to an end sooner. This may be desirable in zero-sum games. Dice These involve the use of dice, usually as randomisers. Most dice used in games are the standard cubical dice numbered from 1 to 6, though games with polyhedral dice or those marked with symbols other than numbers exist. The most common use of dice is to randomly determine the outcome of an interaction in a game. An example is a player rolling a die or dice to determine how many board spaces to move a game token. Dice often determine the outcomes of in-game conflict between players, with different outcomes of the die/dice roll of different benefit (or adverse effect) to each player involved. This is useful in games that simulate direct conflicts of interest. Engine building Engine building is a mechanism that involves building and optimizing a system to create a flow of resources. SimCity is an example of an engine-building video game: money activates building mechanisms, which in turn unlock feedback loops between many internal resources such as people, job vacancies, power, transport capacity, and zone types. In engine-building board games, the player adds and modifies combinations of abilities or resources to assemble a virtuous circle of increasingly powerful and productive outcomes. Movement Many board games involve the movement of playing tokens. How these tokens are allowed to move, and when, is governed by movement mechanics. Some game boards are divided into more or less equally-sized areas, each of which can be occupied by one or more game tokens. (Often such areas are called squares, even if not strictly square in shape.) Movement rules will specify how and when a token can be moved to another area. For example, a player may be allowed to move a token to an adjacent area, but not one further away. Dice are sometimes used to randomize the allowable movements. Other games, particularly miniatures games are played on surfaces with no marked areas. A common movement mechanism, in this case, is to measure the distance which the miniatures are allowed to move with a ruler. Sometimes, generally in naval wargames, the direction of movement is restricted by use of a turning key. Resource management Many games involve the management of resources. Examples of game resources include tokens, money, land, natural resources, human resources and game points. Resource management involves the players establishing relative values for various types of available resources,