--- title: Mashup Game Jam tags: Game Jam --- # Mashup Game Jam [toc] ## Game Prompts and Core Mechanics ### Card * [**Blackjack**](https://boardgamegeek.com/boardgame/10816/blackjack) * **Betting/Wagering**: 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. * **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. * **[Crazy Eights](https://boardgamegeek.com/boardgame/11017/crazy-eights) / [Uno](https://boardgamegeek.com/boardgame/2223/uno)** * **Hand Management**: 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. * **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. Mille Bornes is a good example. Munchkin or Give Me The Brain! could also be considered to use variants of this mechanic, where single unforeseen card plays can cause huge swings in player progress or power. * [**Poker (any version)**](https://boardgamegeek.com/boardgame/1115/poker) * **Betting/Wagering**: See Above * **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. The typical examples of games that provides elimination are Diplomacy or Risk (where a player may be defeated) or Monopoly (where a player may go bankrupt and thus be eliminated). There are also games where achieving the win condition will eliminate you from the game and the last person remaining is the loser. Does not include 2-Player games where you're supposed to defeat the opponent, such as Chess. * **Set Collection**: The primary goal of a set collection mechanic is to encourage a player to collect a set of items. It can be anything from cards, to Mancala stones, etc. ### Arcade I didn't find official mechanics for these, so I'm making these up based on their description pages and wikis. If you have any suggestions, feel free to message me! * [**Pac-Man**](https://videogamegeek.com/videogame/72796/pac-man) * **Lives**: You are given a set of lives, when you lose all your lives, it's game over * **Set Collection**: See Above * **Enemy Hazards**: Avoiding Ghosts, some pathfinding * **Powerups**: The bigger pellets allow you to eat ghosts for a limited time * **High Score**: Your score is kept at the end, and if you have a high enough score, it's stored on a leaderboard * **Endless**: Endless gameplay, you continue until you make enough mistakes for a game over * [**Frogger**](https://videogamegeek.com/videogame/84578/frogger) * **Lives**, **High Score**, and **Endless**: See Above * **Environmental Hazards**: Avoid hazards on screen, cars, water, etc. * **Collection**: Not set collection, you get bonus points by touching a "lady frog" (according to the wiki) * [**Pinball**](https://videogamegeek.com/videogame/76302/full-tilt-pinball) * **Lives**, **High Score**, and **Endless**: See Above * **Combos/Tricks**: Maneuver the ball with your paddles to hit bumpers, different maneuvers and bumpers offer differing points * **Environmental Hazards**: The only way to lose is for the ball to fall into the bottom hole. Some variations have holes on other parts of the field ### Board * [**Battleship**](https://boardgamegeek.com/boardgame/2425/battleship) * **Paper-and-Pencil**: 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. AKA, storing the position of shots already fired, hits, and misses. * **Secret Unit Deployment**: 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". * [**Chess**](https://boardgamegeek.com/boardgame/171/chess) * **Grid Movement**: The Grid Movement occurs when pawns move on the grid in many directions. Usually the grid is square (like in Chess) or hexagonal (Abalone). In a game there can be many pawns (like in Chess or Checkers) or only one (like the bishop in Fresco). * **Capture**: Movement is also considered an attack, any piece can capture any other piece. * [**Monopoly**](https://boardgamegeek.com/boardgame/1406/monopoly) * **Player Elimination** and **Set Collection**: See Above * **Auction/Bidding**: 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. * **Roll/Spin and Move**: Roll / Spin and move games are games where players roll dice or spin spinners and move playing pieces in accordance with the roll. * **Trading**: In games with a trading mechanic, the players can exchange game items between each other.