experience points. These points can be used to upgrade or augment various pre-determined abilities. A game mode may restrict or change the behavior of the available tools ( e.g. play with limited/unlimited ammo, new weapons, obstacles or enemies, a timer, etc.), establish different rules and game mechanics (e.g. altered gravity; win at first touch in a fighting game; play with some cards face-up in a poker game) or even change the overall game goals (following a campaign, story or character's career vs. playing a limited deathmatch or capture the flag set). Victory conditions Victory conditions control how a player wins the game. Examples of victory conditions include the necessity of completing a quest in a role-playing video game, or the player being suitably trained in a skill, as is the goal of a business game. Some games also feature a losing condition, such as being checkmated in chess, or being tagged in tag. In such a game, the winner is the only remaining player to have avoided loss. Games are not limited to one victory or loss condition, and can combine several of these at once. See also Ludology Game clock Kingmaker scenario Pie rule Gamification - adding a (sometimes very small) amount of game mechanics to a non-game website, piece of software or activity Dynamic game difficulty balancing, a technique to change game mechanics based on the player's ability Ludeme, an atomic piece of gameplay References External links Gamification Design Elements at Enterprise Gamification Wiki List of games sorted by mechanic at BoardGameGeek SCVNGR's Secret Game Mechanics Playdeck at Tech Crunch Game Mechanic Explorer Game design Video game design Video game terminology