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What is this called?

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Lowenhigh
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Joined: 03/20/2018

I am developing a Co-Op dungeon crawl game that uses what I have been calling an “intensity mechanic,” but am pretty sure it is something else.

Each turn, you start by turning a card or two over that throw a curveball into gameplay. If players choose to deal with them, they use some of their valuable actions, but if they don’t, they get damaged or crippled in some way.

Not dealing with these is a sure way to die, and you still have to deal with enemy minions.

It makes the game intense, but it doesn’t exactly snowball like Pandemic, for example, unless you choose not to deal with the cards that come into play (which may stay in play until dealt with).

What would you call this mechanic?

Corsaire
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Joined: 06/27/2013
Events

Most games of that ilk that I've played call them events.

questccg
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Joined: 04/16/2011
I believe...

The term that you are looking for is an "escalation" mechanic... Where the game intensifies after an Event (as Corsaire mentioned) occurs. Could be one or several events too (as per your own example).

There may be other terms too... I know it as that.

Cheers!

Jay103
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Joined: 01/23/2018
well...

Well, HERE you can call it that.. However...

"You must survive through a strong intensity mechanic"

...my suggestion is that in materials for players, you don't call it an intensity mechanic. Find something descriptive that doesn't make it sound like your game was designed in a factory :)

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