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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
  • ...sses]] if the [[Energy]] used is a [[Non-Renewable Resources|Non-Renewable Resource]]. Other common causes for [[Ability Losses]], which can be seen as specif [[Energy]] together with [[Non-Renewable Resources]]
    11 KB (1,515 words) - 16:27, 30 July 2016
  • .... The main design choices when introducing it consists of what [[Resources|Resource]] to add, although [[Money]] may be the most natural unless the actions alr [[No-Use Bonus]] introduces a way for [[Resources]] to be [[Renewable Resources]] in a game. It also rebalances the value of the possible options
    3 KB (395 words) - 11:15, 4 August 2011
  • ...]]. In the latter case, they function as both [[Resource Locations]] and [[Resource Generators]] but do typically not produce any [[Resources]] unless players ...e unit spent in its effect area (typically a replenishing of a [[Resources|Resource]]), staying on them require [[Trade-Offs]] for players between this and oth
    4 KB (601 words) - 08:05, 17 June 2022
  • ...tickets" left, making the numbers of [[Lives]] a [[Shared Resources|Shared Resource]]. Examples of ways [[Lives]] are replenished include reaching certain [[Sc [[Non-Renewable Resources]],
    8 KB (1,237 words) - 11:31, 18 October 2022
  • ...portant design decision. This since it can regulate how common or scarce [[Renewable Resources]] are, how easy it is to reach [[Grind Achievements]], or how [[C ...rces]]. An exception is when the actual [[Spawning]] uses up a [[Resources|Resource]], as for example how "ticks" are used in the [[Battlefield series]] when p
    10 KB (1,398 words) - 09:21, 21 September 2016
  • ...y an [[Attributes|Attribute]] which sometimes can be used as a [[Resources|Resource]], so designing games to make use of [[Health]] to a large extent consist o ...Resources|Renewable Resource]] and a [[Regenerating Resources|Regenerating Resource]] if this happens automatically. [[Chargers]] are [[Environmental Effects]]
    10 KB (1,382 words) - 10:13, 5 September 2015
  • ...t only as storages of possible actions for players but also as their money resource. Players draw new [[Hands]] for each turn in [[RoboRally]], [[Dominion]], [ ...ements that shrinks as gameplay progresses makes these elements into [[Non-Renewable Resources]] while keeping [[Hands|Hand]] sizes constant or letting them flu
    8 KB (1,142 words) - 12:04, 20 March 2018
  • [[Category:Resource Patterns]] ...a series]] is an example of computer games with complex use of [[Resources|Resource]] refinement. For example, producing tank unit requires several resources (
    19 KB (2,668 words) - 13:27, 1 April 2022
  • [[Category:Resource Patterns]] ...Resources]] is introduced in games as a way of making [[Resources]] into [[Renewable Resources]] but only require time to pass for this to happen. They can be n
    8 KB (1,060 words) - 13:23, 1 April 2022
  • ...transformed, and consumed as part of player actions or game events. [[Non-Renewable Resources]] are a subcategory of resources characterized by not being creat ...have abilities which can only be used once, and thereby function as [[Non-Renewable Resources]]. [[Freedom: The Underground Railroad]] work the same way but wi
    7 KB (1,020 words) - 10:13, 26 August 2021
  • ...ther factors such as being constructed or reproduced. Such resources are [[Renewable Resources]]. ...-playing game [[Dungeons & Dragons]] let all players have powers which are renewable in the sense that they can be used once per encounter or once per day (ther
    6 KB (804 words) - 17:31, 15 July 2016
  • ''The temporary or permanent absence of a type of resource in a game.'' ...been consumed so none are available to players they experience [[Complete Resource Depletion]].
    3 KB (362 words) - 05:47, 5 September 2015
  • ...s have to be countered by positive consequences of using the [[Tools]]). [[Renewable Resources]] whose production rate depends on how much of the [[Resources]] [[Renewable Resources]],
    9 KB (1,208 words) - 10:55, 18 March 2018
  • ...h other, i.e. [[Asymmetric Abilities]], [[Asymmetric Goals]], [[Asymmetric Resource Distribution]], and [[Asymmetric Starting Conditions]]. Many patterns relat ...ance]] are based on [[Symmetry]], with [[Symmetric Goals]] and [[Symmetric Resource Distribution]] as examples of more specific patterns. However, these don't
    16 KB (2,264 words) - 09:09, 8 April 2022
  • ...turn to each players, but by having dedicated [[Resources]] that are [[Non-Renewable Resources]] on can have global [[Action Caps]] on how much [[Bidding]] can ...layers will bid. It is a [[Competition]] among players, most typically a [[Resource Competition]], where winning bids provide [[Rewards]] that typically are [[
    13 KB (2,025 words) - 12:22, 26 August 2021
  • ...[[Equipment]], [[Game Items]], [[MacGuffins]], [[Pick-Ups]], [[Props]], [[Resource Locations]], [[Tools]], [[Transferable Items]], [[Units]], and [[Vehicles]] ...me game object or game area. The existence of [[Renewable Resources]] or [[Resource Generators]] related to [[Gain Ownership]] objectives can make these easier
    12 KB (1,755 words) - 08:58, 8 March 2023