Ova lista mehanika sa objašnjenjima u društvenim igrama je nastala kao priručna pomoć za sve ljude koji se interesuju za ovu vrstu hobija gde želimo da prikupimo što više tačnih informacija na srpskom jeziku kako bi svi imali uvid u listu. S obzirom na to da gejmerska industrija ima svoj ležerniji način izražavanja, ali koji je izrazito čest u engleskom maniru govora – slenga, na ovaj način ćemo približiti određene termine koji se najčešće upotrebljavaju. Objašnjenja su pojednostavljena radi lakšeg razumevanja.

Svi su pozvani da učestvuju i sugerišu kako bi proširili i napravili
što precizniju listu na srpskom jeziku. Predloge i sugestije slobodno šaljite na boardgamesroom@gmail.com


Mehanike u društvenim igrama

Mehanika / Mehanizam igranja – Pojam koji označava pravila i metode u okviru igre. Metaforički predstavlja termin koji se odnosi na funkcionalni aspekt igre. Ako tema igre objašnjava “Zašto?”, mehanika igre odgovara na pitanje “Kako?”. Predstavlja kompletan sistem koji vodi igru davajući joj strukturu i smernice kako da igrači dođu do kraja igre ili pobede.

Mehanike mogu biti jednostavne, poput izvlačenja karte, bacanja kockica, ili kompleksne poput igranja uloga i postavljanja jedinica na mapu. O mehanikama možete razmišljati kao o stvarima koje radite da biste igrali igru, gde “tema” predstavlja svet u kojem radite te stvari. Opisi igara često navode mehanike i/ili temu kako bi igračima objasnili o čemu se u dotičnim igrama radi.

Igra sa nekoliko mehanizama u svojim pravilima je interesantna, više zabavna, ali i teža za analizu. Ponavljanje igranja takve igre pre će zadovoljiti bilo koju odraslu osobu nego igra u kojoj se samo jedan mehanizam kontinualno ponavlja. Sa druge strane, ona koja ima malo mehanizama biće lakša da bi je neko ko je nov igrač mogao razumeti ili na primer deca. Ako igra ima previše mehanizama sa kojima igrač može da se bavi, može doći i do velike frustracije i nezainteresovanosti.

Mehanike / Mehanizmi u igrama / po BGG sajtu 

Acting A game where players must represent another/perform theatrically.

-Igra u kojoj igrači moraju da teatrično pokažu nešto ili da odglume.
Times Up!

Action/Movement Programming
Players secretly choose the next X turns, and then each player plays their turns out according to the choices made. A game has the programming mechanic if it provides choice of several actions with a mechanism of executing those actions such that things could go spectacularly or amusingly wrong, because the status of the game changed in ways one did not anticipate before the action is executed.

– Igrači potajno biraju narednih nekoliko poteza i zatim svaki igra svoje u skladu sa odabranim izborima. Igra ima programiranu mehaniku ako omogućava izbor od nekoliko akcija sa mehanizmom izvršenja istih tako da situacije i status igre menjaju nepredviđeno dok se akcija ne izvrši.
Shogun, Robo Rally
Action Point Allowance System (Action Points) Players get a set number of points each turn to devote to various actions, at their discretion.

– Igrači dobijaju određen set poena na svakom potezu koje raspodeljuju različitim akcijama po sopstvenom nahođenju.
Area control/Area influence Control of an area is awarded to the player that has the majority of units or influence in that area.

-Kontrola područja/oblasti je dodeljena igraču koji ima više jedinica te oblasti. 
Area Enclosure This term refers to the mechanism that has a player attempting to surround or fence off an area – usually in order to control it, cause it to score, or eliminate it from play. Go, Boxes
Area Movement A mechanism used chiefly for war games: movement traverses irregular areas rather than a grid and this choice makes the game develop on more than one front. El Grande, Dead of Winter, War of the ring
Area-Impulse Game is articulated through a series of impulses, a mean of activating map areas and moving units in those areas to accomplish movement and combat. Storm over Arnhem, Thunder at Cassino, Turning Point: Stalingrad, Breakout: Normandy

Players bid or auction on resources to get them and win. Modern Art, Ra

Players act evaluating cards value, discarding them, making a guess on the result and bidding on it. Tichu
Campaign/Battle Card Driven

Cards or campaign text depict events, and the challenge is in making decisions and plan their usage to win. We the people, Hannibal: Rome vs Carthage, Twilight Struggle
Card Drafting

Party evolve by planning, balancing resources, upgrading characters and facilities via decks of cards. Through the Ages, Mage Knight
Chit-Pull System Commonly used in war games to address the problem of simulating simultaneous action on the battlefield and issues of command and control. In such a system the current player randomly draws a chit or counter identifying a group of units which may now be moved. Schemes include moving any units commanded by a particular leader, moving units of a particular quality or activating units not for movement but for fighting. Zulus on the ramparts, A victory lost
Co-operative Play

Players work together toward a common goal. In purely cooperative games all players win or lose together. Semi-cooperative games may have unknown traitors. Cooperative play sometimes coexists in tension with competitive scoring. Pandemic, Escape, Battlestar Galactica, Castle Panic
Commodity Speculation Players buy and sell resources or company shares in the hopes of predicting price changes and making money. Acquire, Kanban, Merchant of Venus
Crayon Rail System Players draw tracks between cities. See also Route/Network building. Empire builder, Eurorails
Deck/Pool Building Players start the game with a pre-determined set of cards / player pieces and add and change those pieces over the course of the game. Many deck-building games provide the players with a currency that they use to “buy” new items that are integrated into the deck or pool. These new resources generally expand the capabilities of the player and allow the player to build an “engine” to drive their future plays in the course of the game. Dominion, Star Realms, Marvel Legendary
Dice Rolling

Players roll dice to determine outcomes.

– Igrači bacaju kockice kako bi dobili odlučujuć ishod.
Roll for the Galaxy, Mice and Mystics, Yahtzee
Grid movement

The board is completely covered in squares (as in Chess) or hexagons (as in Hey!, That’s my Fish!) that allow unrestricted or nearly unrestricted movement in any direction and to any square or hex. This movement mechanic is commonly used in both abstract strategy games and wargames.

– Tabla je kompletno pokrivena sa kvadratima (kao u šahu) ili šestougaonim pločicama (kao u Hey!, That’s my Fish!) gde je dozvoljeno ili jedva dozvoljeno kretanje u bilo kom smeru, na bilo koje polje. Ova mehanika kretanja je najčešće upotrebljena u apstraktnim i ratnim igrama.
Space Hulk, Forbidden Desert, Hey!, That’s my Fish!
Hand Management Managing your hand means gaining the most value out of available cards under given circumstances. Players are rewarded 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. Cards often have multiple uses in the game, further obfuscating an “optimal” sequence. Android: Netrunner, Through the Ages
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. Twilight Imperium, Advanced Squad Leader,
Line Drawing

Games using the line drawing mechanic involve the drawing of lines, for example to connect objects, to isolate objects, or to create areas. Telestrations, Pictionary, Cranium, Sprouts

Players are required to recall previous game events or information in order to reach an objective. Codenames, Hanabi, Coup, Sleuth, Clue
Modular Board

The playing area consists of tiles, cards, or other pieces, usually identical in size, that can be placed in multiple arrangements. Placement may be random or fixed according to a scenario. Settlers of Catan, Mansions of Madness, Blue Moon City, Kingdom Builder

The game is developed using paper and pen to mark and save responses or attributes that, at the end of the game, are used to score points and determine the winner. Eat poop you cat, Scattergories

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. The Resistance, Dune, Tragedy Looper, Ultimate Werewolf
Pattern Building

Players place game components in specific patterns in order to gain specific or variable game results. Castles of Mad King Ludwig
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. Quirkle, Ingenious, Ubongo, Jungle Speed, Cathedral, Pentagon
Pick-up and Deliver

Players must pick up an item 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 item usually gives the player resources to do more actions with. In most cases, there is a game rule or another mechanic that determines where the item needs to go. Merchants and Marauders, Indonesia, Genoa
Player elimination

Player elimination occurs in multiple-player games (>2) when a player can be eliminated from the game and play continues without the eliminated player. There are also games where achieving the win condition will eliminate you from the game and the last person remaining is the loser. Magic: The Gathering, King of Tokyo, Diplomacy
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, 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. Arkham Horror, Tales of the Arabian Nights
Press your Luck

Games where you repeat an action (or part of an action) until you decide to stop due to increased (or not) risk of losing points or your turn. Press Your Luck games include both Risk Management and Risk Valuation games, in which risk is driven by the game mechanisms and valuing how much other players value what you also want, respectively. Goa, Ra, Incan Gold

A kind of unit, move, or strategy is balanced, winning against some alternatives and losing to others. The best play varies, depending on what the opponent chooses. Sid Meier’s Civilization, Yomi, Dungeon Quest
Role Playing

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. Chaos in the old world, Descent: Journeys in the Dark
Roll/Spin and Move

Players roll dice or spin spinners and move playing pieces in accordance with the roll. Monopoly, Marrakech, Formula Dè
Route/Network building Game play features network(s) (interconnected lines with nodes) using owned, partially owned or neutral pieces, with an emphasis on building the longest chain and/or connecting areas or fixed points on the board. See also Crayon Rail System. Power Grid, Railways of the World, Food Chain Magnate
Secret Unit Deployment Gameplay contains 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”. Letters from Whitechapel, Fury of Dracula
Set Collection Players seek prescribed combinations of items, such as three-of-a-kind. Turning in sets typically yields rewards or fulfills a victory condition. Gin Rummy, Lords of Waterdeep

Simulation games are games that attempt to model actual events or situations. Castles of Burgundy, The Voyages of Marco Polo, Memoir ’44, Flash Point: Fire Rescue
Simultaneous Action Selection

Instead of taking turns in order, all players choose their moves and then reveal them simultaneously to be resolved. 7 Wonders

Players hum or sing familiar tunes in order to fulfill certain game requirements. Cranium
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. Mombasa, Rapa Nui, Tesla vs Edison

Players can be provided with conceptual, written, or pictorial stimuli which must be incorporated into a story of the players’ creation. Alternatively, players don’t create their own stories, but instead experience a story from the inside as one of the participants. Games along those lines might present players with a particular narrative situation, after which the player will make a choice that affects which end to the narrative is told — with the results of this narrative affecting the player’s standing in the game. Once Upon A Time,
Tales of the Arabian Nights, Dixit, Rory’s Story Cubes
Take That Maneuvers that directly attack an opposing player’s strength, level, life points or do something else to impede their progress, while usually providing the main engine for player interaction in the game. Usually used in card games. Cosmic Encounter, Saboteur, Bang, Munchkin
Tile Placement

Players take turns in laying tiles in positions allowed by the rules. Tiles may constitute a modular board (see above), but not all modular boards are laid by players’ choice. Carcassonne
Time Track

A variable player-turn order mechanism by which the player who is last on the time track goes next. The function of this mechanism can allow a player to have multiple sequential turns due to being last after each one. The basic premise is that you can choose to do a longer, slower task in the game, but in the meantime, a player taking shorter, quicker actions might change the “landscape” of the playfield. It is arguably a derivative of “action point” systems, except in the case of time tracks, the player doesn’t have a fixed number of points she can or must use on her turn. Horus Heresy

Players exchange game items between each other. Tikal, Antiquity, Fief, Bohnanza
Trick-taking Players lay down cards, typically following the suit of the first card in each round. The values of the cards determine the winner, that collects all cards played in that round. A certain number of tricks may be needed to win, or certain cards taken in tricks may give positive or negative points. Hearts, Haggis, Rook
Variable Phase Order The order in which Game Phases occur can be varied throughout the game. Puerto Rico, Race for the Galaxy, Citadels, Myth
Variable Player Powers Players play according to slightly different rules due to that there are different factions or roles in the game. Cosmic Encounter, Dominant Species, Sentinel of the Multiverse

Players vote to determine a group’s decision. Werewolf, Battlestar Galactica, Patchistory
Worker Placement

Sometimes called “action drafting” or “action blocking”, players select actions to be taken each round by placement of tokens (or “workers”) from a limited resource pool, often into restricted action selection areas. Agricola, Terra Mystica, Caylus, Caverna, Le Havre, Orleans, Ora et Labora


Zahvaljujemo svima na pomoći da upotpunimo listu mehanika na srpskom jeziku i omogućimo da svima bude dostupna na jednom mestu. 

Autorima i dizajnerima društvenih igara biće “pri ruci” u izradi igara, novim igračima će pomoći da bolje razumeju i savladaju pojmove i mehanizme igranja, a nadamo se da će zainteresovati još ljudi koji nisu imali prilike da saznaju za ovu vrstu analognog druženja i da će ih sam bogat sadržaj privući da požele da probaju nešto iz “okeana” društvenih igara.

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