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  • ...l security. The ship's energy is a [[Non-Renewable Resources|Non-Renewable Resource]], and so is its missiles. Players place their cards upside down, but may t
    7 KB (1,041 words) - 12:52, 18 March 2018
  • ...performed again, in both cases determining, in a sense, the interval for [[Renewable Resources]] to appear. Games which create [[Traces]] of action and events d ...ited Resources|Limited Resource]] due to the presence of a [[Resource Caps|Resource Cap]], and when the amount of time is little enough create [[Ephemeral Even
    17 KB (2,648 words) - 09:05, 21 September 2016
  • ...vious time. [[Cards]], on the other hand, use outcome like a form of [[Non-Renewable Resources]], so [[Cards]] can support [[Memorizing]] since players who have ...traction. This is usually done for three reasons: to generate [[Asymmetric Resource Distribution]], ensure [[Imperfect Information]], or lessen the risk of [[A
    21 KB (2,978 words) - 08:57, 15 March 2023
  • ...urces]] and the insertion of them may through the use of [[Converters]], [[Resource Generators]] or various means of making the [[Resources]] into [[Regenerati ...an option of not introducing new game elements, in effect making them a [[Renewable Resources]] that needs to be used, this can still be an [[Investments|Inves
    11 KB (1,688 words) - 11:19, 6 April 2018
  • ...chieved simply by making several different types of [[Units]] available. [[Resource Caps]] can be used to limit the maximum number of [[Units]] available, and ...ut also completely new types of [[Units]] during gameplay. In games with [[Resource Caps]] on the populations of [[Units]], increasing or decreasing the number
    23 KB (3,275 words) - 08:16, 21 September 2016
  • ...of the city increase its income, and in this sense money is a [[Renewable Resource]] in the game.
    8 KB (1,202 words) - 10:03, 13 May 2022
  • ...re [[Skills]], or require the presence of [[Non-Renewable Resources]] or [[Renewable Resources]] with a lower replenishment rate than the rate of consumption se [[Diminishing Returns]], [[Non-Renewable Resources]], [[Renewable Resources]], [[Secondary Interface Screens]], [[Skills]], [[Spectators]]
    6 KB (836 words) - 21:16, 4 July 2015
  • ...ces]] should be saved in [[Containers]]. Related to this is knowledge of [[Resource Sources]], having this allows players to plan on how and when to try and ge ...then try to overcome challenges; in contrast, [[Experimenting]] with [[Non-Renewable Resources]] can make players commit more to [[Stimulated Planning]].
    19 KB (2,749 words) - 08:30, 27 August 2021
  • ...oses and making [[Value of Effort]] possible. They do not need to be [[Non-Renewable Resources]] however, since they can be replenished as [[Rewards]] (as is do [[Limited Resources]], [[Non-Renewable Resources]],
    7 KB (988 words) - 11:38, 9 March 2018
  • ...progresses is a form of [[Rewards]] and makes the [[Extra Chances]] into [[Renewable Resources]]. They can, depending on how often they can be used, modify or c ...to perform [[Misfortune Mitigation]] although this is done as a form of [[Resource Management]]. They also increase players' [[Determinable Chance to Succeed]
    8 KB (1,270 words) - 11:07, 9 March 2018
  • ...e case if they can die and the pool of possible [[Companions]] are a [[Non-Renewable Resources]] - allowing [[Friendly Fire]] on [[Companions]] can make this mo [[Non-Renewable Resources]], [[Loyalty]], [[Open Destiny]], [[Own Agenda]],
    12 KB (1,707 words) - 15:40, 6 August 2015
  • ...[[Skills|Skill]] levels. The use of [[Asymmetric Abilities]], [[Asymmetric Resource Distribution]], [[Asymmetric Starting Conditions]], and [[Privileged Abilit [[Asymmetric Resource Distribution]],
    7 KB (1,061 words) - 07:58, 8 August 2015
  • ...wable Resources|Renewable]] ones rather than [[Non-Renewable Resources|Non-Renewable]] ones. ...content of [[Never Ending Stories]] may be left to the [[Randomness]] of [[Resource Generators]] used (arguably used in [[Minecraft]]), [[Game Masters]], or th
    15 KB (2,038 words) - 10:37, 23 November 2015
  • [[Category:Resource Patterns]] ...s (or not to have to handle large amounts of them), and these limits are [[Resource Caps]].
    6 KB (933 words) - 13:22, 1 April 2022
  • ...nded to [[Turns]] or phases of games, making actions depend on using [[Non-Renewable Resources]] can make them bounded for whole game instances. ...ource Caps]]. As a natural consequence of this, [[Action Caps]] leads to [[Resource Management]] of the possible actions and considering how to use these provi
    6 KB (947 words) - 10:15, 26 August 2021
  • ...aces where [[Vehicles]] can be found in the [[Game Worlds]] will becomes [[Resource Locations]], and may spawn [[Races]] to get to them first. These places may ...[[Destructible Objects]], letting them have [[Limited Resources]] or [[Non-Renewable Resources]] regarding things such as fuel or ammunition, and providing poss
    9 KB (1,218 words) - 13:52, 21 July 2016
  • ...eing [[Resource Generators]]. [[Chargers]] do likewise but either refill [[Renewable Resources]] or provide [[Improved Abilities]]. ...[[Levels]] are modulated by [[Environmental Effects]], e.g. by providing [[Resource Generators]] or [[Location-Fixed Abilities]]. Since they localize places wh
    12 KB (1,715 words) - 11:18, 18 October 2022
  • ...r a few instances of something. [[Pick-Ups]] are a common way to provide [[Renewable Resources]] to players in the form of [[Game Items]], e.g. to let them acqu [[Resource Locations]],
    7 KB (1,010 words) - 08:20, 3 August 2022
  • ...tors]] provide a way to have [[Renewable Resources]] in games and create [[Resource Locations]]. ==== with [[Resource Generators]] ====
    7 KB (898 words) - 13:36, 21 July 2016
  • ...o be accomplished by introducing [[No-Use Bonus|No-Use Bonuses]] (e.g. the resource producing tiles in [[Agricola]]). ...Time]] or [[Tick-Based Games]], [[Budgeted Action Points]] are typically [[Renewable Resources]] through [[Regenerating Resources|Regenerating]] over time. The
    11 KB (1,542 words) - 08:02, 27 July 2015

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