桌面游戏机制汇总

 

桌面游戏机制汇总

 

译序:桌面游戏算作是所有现代网络游戏的发源或是鼻祖,作为网络游戏或者是单机游戏的系统策划而言,对游戏系统框架和下属核心玩法的熟练掌握可以算作其跨入高级别人员的必备功课。现在很多新人都是在无止尽的游戏参考中去熟悉游戏规则整理游戏机制的,殊不知西方早我们很多年就将桌面游戏发扬光大(其实设计的围棋、麻将也很厉害,嘿嘿),其中可取之处比直接去各大游戏中去试玩所获得的资源大了很多。因此我想通过对西方桌面游戏机制的了解,也不失为一跳了解游戏机制的一条捷径。本文是在国外专业桌面游戏网站上搜集的英文资料经过翻译而成,由于笔者时间关系,翻译并未完成,请大家谅解。笔者也会持续更新,希望大家定期关注,谢谢

 

Action
动作
 Games with the Acting mechanic require players to use some form of mime or mimicry to communicate with the other players.
 动作机制的游戏需要玩家用某种形式的手势或以拟态的方式和其他玩家沟通

 Charades is probably the poster child for this mechanic, where one member of a team must use non-verbal clues to allow the other members to guess the solution.
 Charades可能是这种机制的雏形,玩游戏的人必须用非语言语言的方式为其他成员提供猜测出结果的线索


Point Allowance System
行动点系统 
 Each player is alloted a certain amount of points per round. These points can be spent on available actions, until the player does not have enough remaining to "purchase" any more actions. This method grants the player greater freedom over how to execute his or her options. Pandemic is an example of this mechanic. Players are given 4 action points to be allocated between Movement, Air Travel, Special Action, or Special Ability.
 每一个玩家每轮都会被分配一定量得点数。这些点数则是被用于行动的消耗,直到玩家没有足够的剩余点数去“支付”任何行动。这种方法给予玩家更大的自由去执行他们的选择。Pandemic是这种机制的一个例子,玩家在每回合都会被系统分配4点行动点,用于决定是进行移动操作还是特殊行为操作,亦或是使用特殊能力。


Area Control/Area Influence
区域控制 / 区域影响 
 The Area Control mechanic typically awards control of an area to the player that has the majority of units or influence in that area. As such, it can be viewed as a sub-category of Auction/Bidding in that players can up their "bids" for specific areas through the placement of units or meeples.
 区域控制机制比较有代表性的是去奖励在一个区域内那些拥有最多数量势力和单位的玩家。就这点而言,这种机制可以被视做为拍卖机制的一个子类别,即玩家为了一块用于放置单位的具体区域而抬高她的竞拍价格

 In El Grande, for instance, players earn their score in a region by having the most caballeros in that region.
 例如,在El Grande,玩家通过在某些区域拥有对应数量的骑士来获得分数
 


Area Enclosure 
圈地
 In Area Enclosure games, players place or move pieces in order to surround as much area as possible with their pieces. The oldest and most famous Area Enclosure game is of course Go, but many newer examples also exist.
 在圈地类的游戏中,玩家放置或者移除游戏方块去包围尽可能多的区域。最古老也是最出名的圈地游戏当然就是围棋,当然也不乏一些更新的例子。

 Area Enclosure is different than Area Control / Area Influence because players actually create the areas on a gridded board during the course of play, whereas in Area Control / Area Influence the actual areas are pre-existing and players are merely battling to see who can control the most of them.
 圈地游戏与区域控制/区域影响不同,因为圈地实质是在游戏过程中在网格棋盘中区创造区域,而区域控制/区域影响中的区域实质已经预先存在,玩家仅仅是在其中进行战斗,看看最终谁会控制大部分区域。


Area Movement 
区域移动
 Area movement means that the game board is divided into areas *of varying size* which can be moved out of or into in any direction as long as the areas are adjacent or connected. Risk is a classic area movement game.
 区域移动,即游戏版面被分割成多块(由多个不同尺寸组成)区域,玩家可以向任何方向进入或离开当前板块毗邻或连接的区块中,即便在视觉上两个区块的距离很远。Risk是典型的区域移动模式游戏
 

Area movement is one way to handle movement on a game board. Two other commonly used ways are Grid Movement and Point to Point Movement. However, Area Movement is arguably just a form of Point to Point Movement, in which areas act as "points" with implicit "lines" connecting each area to all adjacent areas.
 区域移动只是在游戏版图上控制移动的其中一种途径。另外两种方式则是网格移动和点对点移动模式。但是,区域移动模式可以就被大家认为是点对点移动模式,因为我们可以把区域看作是一个“点”,而连接着相互区域的边界区域则隐含着那条“线”。


Area-Impulse  

区域脉冲
 Players subdivide turns into impulses alternating between players which repeat until both players pass (or in some cases a sunset die roll ends the impulses catching one or both players off guard). In those impulses a group of units is once activated or gets to act collectively. However instead of the activated units being grouped by a certain radius from a leader the units activated are in an area (and thus the need for the impulse system to have areas) The areas exist to define scope of activation on an impulse (as well as restrict what can be done on that impulse with respect to attack and movement range). Finally before the next turn of impulses units are reset regaining the ability to act.

玩家的回合被细分成若干次行动,这些行动也称作脉冲,两个玩家交替进行他们的行动,直到两人都放弃进一步行动(在某些情况下,一个骰子的结果会突然宣布行动结束,这种设定叫做"日落骰")。每次行动中,一组单位会被同时激活。其他游戏机制中单位激活往往是以某个领袖单位为中心,固定半径的一个圈。但区域脉冲模式中,单位激活的范围是一个特定的区域。与之相应,这种系统的游戏需要有预定的区域设置。预设的区域确定了每次行动中激活单位的范围,也确定了每次行动中攻击和移动的范围。最后,在下个回合之前,所有单位被重置,获得下次行动的能力。
 
 
 


Auction/Bidding
拍卖出价

 This mechanic requires you to place a bid, usually monetary, on items in an auction of goods in order to enhance your position in the game. These goods allow players future actions or improve a position. The auction consists of taking turns placing bids on a given item until one winner is established, allowing the winner to take control of the item being bid on. Usually there is a game rule that helps drop the price of the items being bid on if no players are interested in the item at its current price. In most games, once a winner for one item is done, if there are more items to be bid upon, another auction is held for those items. The process repeats until a game condition is met or items are exhausted in the auction phase of the game.
 这个机制需要你通过使用竞标物进行竞价的方式,去为一些物料资源出价。这种出价通常来说是货币意义上的,主要目的是为了提高你在游戏中的排位。这些竞标物会给玩家提供了未来的一些行动力或者是可以提高其排位。逐轮地对于一个给定物品进行竞价,直到一个玩家取胜,这就是拍卖的构成。拍卖可以使获胜玩家获得之前通过竞价赢取的物料资源。通常来说还会有一个规则,即假如没有玩家对某一个物料资源的起拍价格不感兴趣,这个规则可以用来帮助降低其价格。即在大多数游戏中,一旦一个竞拍优胜者被确定,但是还有剩余的物料资源准备被用于拍卖,其他的竞拍者可以免费拥有这些物料资源。在游戏的拍卖环节,这个过程会重复并持续到符合了某些条件或者是物料资源被耗尽为止
 

In Power Grid, for example, you start with no power plants and must win bids to be able to produce power. Winning a bid on a given power plant allows that player to add it to their current inventory of power plants and also allows for more power to be made in a given turn. In Vegas Showdown, players bid on rooms. such as a slot machine or a restaurant, in order to build a larger hotel with more prestige and value. Winning players pay for the room based on their bid and place it in their hotel. In both examples, bidding is done in a turn format and players have the option of passing on bids.
 在Power Grid中,打给比方,游戏开始时并没有发电机,必须赢得竞拍才能获得发电机才能产生电能。赢得竞标的玩家可以将发电机加入自己的财产目录,并允许玩家在特定的回合生产更多的电能。在Vegas Showdown中,玩家用声望和金钱为一些组建进行竞标(比如像吃角子老虎机或者一个餐馆),目的是为了获得建造大型宾馆的部件。 竞拍取胜的玩家为组建进行偿付,并且把他们安置在宾馆当中。在这两个例子当中,出价会按轮进行,每位玩家都有选择权以决定是否放弃竞标

 

Betting/Wagering 
赌博/投注
 Betting/Wagering games are games that encourage or require players to bet money (real or in-game) on certain outcomes within the game. The betting itself becomes part of the game. This mechanic is most commonly associated with Poker.
赌博/投注游戏是一种鼓励玩家对于游戏内某些结果投入金钱(现钞或代币)的游戏。赌博下注本身也成为了这种游戏的一部分。这种机制最常见于与扑克相关的游戏中。

 The Commodity Speculation mechanic is also a type of betting, in which in-game money is bet on different commodities in hope that that particular commodity will become the most valuable as the game progresses.
商品投机机制也是赌博的一种,其规则是使用代币投资不同的商品,以期望随着游戏的进程这些特定的商品会变得最有价值。


Campaign / Battle Card Driven
卡牌驱动战役/遭遇战

 The Campaign/Battle Card Driven mechanic is a relatively recent development in wargames that focuses the players' actions on cards they have in their hand. The very basic idea is that performing a single action uses a single card. Games where cards are used to determine the outcome of battles do not use this mechanic.
卡牌驱动战役/遭遇战机制是在某类特定战争类游戏中相对较新的产物,这类特定战争类游戏主要把焦点集中在手牌的玩家行动上。其非常基本的概念就是使用一张卡牌去执行一个行动。卡牌被用于决定遭遇战结局的一些游戏不会使用这种机制

 This GeekList argues that it is simply a subcategory of Hand Management。
GeekList网站认为,这种机制仅仅是手牌管理机制的一个子类别


Card Drafting
手牌规划
 Card drafting games are games where players pick cards from a common pool to gain some immediate advantage or to assemble hands of cards that are used to meet objectives within the game. Ticket to Ride is a well-known card drafting game.
手牌规划游戏 玩家从一个牌池中获得一些直接好处,或者通过所获得牌去组织手牌,以用于满足游戏内的目标。Ticket to Ride(车票之旅)是一款非常著名的手牌规划类游戏。

 Games where cards are simply drawn from a pile are not card drafting games - drafting implies that players have some sort of choice. In Ticket to Ride, players can choose to draw random cards. If they could only draw random cards however, it wouldn't be drafting.
堆叠中卡牌被简单打出的那类游戏并不是手牌规划类游戏-“规划”意味着玩家应该有多种选择。在Ticket to Ride中,玩家可以选择丢随机弃掉一张牌。假如一个游戏可能仅仅只有随机弃牌规则的游戏,还是不能被叫做“规划”。


Chit-Pull System 
板块抽取系统
 The word chit usually refers to little rectangular or square cardboard counters that have some sort of game-relevant information on them. In a chit-pull system, a number of chits is first placed in a container (often a bag or cup). In the course of the game, chits are drawn randomly out of this container, triggering certain game effects. This is essentially just another way of producing random results.
chit这个单词通常指的是长方形或正方形的小纸板,上面有某些游戏相关的信息。板块抽取系统指的是把一定数量的板块先放到一个容器里,通常是一个布袋或者一个杯子。在游戏过程中,游戏者从容器中随机抽出板块,抽出的板块会触发某些游戏效果。这种机制实际上只是一种引入随机因素的方式。


 However, a chit-pull system differs in a number of ways from dice-rolling, which is another method for obtaining random results.
然而,与板块抽取系统有些不同的掷骰子机制,则是另外一种获取随即结果的方法。
 
 First, dice never "remember" which results have already occured; each time they are rolled, probabilities are exactly the same. When, on the other hand, a chit is drawn, it can be removed from the container so that that result will not occur again. Chits can also be used to randomize a certain sequence of events repeatedly by drawing chits from a container until it is empty and then putting all chits back.
首先,骰子永远不会“记住”已经发生的结果;每次骰子被掷出,概率是完全一样的。另一方面,当板块被取出,该板块则从容器中删除,使结果不会再次发生。我们还可以把一系列事件做成对应板块,板块被设置成随机顺序,通过板块抽取,就能打乱这些事件的发生顺序。等全部板块抽完,可以把它们再放回容器进行下一轮抽取。


 Second, chits can usually relay more information than the face of a die, which tends to be limited in size (barring oversized dice). Also, since a chit can be kept near a player or on the board itself, this information can be made available indefinitely, while a die usually will soon be rolled again and not kept around for conveying information (there are exceptions). Also, since chits are cardboard counters, they have two sides that might convey different (or additional) information. Their ability to be used as markers on the gameboard itself distinguishes chits from a deck of cards, which can otherwise be used for randomization in a similar fashion.
第二个区别,骰子面积小,每个面上存在的信息有限。板块面积大,往往有更多信息。而且由于板块往往放在玩家身边。或者直接放在游戏版图上,这些信息可以一直保留。而骰子要反复使用,结果信息无法保留(当然也有例外)。由于板块是纸板做成,它有两个面,可以用来携带不同的信息。虽然卡牌也有类似的特点,但板块还能直接放在游戏版图上当作标志物,这是板块和卡牌的区别。
 
Third, chits have a nice haptic quality that appeals to many gamers.
第三,板块有着良好的手感,这也是吸引许多玩家的优点。

 Note that games in which cardboard counters essentially make up the whole game (like Carcassonne) are usually referred to as tile-laying games. In tile-laying games, the counters form the game board, as it were; they are not used to produce a random result for a game that happens on an independent board as is the case with chit-pulling.
注意,如果一个游戏几乎完全是依赖于板块而存在,这类游戏往往称作板块放置类游戏。典型例子是卡卡颂Carcassonne。在板块放置类游戏中,板块构成游戏版图,而不是用来产生随机结果。

 Examples for chit-pull systems: Arkham Horror, Dragons of Glory, A Most Dangerous Time: Japan in Chaos, 1570-1584.
板块抽取游戏有: Arkham Horror, Dragons of Glory, A Most Dangerous Time: Japan in Chaos, 1570-1584.

Co-operative Play 
 Co-operative play encourages or requires players to work together to beat the game. There is little or no competition between players. Either the players win the game by reaching a pre-determined objective, or all players lose the game, often by not reaching the objective before a certain event happens.


Commodity Speculation 
 The Commodity Speculation mechanic is a subcateogry of Betting/Wagering, in which in-game money is bet on different commodities in hope that that particular commodity will become the most valuable as the game progresses. Often the values of the commodities are continually changing throughout the game, and the players buy and sell the commodities to make money off of their investment.


Crayon Rail System 
 The Crayon Rail System is a subcategory of Route/Network Building.


Dice Rolling 
 Dice rolling games are games where dice are used for randomness.


Hand Management 
 Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.

 Hand management has no relationship to action/dexterity.


Hex-and-Counter 
 Classic wargame mechanic, played with 'Counters' on a map with an Hexagonal grid allowing to move the counters in more directions (6) as opposed to a square grid with only four directions.

Counters are commonly thick cardboard chit, with printed attributes and identification.


Line Drawing 
 This page does not exist. You can edit this page to create it.


Memory 
 The mechanic is simple. We have the classic game Memory - in different editions and variations:
http://www.boardgamegeek.com/geeksearch.php?action=search&objecttype=boardgame&q=memory&B1=Go. Here the mechanic is almost the only thing worth focusing on; the needed competences are obvious..

 In many card games (Bridge etc) a mechanic like memory is also existing, you have to remember specific cards or colours.

 In boardgames this mechanic is often existing, but in a much less degree. In a popular game like Settlers, you will be better of, if you remember how many specific ressources are in play, when you use the monopoloy-card. Just to name an example, where memory plays a small, but important role in the specific situation.

 

Modular Board 
 Play occurs upon a modular board that is composed of multiple pieces, often tiles or cards.

 In many games, board placement is randomized, leading to different possibilities for strategy and exploration.

 Some games in this category have multiple boards which are not used simultaneously, preserving table space. Unused boards remain out of play until they are required.

 

Paper-and-Pencil 
 The game is developed using paper and pen to mark and save responses or attributes that to the end of the game are used to score points and determine the winner.

 A game that merely keeps track of score on a sheet of paper does not use a paper-and-pencil mechanism.

 

Partnerships 
 Games with partnerships offer players a set of rules for alliances and teams. Partners are often able to win as a team, or penalities are enforced for not respecting alliances.

 Fury of Dracula has initial teams that cannot be changed midgame.

 Dune has a strict set of rules reguarding alliances and the breaking of them.


Pattern Building 
 Pattern Building is a system where players must make buildings following game models. Those builds need resources that must be earned during the game course.

 Alt: Pattern Building is a system where players place game components in specific patterns in order to gain specific or variable game results. For example: placing chips on 2, 4, 6, 8 on a board gets the player an action card they can use later in the game.


Pattern Recognition 
 Markers, usually with a color or pattern, are placed or added on different random or pre-determined locations relative to a board or the markers themselves. As the markers move during play the player has to recognize a known pattern created by the markers to gain a good, points or win the game

 

Pick-up and Deliver 
 This mechanic usually requires players to pick up an item or good at one location on the playing board and bring it to another location on the playing board. Initial placement of the item can be either predetermined or random. The delivery of the good usually gives the player money to do more actions with. In most cases, there is a game rule or another mechanic that determines where the item needs to go.

 In Railroad Tycoon, players build railroads between cities and use them to deliver good cubes from one city to another. The force that drives the good to the location is the color of the good goes to a matching colored city. when the player delivers the good to that city, the player receives money.


Point to Point Movement 
 On a board of a game with point-to-point movement, there are certain spots that can be occupied by markers or figurines, e. g. cities on a map. These points are connected by lines, and movement can only happen along these lines. It is not enough that two points are next to or close to each other; if there is no connecting line between them, a player cannot move his or her piece from one to the other.

 With point-to-point movement, you do not have a division of the board into areas which can be moved out of or into freely (like with Risk). Neither do you have a board completely covered in squares (like with Chess) or hexagons (like with Tide of Iron) that allow unrestricted or nearly unrestricted movement in any direction and to any square or hex.

 Unlike these counterexamples, point-to-point movement arbitrarily restricts areas on the board that markers or figurines can occupy, and it also arbitrarily restricts the ways that these points may be reached. Oftentimes, this allows for interesting strategies.

 Examples for point-to-point movement: Nine Men's Morris, Kensington, Friedrich.

 


Rock-Paper-Scissors 
剪刀石头布

 Rock-Paper-Scissors is a subcategory of Simultaneous Action Selection or Trick-Playing.
 剪刀石头布是

 Its defining feature is that there is a circular hierarchy for which pieces win against or capture others. That is, while A might beat B, and B beat C, C beats A.

 The name derives from the well-known children's game where
 Scissors cuts Paper
 Paper covers Rock
 Rock crushes Scissors

 But can refer to any game with non-transitive mechanics, e.g.

 

 or

 


Role Playing
角色扮演
 
 Some board games incorporate elements of role playing. It can be that players control a character that improves over time. It can also be a game that encourages or inspires Storytelling. This mechanic can be viewed as an extension of Variable Player Powers.
 许多桌面游戏都混合了角色扮演的元素在里面。可能是玩家控制一个不断成长的角色,也可能是鼓励或激励玩家进行故事叙说的一个游戏。这个机制可以被视为可变玩家能力机制的一种衍生


Roll and Move 
 Roll and move games are games where players roll dice and move playing pieces in accordance with the roll.

 (This term is often used derogatorily to imply that there is no thought involved. Roll and move games like Backgammon however contain a tactical element.)


Route/Network Building 
 Route/Network building games reward players for placing their playing pieces so that they form a route or network.


Secret Unit Deployment 
 Secret unit deployment games are games that contain hidden information. Only the player controlling certain playing pieces has perfect information about the nature (or even the whereabouts) of those pieces. This mechanic is often used in wargames to simulate "fog of war".


Set Collection
 The primary goal of a set collection mechanic is to encourage a player to collect a set of items. For example, players collect and harvest different types of beans in Bohnanza, and they collect Pharoahs and River Tiles in Ra.

 
Simulation 
 Simulation games are games that attempt to model actual events or situations.


Simultaneous Action Selection 
 The simultaneous action selection mechanic lets players secretly choose their actions. After they are revealed, the actions resolve following the ruleset of the game.


Singing 
 This page does not exist. You can edit this page to create it.

 

Stock Holding 
 Stock holding is a subcategory of Commodity Speculation, in which instead of purchasing or selling an entire commodity, players purchase and sell (or hold) a share in a given company, commodity or nation.

 Notable examples include Acquire, where players can purchase shares of companies, and benefit if those companies grow before being bought out, and Imperial, where players are purchasing bonds in European nations which grant not only a dividend and points at the end of the game but also the right to control that nation's actions for as long as you are the majority bondholder.


Storytelling 
 This page does not exist. You can edit this page to create it.

 

Tile Placement 
 This game mechanic implies playing a tile in a strategic location, respecting rules to expand the playing area or score points.

 A classic example is Carcassonne, where a player randomly draws a tile and place it next to other tiles and has a chance to place a Meeple on the tile just played.
 Some abstract games, such as Ingenious and Othello, also utilize this mechanic.


Trading 
 In games with a trading mechanic, the players can exchange game items between each other. For instance, players trade for different types of beans in Bohnanza, while they trade resources in The Settlers of Catan.


Trick-taking 
 Trick Taking is a game mechanism used in card games.

 Each player plays in turn order one card (or, in some games, a series, such as a pair or straight) from their hand face up onto the table; the group of cards played is named a "trick". According with the rules of the game, one player wins the trick and captures all of the cards in the trick. The object of most trick taking games is to capture tricks or point scoring cards in tricks or occasionally avoid winning tricks.

 The most common way to win a trick is by having the card with highest value of the suit that was led, but many classical card games use the "trump" system (where the certain cards, usually those of a designated suit, will win the trick if they are played.) Occasionally there is a round of bidding to determine this trump suit.

 In many trick taking games (though not all), players are required to "follow suit", i.e. play a card of the same suit as was led if they have one. If they do not have a matching card, they must play another card from their hand.


Variable Phase Order 
 Variable Phase Order implies that turns may not be played the same way as before and / or after.

 With Puerto Rico, every turn is different, depending on who starts selecting the roles, and what roles they take. You may have to play the 'build' action sooner than you'd wish depending on an other players move, or with other games, you may be denied from taking certain action.

 Most games with limited action and any game without a static turn order fall under this 'mechanism'


Variable Player Powers 
 Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players. To illustrate, here are some notable examples.

 In Ogre, one player controls a single powerful piece, and the other plays many weaker units. The net effect is a balanced game.

 In Cosmic Encounter, each player is assigned a random special ability at the beginning of the game. Although each player has the same victory goal (control five non-home colonies), their abilities enable differing means to the end.

 In Here I Stand, each player controls a political power with unique ways to score victory points. Some focus on military conquest, some on religious influence, etc.


Voting 
 Voting is game mechanic where votes are caste to determine the results of certain situations.


Worker Placement 
 This mechanic requires players to draft individual actions from a set that is available to all players. Drafting is done one-at-a-time and in turn order. Once drafted, an action can no longer be taken until a subsequent turn or until the action space is no longer occupied by a worker.

 Usually, each player has a limited number of pieces with which to participate in the process. In other words, they "place workers" to show which actions have been drafted by which players.

 In Agricola, for example, you start with two family members who can be placed on action spaces to collect resources or take certain actions like building fences. When someone places on a given space, that action is no longer available until the next round.

 Well known examples of Worker Placement include Agricola, Caylus, Stone Age, Pillars of the Earth, Tribune, and Dominant Species. Early design experiments with the mechanic include Way Out West, Bus, and Keydom (though there is some disagreement about this).

 

 

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