Ok, there are about a gazillion mechanics out there, so this could be a very looong series! I'd like to keep it to a list of 5 or 6 mechanics that are in some sense representative, and maybe we could come back to the discussion of mechanics every now and again.
The idea with this series would be to explore a specific mechanic each week. How does the mechanic work? What games use the mechanic? What kind of player experience does it create? What problems is it prone to?
Some possibilities:
Roll and move
Action point allowance
Simultaneous action selection
Auctions (possibly a series unto itself...)
Trading/deal-making
Trick-taking
Or, perhaps it would be interesting to focus on some of the "newer" mechanics that seem to be in the process of becoming popular, particularly the "role selection" mechanic from Verrater that has been extended to great effect in Citadels and Puerto Rico. Are there other mechanics that are "new" and used in several games?
Feel free to chime in with other "important" mechanics, or ideas about how these discussions could be structured to be maximally useful. Or, propose a completely different series!
-Jeff
I could be way, way off here but I *think* that Tikal is sort of considered as the principal innovator of what is commonly thought of as the "action point allowance" mechanic. I suspect that you could find older games in which a player has several choices of actions he can take, but Tikal, I think, moved this forward by saying, instead, that a player has a set number of *points* to spend, and different actions have different point costs. This is a huge aid to the designer in terms of being able to balance unlike actions.
A true "expert" of the German games scene could address this more fruitfully, but at any rate, we'll be talking about Action Point systems next week, with SVan moderating, so hope we can dig into it more then!
-Jeff