Game Mechanics & Case Study Navigator
What player decision or interaction should my game design improve?
Choose the branch that matches your decision, then choose the relevant article. The destinations are alternatives and references, not a mandatory reading sequence.
Start: Choose Your Decision
- Are players building an engine, trading resources, or balancing short- and long-term value? → Economy, resources and strategic growth
- Does tension come from uncertainty about roles, intentions or information? → Hidden information and social inference
- Must players coordinate while information, time or communication is limited? → Cooperation and constrained communication
- Do players create a story, negotiate, or shape a shared social outcome? → Narrative and negotiated outcomes
- Does the decision depend on connections, territory, movement or placement? → Routes, space and tactical position
- Is the intended experience rapid recognition, wordplay, expression or social laughter? → Speed, expression and party interaction
- Are players deciding how much to bid, risk or commit under uncertainty? → Uncertainty, auctions and risk
- Do you need a repeatable way to inspect an existing game or test an idea? → Analyze or prototype a design
If you are unsure, begin with the first branch and state the outcome you need before selecting a method or tool.
Economy, resources and strategic growth
Question: Are players building an engine, trading resources, or balancing short- and long-term value?
Compare how the case studies turn resources, position and timing into consequential choices. A title may support more than one design lesson.
Article destinations:
- Game Case Study - 7 Wonders
- Game Case Study - Acquire
- Game Case Study - Brass
- Game Case Study - Catan
- Game Case Study - Chrononauts
- Game Case Study - Fluxx
- Game Case Study - Guillotine
- Game Case Study - Power Grid
- Game Case Study - Splendor
- Game Case Study - Sushi Go!
- Game Case Study - Wingspan
Checkpoint: Identify a meaningful tradeoff and a feedback loop that changes the next choice.
- Yes, I can do this: Compare an alternative, test the choice, or continue through the related trees below.
- Not yet: Revisit the relevant explanation or choose a simpler baseline.
- Choose another decision →
Hidden information and social inference
Question: Does tension come from uncertainty about roles, intentions or information?
Compare clues, bluffing, deduction and trust. Separate uncertainty that creates choices from uncertainty that merely obscures the rules.
Article destinations:
- Game Case Study - A Fake Artist Goes to New York
- Game Case Study - Deception: Murder in Hong Kong
- Game Case Study - Decrypto
- Game Case Study - Mysterium
- Game Case Study - Scotland Yard
- Game Case Study - Spyfall
- Game Case Study - Stratego
- Game Case Study - The Chameleon
- Game Case Study - The Resistance: Avalon
Checkpoint: Explain what players know, what they can infer and how new evidence arrives.
- Yes, I can do this: Compare an alternative, test the choice, or continue through the related trees below.
- Not yet: Revisit the relevant explanation or choose a simpler baseline.
- Choose another decision →
Cooperation and constrained communication
Question: Must players coordinate while information, time or communication is limited?
Study how incentives, shared objectives and communication limits make cooperation necessary.
Article destinations:
- Game Case Study - Cahoots
- Game Case Study - Captain Sonar
- Game Case Study - Friday
- Game Case Study - Gloomhaven
- Game Case Study - Hanabi
- Game Case Study - Paleo
- Game Case Study - The Crew
- Game Case Study - The Mind
Checkpoint: Demonstrate why one player cannot simply make every decision for the group.
- Yes, I can do this: Compare an alternative, test the choice, or continue through the related trees below.
- Not yet: Revisit the relevant explanation or choose a simpler baseline.
- Choose another decision →
Narrative and negotiated outcomes
Question: Do players create a story, negotiate, or shape a shared social outcome?
Compare procedures for authorship, bargaining and consequences.
Article destinations:
- Game Case Study - Bohnanza
- Game Case Study - Chinatown
- Game Case Study - Diplomacy
- Game Case Study - Fiasco
- Game Case Study - Fog of Love
- Game Case Study - I'm the Boss
- Game Case Study - Kremlin
- Game Case Study - Lifeboats
- Game Case Study - Microscope
- Game Case Study - Past Lives
- Game Case Study - Pitchstorm
- Game Case Study - Quo Vadis?
- Game Case Study - The King's Dilemma
- Game Case Study - You Think You Know Me
Checkpoint: Show how a player choice changes the shared story or relationships.
- Yes, I can do this: Compare an alternative, test the choice, or continue through the related trees below.
- Not yet: Revisit the relevant explanation or choose a simpler baseline.
- Choose another decision →
Routes, space and tactical position
Question: Does the decision depend on connections, territory, movement or placement?
Examine spatial constraints and how an action changes later opportunities.
Article destinations:
- Game Case Study - Azul
- Game Case Study - Cerebria: The Inside World
- Game Case Study - Drop Drive
- Game Case Study - Five Tribes: The Djinns of Naqala
- Game Case Study - Foundations of Metropolis
- Game Case Study - Hexagony
- Game Case Study - Minecraft
- Game Case Study - Mississippi Queen
- Game Case Study - Pan Am
- Game Case Study - Root
- Game Case Study - Snow Tails
- Game Case Study - Spices of the World
- Game Case Study - String Railway
- Game Case Study - Thurn and Taxis
- Game Case Study - Ticket to Ride
- Game Case Study - Tigris & Euphrates
- Game Case Study - Tsuro
- Game Case Study - Twilight Imperium
- Game Case Study - Twilight Struggle
- Network / Route Building Mechanics in Splendor, Ticket to Ride, and Pan Am
Checkpoint: Identify the positional tradeoff and an understandable response available to opponents.
- Yes, I can do this: Compare an alternative, test the choice, or continue through the related trees below.
- Not yet: Revisit the relevant explanation or choose a simpler baseline.
- Choose another decision →
Speed, expression and party interaction
Question: Is the intended experience rapid recognition, wordplay, expression or social laughter?
Compare timing, simultaneous participation and the accessibility of the central action.
Article destinations:
- Game Case Study - Anomia
- Game Case Study - Codenames
- Game Case Study - Concept
- Game Case Study - Happy Salmon
- Game Case Study - Illusion
- Game Case Study - Just One
- Game Case Study - Snake Oil
- Game Case Study - Telestrations
- Game Case Study - Wavelength
Checkpoint: Check whether the activity stays clear and engaging between individual turns.
- Yes, I can do this: Compare an alternative, test the choice, or continue through the related trees below.
- Not yet: Revisit the relevant explanation or choose a simpler baseline.
- Choose another decision →
Uncertainty, auctions and risk
Question: Are players deciding how much to bid, risk or commit under uncertainty?
Compare what is known at commitment time, how losses are bounded and whether players can recover.
Article destinations:
- Game Case Study - Bid Whist Rise and Fly
- Game Case Study - For Sale
- Game Case Study - High Society
- Game Case Study - Ivanhoe
- Game Case Study - Loot
- Game Case Study - Lost Cities
- Game Case Study - Merchants of Amsterdam
- Game Case Study - Modern Art
- Game Case Study - Pickomino
- Game Case Study - Piece o' Cake
- Game Case Study - Queen's Necklace
- Game Case Study - Ra
- Game Case Study - Slapshot
- Game Case Study - The Estates
- Game Case Study - The Quacks of Quedlinburg
- Game Case Study - The Really Nasty Horse Racing Game
- Game Case Study - Turn the Tide
- Game Case Study - Wits & Wagers
Checkpoint: Explain why the risk is a meaningful choice rather than an arbitrary penalty.
- Yes, I can do this: Compare an alternative, test the choice, or continue through the related trees below.
- Not yet: Revisit the relevant explanation or choose a simpler baseline.
- Choose another decision →
Analyze or prototype a design
Question: Do you need a repeatable way to inspect an existing game or test an idea?
Use a case-study structure, identify the primary player decision, and create the smallest playable test.
Article destinations:
Checkpoint: Record the design hypothesis, observation and next change.
- Yes, I can do this: Compare an alternative, test the choice, or continue through the related trees below.
- Not yet: Revisit the relevant explanation or choose a simpler baseline.
- Choose another decision →