GAME MECHANICS HOARD

INFORMATION & KNOWLEDGE

15 MECHANICS
AUTOPSY/ANALYSIS
◆ INFORMATION & KNOWLEDGE

Examining bodies, remains, or specimens to extract information — cause of death, enemy weaknesses, research unlocks, narrative clues — turning the aftermath of violence into a gameplay resource.

BESTIARY UNLOCKS
◆ INFORMATION & KNOWLEDGE

An in-game encyclopedia of creatures that fills in through play — encountering, fighting, or studying monsters reveals their lore, stats, weaknesses, and drop tables — converting combat experience into a permanent knowledge resource.

CLUE COLLECTION
◆ INFORMATION & KNOWLEDGE

Gathering discrete pieces of evidence — testimonies, documents, physical details, overheard fragments — that accumulate in a case file or journal and combine to support deductions the player must actively make.

CODEX COMPLETION
◆ INFORMATION & KNOWLEDGE

A collectible in-game encyclopedia — lore entries, character bios, world history, item records — whose filling-in is itself tracked and rewarded, turning documentation into a completion goal.

COUNTER-INTELLIGENCE
◆ INFORMATION & KNOWLEDGE

Systems for detecting, blocking, or feeding false information to enemy spying — counterspies, sweeps for surveillance, deliberate disinformation.

ENEMY PREVIEW
◆ INFORMATION & KNOWLEDGE

The game telegraphs enemy intentions before they act — showing next moves, attack targets, or damage — so the player plans against known threats rather than reacting to surprises.

EVIDENCE PIECING
◆ INFORMATION & KNOWLEDGE

Assembling collected clues into conclusions through an explicit interface — combining two facts to deduce a third, pinning evidence to a board, presenting the right testimony contradiction.

HIDDEN INFORMATION
◆ INFORMATION & KNOWLEDGE

Game state deliberately concealed from some or all players — face-down cards, fog of war, unidentified items, hidden roles — making inference and risk management core skills.

INTEL GATHERING
◆ INFORMATION & KNOWLEDGE

Actively collecting information as a gameplay verb — scouting positions, interrogating prisoners, tagging enemies, researching targets — where knowledge is the reward and the resource.

LORE FRAGMENTS
◆ INFORMATION & KNOWLEDGE

Small, discoverable pieces of narrative — item descriptions, environmental storytelling, collectible notes — that build the game's world and history without requiring the player to seek them out or engage with a main story thread.

MAP ANNOTATIONS
◆ INFORMATION & KNOWLEDGE

Player-authored marks on the map — pins, stamps, drawn routes, text notes — for externalizing knowledge the game doesn't track automatically.

REVEAL MECHANICS
◆ INFORMATION & KNOWLEDGE

Systems for uncovering hidden map information — fog of war lifting around units, scouted regions that persist or re-fog, detection sweeps exposing stealthers, reveal abilities as tactical tools.

RUMOR SYSTEMS
◆ INFORMATION & KNOWLEDGE

Information circulating as hearsay — tavern gossip pointing at dungeons, NPCs sharing news of variable reliability, procedurally spread word of the player's deeds returning as reputation whispers.

SCOUTING/RECONNAISSANCE
◆ INFORMATION & KNOWLEDGE

Dedicated units and actions for gathering map information — the early worker scout, cavalry screens revealing army positions, recon drones, forward observers spotting for artillery.

SPY/ESPIONAGE
◆ INFORMATION & KNOWLEDGE

Covert agents as strategic assets — spies planted in rival courts stealing tech and secrets, sabotage missions, coups fomented, agents rooted out by counterintelligence.