LUNAVEXORAsk the bench ↗

THE MECHANIC BENCH / AUSTRALIA

MAKE
A MOVE.
SEE WHY.

Board-game mechanics become clearer when you can touch the decision. Start with a tiny experiment, then pull the idea apart.

Enter the placement lab ↗
An original tabletop prototype with wooden workers and three action spaces

EXPERIMENT 00 / ONE CHOICE

Three spaces.
One worker.

You have no resources. Where would you begin?

Choose a space to reveal its immediate consequence.

NO DOWNLOAD. NO ACCOUNT. JUST A DECISION.Explore the bench ↓
WHY A MECHANIC BENCH?

A rule tells you what.
A decision reveals why.

Read a rule in isolation and it can feel abstract. Place a worker, lose access to a space and watch your next choice change. That small sequence makes the mechanism visible.

A hand placing a wooden worker into an action space

EXPERIMENT 01 / WORKER PLACEMENT

Take a space.
Change the table.

In our original two-player prototype, a space can hold one worker each round. Your choice gains something for you and removes an option for the other player.

Four rounds are enough to observe that tension. No commercial game rules are reproduced.

Play the four-round prototype

WHAT THE PROTOTYPE USES

A deliberately
small system.

  1. 2 playersShare one device and take alternate turns.
  2. 3 spacesGather, Workshop and Market offer different gains.
  3. 4 roundsThe starting player alternates as the board clears.

EXPERIMENT 02 / DRAFTING

The option you leave
is part of the choice.

Two hands choosing original cards from a shared row

Drafting asks you to select from a limited set. In some games, the options left behind become another player’s opportunity. The interesting part is the changing menu.

Look up drafting ↗
VISIBLE CONSEQUENCE

What changed?

Notice the resource gained, the space occupied or the card removed. A good explanation connects the action to an observable change in the game state.

FUTURE POSSIBILITY

What remains?

Look at the options available afterwards. Some decisions are interesting because of what they prepare; others matter because they close a door.

EXPERIMENT 03 / DECK BUILDING

Your next hand
starts earlier.

Adding a card can change the hands you might draw later. The immediate purchase and its delayed appearance are separate parts of the mechanism.

Compare that delayed effect with a drafting decision that changes the available row straight away.

Compare the decision shapes ↗
Separated draw and discard stacks of original cards
Wooden hexagonal tiles forming an original network
EXPERIMENT 04 / TILE PLACEMENT

Position
makes a rule
visible.

A tile can connect, surround, block or extend. The spatial relationship is often the clearest thing to demonstrate before discussing points.

READ THE COMPONENTS

A cube is only
what the rules say.

Wooden cubes, discs and workers sorted into shallow trays

The same physical piece can be currency, an action marker or a score. Explain its role before asking a learner to optimise how many they have.

THE COMPARISON WORKBENCH

Put two ideas
side by side.

Select two mechanics and compare what a player chooses, when the effect appears and what a teacher should show first.

Open the comparison tool ↗
Two adults discussing options in an original strategy prototype

A DECISION BELONGS TO A PERSON

Leave time
to think.

Silence can mean a player is exploring the possibilities. Ask whether they would like a rules reminder before offering strategic advice.

In a learning game, describing the available actions often helps more than pointing to the move you would choose.

TEACH THE MECHANISM

One example.
One consequence.
One new question.

Build the smallest example that contains the rule. Show it, reset it and invite the learner to change one choice.

Use the teaching sequence ↗
A learner being shown a simple game track and wooden markers

THE MECHANIC INDEX

Find the word
behind the move.

Search six focused definitions, including action selection, drafting and set collection. Each entry explains the choice, a teaching example and a common misunderstanding.

Search the index ↗
A tabletop design workbench with prototype cards and wooden pieces

NOTES FROM THE WORKBENCH

Keep the
experiment small.

Change one rule at a time when exploring a prototype. If turn order, scoring and resource supply all move together, it becomes difficult to tell what caused the difference.

Our lab keeps its rules fixed so you can compare decisions within the same small system.

Before you
start experimenting.

Is this a complete commercial game?

No. The placement lab is a small original educational prototype. It demonstrates exclusive action spaces and resource trade-offs without promising the balance or depth of a published product.

Will the browser remember a match?

No. The lab keeps its state in the open page. Reloading or resetting starts again. No player account or score history is created.

Does one mechanic identify a whole game?

Usually not. Published games often combine several mechanisms, along with theme, pacing and different kinds of information.

AFTER THE LAST ROUND

Talk about
the turning point.

Ask which choice changed the next turn. Compare the option taken with the one left open. The explanation can be more interesting than the final score.

About this independent project ↗
Adults discussing a finished tabletop prototype session

FOUND A RULE
THAT NEEDS A LIGHT?

Send a mechanics question ↗

Suggest a clearer example or report a problem with an experiment.