limited amount of uses.
* CausalityMechanic: Change the past to affect the future.
* CharacterLevel: Visualize your character getting stronger by earning levels.
* {{Checkpoint}}: Respawn from here if you die.
* ChunkySalsaRule
* ClassChangeLevelReset: Changing a class sends you back to level 1.
* CloseContactDangerBenefit
* ColorCodedItemTiers: Special items are colored to indicate their tier and rarity.
* CombatantCooldownSystem
* ComebackMechanic: Losing players are given advantages.
* CommonTacticalGameplayElements
* ContextSensitiveButton
* CreatureBreedingMechanic
* CriticalFailure
* CriticalHit
* CriticalStatusBuff
* DamageReduction
* DamageTyping
* DeathAsGameMechanic
* DesperationAttack
* DiagonalSpeedBoost
* DiscardAndDraw
* DraftingMechanic
* EntryPoint: The player's way into an AlternateRealityGame.
* EpilepticFriendlyFilter: When a toggle setting.
* EventFlag
* ExperiencePoints
* ExtraTurn
* ExtrinsicGoFirstRule
* FastKillingRadiation
* FinishingMove
* FirstPlayerAdvantageMitigation
* FullHealthBonus: This works better if you have all your health.
* HiddenMechanic
* HitPoints: How much health you and others have.
* ItemDropMechanic
** BetterOffSold
** EssenceDrop
** ShopFodder
* GameHuntingMechanic
* GameplayRandomization
* KarmaMeter: Be nice or mean, and the game keeps track of it.
* LevelDrain
* LevelLimiter
* LimitBreak
* LiteralWildCard
* LuckManipulationMechanic
* {{Mana}}
* ManipulatingTheOpponentsDeck
* MaximumHPReduction
* MeteorMove
* {{Minigame}}: A smaller game where you have to...
** BettingMiniGame: Gamble money.
** FishingMinigame: Reel 'em in.
** HackingMinigame: Hack some software.
** HerdingMission: Round 'em up.
** LockpickingMinigame: Pick a lock.
** PersuasionMinigame: Convince someone.
** RacingMinigame: Put it in gear.
* MoraleMechanic
* NewbieImmunity: The game makes it impossible to lose or less penalizing than it normally is at the beginning.
* NoSavingThrow
* OnesieArmor
* OutOfTurnInteraction
* PlatformActivatedAbility
* PlayerElimination
* PointBuildSystem
* PrestigeClass
* RandomDrops: Items that only have a certain chance of being dropped.
* RateLimitedPerpetualResource: A resource that's impossible to run out of, but only a certain amount can be used or taken at a time.
* RealTimeWithPause
* ReducedResourceCost
** ResourceReimbursement
* ResourcesManagementGameplay
* RespawnPoint
* RestingRecovery
* RPGElements
* ScoringPoints: Earn points, whether or not they do anything.
* ScriptedEvent: Events that always play out the same way.
* SelfDamagingAttackBackfire
* SinglePlayerGauntlet
* SkillScoresAndPerks
* SkillSlotSystem
* SpecialAttack
* SpellCrafting
* SpellLevels
* StatusEffects
* StatMeters
* StatOverflow: Your stat has a cap. This mechanic or item will allow you to temporarily surpass it.
* StatusBuff: Temporary bonuses.
* TiebreakerRound
* TimeRewindMechanic
* TricksterGame
* TurnBasedCombat: You and the enemies take turns until the battle ends.
* UnderusedGameMechanic: Why isn't this cool thing used as much as it should be?
* UniquenessRule
* VideoGameDelegationPenalty
* VideoGameSliding
* VideoGameStealing
* WrapAround: Go off one side of the screen and come out the other.
[[/index]]
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