GAME MECHANICS HOARD

MOVEMENT & POSITIONING

26 MECHANICS
CLIMBING
◆ MOVEMENT & POSITIONING

Characters can scale walls, cliffs, and structures using dedicated traversal mechanics — handholds, stamina-limited free climbing, or context-sensitive grabs.

DASH/SPRINT
◆ MOVEMENT & POSITIONING

A burst of rapid movement — a dash or sprint — used for repositioning, closing distance, or evading, usually with a cooldown or stamina cost.

DIFFICULT TERRAIN
◆ MOVEMENT & POSITIONING

Terrain types that cost extra movement to cross — mud, rubble, deep snow, water — making the map's surface a tactical variable rather than uniform floor.

DODGE ROLL
◆ MOVEMENT & POSITIONING

A quick evasive roll with invincibility frames, usually costing stamina.

ELEVATION/VERTICALITY
◆ MOVEMENT & POSITIONING

Height as a tactical and traversal dimension — high ground bonuses, cliffs that gate movement, multi-level maps where the Z-axis matters as much as X and Y.

ENGAGEMENT/DISENGAGEMENT
◆ MOVEMENT & POSITIONING

Rules governing entering and leaving combat contact — attacks of opportunity when you retreat from melee, zones of control that stop movement, disengage actions that trade tempo for a safe exit.

FACING DIRECTION
◆ MOVEMENT & POSITIONING

Which way a unit or character faces as a mechanical property — backstab bonuses, shields that only block frontally, vision cones, turn costs for rotating.

FLYING/HOVERING
◆ MOVEMENT & POSITIONING

Sustained aerial movement — gliding, jetpack hovering, true flight — that lets the player traverse vertically and over obstacles that ground movement can't cross.

FORCED MOVEMENT
◆ MOVEMENT & POSITIONING

Abilities push, pull, or throw units to new positions, making an enemy's location a thing the player can control rather than merely react to.

FORMATION SYSTEMS
◆ MOVEMENT & POSITIONING

Units in a group maintain a spatial arrangement — line, wedge, column — that affects their combat effectiveness, movement speed, or vulnerability to attacks from specific directions.

FREE MOVEMENT
◆ MOVEMENT & POSITIONING

Unrestricted analog movement through space — no grid, no nodes, no movement points — where position is continuous and the player steers directly.

GRAPPLING HOOK
◆ MOVEMENT & POSITIONING

A tool or ability that pulls the player toward a target point or pulls objects/enemies toward the player, enabling swinging, climbing, or rapid traversal across gaps.

GRID-BASED MOVEMENT
◆ MOVEMENT & POSITIONING

Space is divided into discrete tiles and units occupy and move between them — the board-game abstraction underlying most tactics games.

JUMPING/VAULTING
◆ MOVEMENT & POSITIONING

Contextual traversal moves that let characters leap gaps, hop obstacles, or vault over low barriers, often automated or semi-automated to keep movement fluid.

KNOCKBACK/PUSH
◆ MOVEMENT & POSITIONING

Attacks or effects displace a target's position, sometimes as pure crowd control and sometimes as a win condition in itself — Super Smash Bros.'s entire victory condition is knocking opponents off-stage rather than depleting health.

MOMENTUM/INERTIA
◆ MOVEMENT & POSITIONING

Movement that carries physical weight — acceleration curves, preserved velocity, drift under direction change — where current speed is earned state rather than instant response.

MOVEMENT POINTS
◆ MOVEMENT & POSITIONING

Movement as a spendable per-turn budget — each unit gets points, terrain costs vary, and spent points are gone until next turn.

PRONE/CROUCH
◆ MOVEMENT & POSITIONING

Postures that lower the character's profile and movement speed in exchange for reduced visibility, improved weapon stability, or access to low crawlspaces.

PULL/GRAPPLE
◆ MOVEMENT & POSITIONING

Grappling and pulling as movement and combat verbs — hookshots that reel you to walls, grapples that yank enemies to you, tethers that swing you across gaps.

STEALTH MOVEMENT
◆ MOVEMENT & POSITIONING

Movement mechanics tuned for avoiding detection — crouching, sneaking, using cover and shadow, controlling noise — that trade speed for concealment.

SWAP POSITIONS
◆ MOVEMENT & POSITIONING

Abilities and mechanics that exchange the positions of two entities — teleport-swaps trading places with an ally or enemy, unit-switch moves in tactics grids, puzzle mechanics exchanging tiles or characters.

SWIMMING/WATER DEPTH
◆ MOVEMENT & POSITIONING

Water as traversable volume — swimming on the surface, diving through depth layers, underwater movement with its own physics, breath, and threats.

TELEPORTATION/BLINK
◆ MOVEMENT & POSITIONING

Instant relocation to a nearby point, bypassing normal movement, usually with a short cooldown and used for repositioning, escape, or surprise attacks.

TERRAIN MOVEMENT COSTS
◆ MOVEMENT & POSITIONING

Different terrain charging different movement — roads at half cost, forests at double, mountains impassable, swamps that swallow a turn — making the map's surface a pricing structure for motion.

WALL RUNNING
◆ MOVEMENT & POSITIONING

A traversal ability letting the player run along vertical surfaces for a limited duration, chaining momentum from a horizontal sprint into a temporary vertical or diagonal path across walls.

ZONE OF CONTROL
◆ MOVEMENT & POSITIONING

Units projecting influence over adjacent space — the tiles around a unit that halt enemy movement, engagement auras that lock passers-by into combat, the wargame rule that you cannot simply walk past a hostile army.