Acting
Players engage in role-playing or charades, performing actions or gestures to convey information without speaking.
Examples: Charades, Pictionary, Time's Up!
Action / Event
Specific actions or events are triggered during gameplay, often altering the game state or introducing new challenges.
Examples: Arkham Horror, Pandemic, Event Cards in Monopoly
Action Drafting
Players take turns selecting actions from a shared pool, with each action typically usable only once per round.
Examples: Puerto Rico, Race for the Galaxy, Concordia
Action Points
Players are allotted a set number of points each turn to spend on various actions, requiring strategic allocation to maximize efficiency.
Examples: Pandemic, Tikal, RoboRally
Action Queue
Players plan and sequence their actions in advance, executing them in a predetermined order, which can lead to strategic depth and potential for disruption.
Examples: Colt Express, RoboRally, Mechs vs. Minions
Action Retrieval
Players must retrieve or reclaim their action tokens or pieces, often requiring a turn or specific action, adding a layer of strategy in timing and resource management.
Examples: The Gallerist, Euphoria: Build a Better Dystopia, Manhattan Project: Energy Empire
Action Timer
Actions are constrained by a time limit, adding pressure and urgency to decision-making.
Examples: Fuse, Space Alert, Escape: The Curse of the Temple
Advantage Token
A token that grants a player a specific advantage, such as breaking ties or gaining priority in certain situations.
Examples: Catan (Largest Army, Longest Road), King of Tokyo (Start Player), Power Grid (Player Order)
Alliances
Players can form temporary or permanent alliances to achieve mutual goals, often with the possibility of betrayal.
Examples: Diplomacy, Game of Thrones: The Board Game, Risk
Area Majority / Influence
Players vie for control or influence over specific areas on the board, with rewards given to those with the most presence.
Examples: El Grande, Control, Small World
Area Movement
Movement of pieces is restricted to designated areas or regions on the board, often with specific rules governing transitions between areas.
Examples: Risk, Axis & Allies, Twilight Imperium
Area-Impulse
The game board is divided into areas, and players alternate activating these areas to move units and engage in actions, often used in wargames.
Examples: Storm Over Arnhem, Turning Point: Stalingrad, Breakout: Normandy
Auction / Bidding
Players bid resources to acquire items, actions, or advantages, with various formats such as open, sealed, or Dutch auctions.
Examples: Power Grid, Modern Art, The Estates
Auction Compensation
Players who lose an auction receive some form of compensation, ensuring all participants gain something and reducing the negative impact of losing bids.
Examples: The Princes of Florence, Amun-Re, Ra
Auction: Dexterity
Auctions where physical skill influences the bidding process, adding a dexterity element to the mechanic.
Examples: Tumblin-Dice, Catacombs, Flick 'em Up!
Auction: Dutch
The price of an item decreases over time until a player accepts the current price, introducing tension as players balance risk and reward.
Examples: Modern Art, Flowerpower, No Thanks!
Auction: Dutch Priority
A Dutch auction variant where players bid simultaneously, and the highest bidder pays the lowest winning price, promoting competitive yet fair bidding.
Examples: The Estates, QE, Hab & Gut
Auction: English
An open ascending price auction where players openly bid higher amounts until no higher bids are made, and the highest bidder wins.
Examples: Power Grid, The Castles of Mad King Ludwig, Keyflower
Auction: Fixed Placement
Players place bids in fixed positions or slots, often with each position conferring different benefits or costs.
Examples: Vegas Showdown, Fresco, The Speicherstadt
Auction: Multiple Lot
Multiple items are auctioned simultaneously, and players bid on combinations or sets, requiring strategic consideration of value and competition.
Examples: Ra, For Sale, High Society
Auction: Once Around
Each player has one opportunity to bid, in turn order, creating a strategic decision on when and how much to bid.
Examples: Amun-Re, Princes of Florence, Cyclades
Auction: Sealed Bid
Players submit hidden bids simultaneously, with the highest bid winning, adding secrecy and bluffing elements to the auction.
Examples: For Sale, High Society, The Estates
Auction: Turn Order Until Pass
Players bid for turn order, and once a player passes, they cannot re-enter the bidding, influencing strategic decisions on the value of turn position.
Examples: Power Grid, Cyclades, The Princes of Florence
Automatic Resource Growth
Resources increase automatically over time or at specific intervals, without direct player intervention, simulating natural growth or accumulation.
Examples: Caverna: The Cave Farmers, Everdell, Stone Age
Betting and Bluffing
Players wager resources on outcomes and may deceive or mislead opponents about their intentions or holdings, adding psychological strategy.
Examples: Poker, Skull, Liar's Dice
Bias
The game incorporates elements that intentionally favor certain outcomes or players, creating asymmetry and strategic depth.
Examples: Cosmic Encounter, Root, Twilight Imperium
Bids As Wagers
Players place bids that also serve as wagers, with the potential to win or lose resources based on the outcome, blending auction and betting mechanics.
Examples: Ra, High Society, QE
Bingo
Players mark items on a card as they are randomly called out, aiming to complete a specific pattern.
Examples: Bingo, Karuba, Rise of Augustus
Bribery
Players can offer resources or favors to others to influence decisions or gain advantages, introducing negotiation and ethical considerations.
Examples: Santiago, Tonga Bonga, Baltic Empires: The Northern Wars of 1558-1721
Campaign / Battle Card Driven
Players use cards to drive the narrative or determine the outcomes of battles, often leading to branching storylines or varied scenarios.
Examples: Gloomhaven, Memoir '44, Pathfinder Adventure Card Game
Chaining
Players create sequences where one action or card triggers another, leading to combo effects that can be strategically planned.
Examples: Magic: The Gathering, Race for the Galaxy, Terraforming Mars
Chit-Pull System
Randomized tokens (chits) are drawn to determine events, actions, or combat results, adding an element of unpredictability.
Examples: Combat Commander: Europe, The U.S. Civil War, Navajo Wars
Closed Drafting
Players select cards or resources in a hidden manner, keeping choices secret from opponents until revealed, adding strategic depth and surprise elements.
Examples: 7 Wonders, Blood Rage, Inis
Closed Economy Auction
An auction system where the total amount of money or resources in the game is fixed, and players bid within this limited economy, influencing the value of items and strategies.
Examples: Power Grid, The Estates, Modern Art
Command Cards
Players use cards that issue specific commands or orders, often determining the actions units can take, adding a layer of strategic planning.
Examples: Commands & Colors: Ancients, Memoir '44, BattleLore
Commodity Speculation
Players buy and sell resources or commodities with fluctuating values, aiming to profit from market changes influenced by game events or player actions.
Examples: Acquire, Stockpile, Container
Communication Limits
Restrictions are placed on player communication, limiting the information that can be shared and how it can be conveyed, increasing challenge and requiring non-verbal cues.
Examples: The Mind, Hanabi, Magic Maze
Connections
Players build or establish links between points on a board, such as routes or networks, to achieve objectives or control areas.
Examples: Ticket to Ride, Power Grid, Catan
Contracts
Players fulfill specific requirements or tasks outlined in contracts to gain rewards, often involving resource management and strategic planning.
Examples: Lorenzo il Magnifico, Voyages of Marco Polo, Le Havre
Cooperative Game
All players work together towards a common goal, either winning or losing as a team, fostering collaboration and shared strategy.
Examples: Pandemic, Forbidden Island, Spirit Island
Crayon Rail System
Players draw routes directly on the game board using crayons or markers, creating custom networks for transportation or delivery.
Examples: Empire Builder, Eurorails, Iron Dragon
Critical Hits and Failures
Certain actions have a chance of resulting in exceptionally positive (critical hits) or negative (critical failures) outcomes, often determined by specific dice rolls or card draws.
Examples: Dungeons & Dragons, Pathfinder, Warhammer Fantasy Roleplay
Cube Tower
A physical device where players drop cubes, and the outcome is determined by which cubes exit, introducing randomness and probability elements.
Examples: Shogun, Wallenstein, Amerigo
Deck Construction
Players build and customize their own decks of cards prior to gameplay, selecting cards that align with their strategy or desired playstyle.
Examples: Magic: The Gathering, Netrunner, Yu-Gi-Oh!
Deck, Bag, and Pool Building
Players add cards, tokens, or tiles to their personal supply during the game, enhancing their capabilities and strategies as play progresses.
Examples: Dominion, Orléans, Quacks of Quedlinburg
Deduction
Players use logic and available information to deduce hidden elements, such as identities, locations, or solutions to mysteries.
Examples: Clue/Cluedo, Sherlock Holmes: Consulting Detective, Deception: Murder in Hong Kong
Delayed Purchase
Opportunities to acquire items or resources are postponed to future turns, requiring players to plan ahead and manage timing effectively.
Examples: Power Grid, The Quacks of Quedlinburg, Viticulture
Dice Rolling
Players roll dice to determine outcomes, introducing elements of chance and probability into the game.
Examples: Yahtzee, Risk, Catan
Die Icon Resolution
Specific icons rolled on dice correspond to particular actions or outcomes, requiring players to interpret and resolve based on the symbols shown.
Examples: King of Tokyo, Roll for the Galaxy, Elder Sign
Different Dice Movement
Movement is determined by rolling different types or combinations of dice, each influencing movement in unique ways.
Examples: Formula D, Camel Up, Talisman
Drawing
Players create images or sketches as part of gameplay, often requiring others to guess or interpret the drawings.
Examples: Pictionary, Telestrations, A Fake Artist Goes to New York
Elapsed Real Time Ending
The game concludes after a specific amount of real-world time has passed, adding urgency and time management elements.
Examples: Escape: The Curse of the Temple, Space Alert, Fuse
Enclosure
Players surround or enclose areas on the board to claim or control them, often for points or resources.
Examples: Go, Hey, That's My Fish!, Through the Desert
End Game Bonuses
Additional points or rewards are granted at the end of the game for meeting specific conditions or objectives achieved during play.
Examples: Terraforming Mars, 7 Wonders, Scythe
Events
Random or predetermined occurrences that affect gameplay, often changing conditions or introducing new challenges.
Examples: Arkham Horror, Pandemic, Robinson Crusoe: Adventures on the Cursed Island
Finale Ending
A climactic conclusion to the game, often involving a final challenge or battle that determines the winner.
Examples: Betrayal at House on the Hill, Arkham Horror: The Card Game, Mansions of Madness
Flicking
Players use finger flicks to propel pieces, requiring dexterity and precision to achieve objectives.
Examples: Crokinole, PitchCar, Flick 'em Up!
Follow
Players can choose to perform an action immediately after another player, often at a reduced effect or cost, allowing for dynamic and interactive turns.
Examples: Race for the Galaxy, Eminent Domain, Glory to Rome
Force Commitment
Players must commit to certain actions or decisions without knowing the full consequences, adding elements of risk and anticipation.
Examples: Diplomacy, Risk Legacy, Pandemic Legacy
Grid Coverage
Players aim to cover or fill a grid with their pieces or tiles, often striving for specific patterns or complete coverage.
Examples: Blokus, Patchwork, Ubongo
Grid Movement
Movement of pieces is restricted to a grid pattern, with rules governing how pieces can traverse the grid.
Examples: Chess, Checkers, Clue/Cluedo
Hand Management
Players must effectively manage a hand of cards, deciding the optimal time to play or hold them to achieve strategic objectives.
Examples: Terraforming Mars, 7 Wonders, Race for the Galaxy
Hexagon Grid
The game board is composed of hexagonal spaces, allowing for movement and placement in six possible directions, often used to create varied and strategic terrain.
Examples: Settlers of Catan, Twilight Imperium, Eclipse
Hidden Movement
One or more players' movements are concealed from others, requiring deduction and strategy to track or locate hidden pieces.
Examples: Scotland Yard, Letters from Whitechapel, Fury of Dracula
Hidden Roles
Players are assigned secret roles or identities with specific objectives or abilities, often leading to deduction and bluffing elements.
Examples: The Resistance, Werewolf, Secret Hitler
Hidden Victory Points
The exact number of points a player has is concealed until the end of the game, adding uncertainty and tension to the competition.
Examples: 7 Wonders, Isle of Skye, Point Salad
Highest-Lowest Scoring
Players aim to achieve the highest or lowest score in certain categories, with specific rules determining how scores are compared and evaluated.
Examples: Can't Stop, For Sale, No Thanks!
Hot Potato
Players pass a token or item around, aiming to avoid being the one holding it when a certain condition is met.
Examples: Exploding Kittens, Pass the Bomb, Hot Potato
I Cut, You Choose
One player divides resources or choices into portions, and another player selects their preferred portion, promoting fairness and strategic division.
Examples: Piece o' Cake, New York Slice, San Marco
Impulse Movement
Players take turns activating units or pieces in a specific sequence or impulse, often leading to dynamic and fluid gameplay.
Examples: Star Fleet Battles, Triplanetary, Space Empires 4X
Income
Players receive resources or currency at regular intervals or under specific conditions, which they can use to further their objectives.
Examples: Monopoly, Power Grid, Catan
Increase Value of Unchosen Resources
Resources or options that are not selected by players increase in value or desirability over time, incentivizing future selection.
Examples: Small World, The Isle of Cats, Ethnos
Induction
Players use specific clues and logical reasoning to infer hidden information or deduce solutions.
Examples: Mastermind, Cryptid, Alchemists
Interrupts
Players can play certain cards or take actions out of turn, interrupting the current player's action to add strategic depth and unpredictability.
Examples: Magic: The Gathering, Netrunner, Uno
Investment
Players allocate resources with the expectation of future returns or benefits, often involving risk assessment and strategic planning.
Examples: Acquire, Stockpile, Power Grid
Kill Steal
Players can capitalize on opponents' efforts to defeat a common threat, delivering the final blow to gain the reward, which can lead to strategic timing and opportunistic play.
Examples: Munchkin, King of Tokyo, Cutthroat Caverns
King of the Hill
Players compete to control a specific area or position on the board, often gaining points or advantages for maintaining control against challengers.
Examples: King of Tokyo, Risk: Legacy, Smash Up
Ladder Climbing
Players play cards in sequences or combinations that must progressively beat the previous play, aiming to be the first to shed all cards.
Examples: Tichu, The Great Dalmuti, President
Layering
Players place components on top of each other, creating multi-level structures that can affect gameplay and strategy.
Examples: Santorini, Torres, Burgle Bros.
Legacy Game
The game evolves over multiple sessions, with previous outcomes affecting future games, often involving permanent changes to components and rules.
Examples: Pandemic Legacy, Risk Legacy, Charterstone
Line Drawing
Players draw lines on a board or paper to connect points, create areas, or fulfill specific patterns as part of gameplay.
Examples: Pictionary, Railroad Ink, Dots and Boxes
Line of Sight
Actions or effects depend on whether a clear, unobstructed path exists between two points, often used in tactical or combat games.
Examples: Memoir '44, Descent: Journeys in the Dark, XCOM: The Board Game
Loans
Players can borrow resources or currency, usually with the obligation to repay with interest, introducing risk and strategic financial management.
Examples: Brass: Birmingham, Le Havre, Power Grid
Lose a Turn
Players may be forced to forfeit their turn due to specific game conditions or penalties, impacting their strategy and pacing.
Examples: Sorry!, Uno, Chutes and Ladders
Mancala
Players distribute pieces around a series of pits or spaces, following specific rules, aiming to capture or control pieces based on the distribution.
Examples: Mancala, Five Tribes, Trajan
Map Addition
The game board expands during play, with new areas or tiles added, altering the playing field and strategies.
Examples: Carcassonne, Explorers of the North Sea, Mississippi Queen
Map Deformation
The game board changes shape or layout during play, altering strategies and player decisions.
Examples: Risk Legacy, Pandemic Legacy, Betrayal Legacy
Map Reduction
The playable area of the game board decreases over time, often increasing player interaction and competition.
Examples: Survive: Escape from Atlantis!, Forbidden Island, Escape: The Curse of the Temple
Market
Players buy and sell goods or resources, with prices fluctuating based on supply and demand, requiring strategic economic decisions.
Examples: Power Grid, Brass: Birmingham, Stockpile
Matching
Players combine or match game elements, such as tiles or cards, based on specific criteria to achieve objectives.
Examples: Dominoes, Mahjong, Rummikub
Measurement Movement
Movement of pieces is determined by measuring distances, often using rulers or templates, allowing for free-form movement.
Examples: Warhammer 40,000, X-Wing Miniatures Game, Flames of War
Melding and Splaying
Players combine cards or tiles into specific sets (melding) and may spread them out (splaying) to reveal certain information or abilities.
Examples: Innovation, Mystic Vale, Gloom
Memory
Players rely on memory to recall hidden information or previous game states to make strategic decisions.
Examples: Memory, Concentration, Hanabi
Minimap Resolution
A smaller, detailed section of the game board is used to resolve specific encounters or scenarios, often in tactical combat situations.
Examples: Gloomhaven, Descent: Journeys in the Dark, Mansions of Madness
Modular Board
The game board is composed of multiple pieces or tiles that can be rearranged or configured differently each game, providing variability and replayability.
Examples: Catan, Carcassonne, Betrayal at House on the Hill
Move Through Deck
Players move through a deck of cards in a specific order, often cycling through the deck multiple times, with each pass affecting gameplay differently.
Examples: Trains, Great Western Trail, Concordia
Movement Points
Players are allocated a certain number of points each turn to spend on moving pieces, with different movements costing varying amounts of points.
Examples: Tikal, Pandemic, RoboRally
Movement Template
Predefined templates or tools are used to determine the movement of pieces, ensuring consistent and precise movements.
Examples: X-Wing Miniatures Game, Star Trek: Attack Wing, Gaslands
Moving Multiple Units
Players can move several pieces or units during their turn, often coordinating movements for strategic advantage.
Examples: Risk, Axis & Allies, Twilight Imperium
Multi-Use Cards
Cards can be used in multiple ways, such as for different actions, resources, or effects, requiring players to make strategic choices on how to utilize them.
Examples: Race for the Galaxy, Glory to Rome, San Juan
Multiple Maps
The game features more than one map or playing area, and players may interact with or move between these maps during gameplay.
Examples: War of the Ring, Star Wars: Rebellion, Mage Knight Board Game
Narrative Choice / Paragraph
Players make decisions that lead them to specific narrative paragraphs or story sections, influencing the game's direction and outcome.
Examples: Above and Below, Near and Far, Tales of the Arabian Nights
Negotiation
Players engage in discussions, deals, or trades with each other to achieve mutually beneficial outcomes or to advance their own objectives.
Examples: Catan, Diplomacy, Chinatown
Neighbor Scope
A player's actions or effects are influenced by or limited to their immediate neighbors, affecting only those players adjacent to them.
Examples: 7 Wonders, Between Two Cities, Hadara
Network and Route Building
Players construct interconnected paths or networks, aiming to efficiently connect various points or fulfill specific route objectives.
Examples: Ticket to Ride, Power Grid, Brass: Birmingham
Once-Per-Game Abilities
Players have special abilities that can be used only once during the entire game, requiring strategic consideration of the optimal timing for their use.
Examples: Twilight Imperium, Eldritch Horror, Scythe
Open Drafting
Players openly select cards or resources from a common pool, with all choices visible to others, allowing for strategic planning and counter-drafting.
Examples: 7 Wonders, Terraforming Mars, Isle of Skye
Order Counters
Players use tokens or markers to secretly assign orders to their units or pieces, revealing them simultaneously to execute actions, adding elements of surprise and strategy.
Examples: Memoir '44, Game of Thrones: The Board Game, Rising Sun
Ordering
Players arrange game elements in a specific sequence or order to achieve desired outcomes or to fulfill objectives.
Examples: Potion Explosion, Factory Fun, Galaxy Trucker
Ownership
Players can acquire and control specific game elements, such as properties or resources, which provide benefits or income.
Examples: Monopoly, Catan, Power Grid
Paper-and-Pencil
Players use paper and pencil to record information, draw, or make notes as an integral part of gameplay.
Examples: Welcome To..., Railroad Ink, Cartographers
Passed Action Token
A token is passed between players to indicate the current active player or to track specific game actions, ensuring proper turn order and action resolution.
Examples: Love Letter, Coup, The Resistance
Pattern Building
Players arrange game elements to form specific patterns, often aiming to complete objectives or score points based on the configurations created.
Examples: Azul, Sagrada, Patchwork
Pattern Movement
Movement of pieces follows specific patterns or sequences, requiring players to plan and execute movements that adhere to these predetermined paths.
Examples: Onitama, The Duke, Hare & Tortoise
Pattern Recognition
Players identify and respond to visual or logical patterns within the game, using this recognition to make strategic decisions or solve puzzles.
Examples: Set, Qwirkle, Ubongo
Physical Removal
Players physically remove components from the game, often as a penalty or consequence of certain actions, affecting the game's state and strategy.
Examples: Jenga, KerPlunk, Operation
Pick-up and Deliver
Players collect items from one location and deliver them to another, often for rewards or points, requiring strategic planning of routes and timing.
Examples: Ticket to Ride, Merchants & Marauders, Istanbul
Pieces as Map
Game pieces themselves form the playing area or map, allowing the board to change dynamically as pieces are added or moved.
Examples: Carcassonne, Tsuro, Isle of Skye
Player Elimination
Players are removed from the game upon meeting certain loss conditions, and the game continues without them until a winner emerges.
Examples: Risk, Monopoly, Werewolf
Player Judge
One player evaluates or decides the outcome of a round based on subjective criteria, often in party games where creativity or humor is involved.
Examples: Apples to Apples, Cards Against Humanity, Dixit
Point to Point Movement
Players move pieces between specific points or nodes on the board, often connected by lines or paths, allowing for strategic positioning and route planning.
Examples: Ticket to Ride, Twilight Struggle, Pandemic
Predictive Bid
Players bid on the outcome of events or their own performance, with rewards or penalties based on the accuracy of their predictions.
Examples: Spades, Oh Hell!, Contract Bridge
Prisoner's Dilemma
Players choose between cooperation and competition, with outcomes dependent on the simultaneous choices made, often leading to trust and betrayal dynamics.
Examples: Diplomacy, Intrigue, The Resistance
Programmed Movement
Players plan and commit to a sequence of movements or actions in advance, revealing and executing them simultaneously, which can lead to unexpected interactions and the need for adaptive strategies.
Examples: RoboRally, Colt Express, Mechs vs. Minions
Push Your Luck
Players choose to continue taking risky actions for increasing rewards, with the possibility of losing accumulated gains if they push too far.
Examples: Can't Stop, Incan Gold, Diamant
Questions and Answers
Gameplay involves posing questions and providing answers, often testing knowledge, creativity, or deduction skills.
Examples: Trivial Pursuit, Balderdash, Wits & Wagers
Race
Players compete to be the first to achieve a specific goal or reach a particular point, emphasizing speed and efficiency.
Examples: Formula D, Downforce, Snow Tails
Random Production
Resources or game elements are generated randomly, requiring players to adapt their strategies based on unpredictable outputs.
Examples: Catan, Stone Age, The Castles of Burgundy
Ratio / Combat Results Table
Outcomes of conflicts or events are determined by cross-referencing the strengths or ratios of opposing forces on a predefined table, providing structured and varied results.
Examples: Risk, Axis & Allies, Advanced Squad Leader
Re-rolling and Locking
Players have the option to re-roll some or all dice, with the ability to lock in certain results, balancing risk and reward to achieve desired outcomes.
Examples: Yahtzee, King of Tokyo, Elder Sign
Real-Time
Players perform actions simultaneously and continuously, often under time constraints, creating a fast-paced and urgent gameplay experience.
Examples: Escape: The Curse of the Temple, Space Alert, Fuse
Relative Movement
Movement of pieces is determined in relation to other pieces, requiring players to consider the positions and movements of opponents when planning their actions.
Examples: Fox and Geese, Hare and Hounds, Onitama
Resource Queue
Resources or actions become available in a specific order, and players must plan ahead to utilize them effectively as they progress through the queue.
Examples: Antike, Shipyard, Thebes
Resource to Move
Players must expend resources to move their pieces, adding a layer of resource management to movement decisions.
Examples: Power Grid, Clans of Caledonia, Scythe
Rock-Paper-Scissors
A cyclic mechanism where options have advantages over some choices and disadvantages against others, requiring players to anticipate opponents' selections.
Examples: RPS Card Game, Challenge RPS, Dino Hunt Dice
Role Playing
Players assume the roles of characters, making decisions and performing actions as those characters, often within a narrative framework.
Examples: Dungeons & Dragons, Gloomhaven, Fiasco
Roles with Asymmetric Information
Players have different information or abilities based on their roles, leading to varied perspectives and strategies within the game.
Examples: Battlestar Galactica: The Board Game, Secret Hitler, Letters from Whitechapel
Roll / Spin and Move
Players roll dice or spin a spinner to determine the number of spaces a piece moves, introducing chance into movement.
Examples: Monopoly, The Game of Life, Sorry!
Rondel
Players select actions by moving a marker around a circular track (the rondel), with movement limitations influencing strategic planning.
Examples: Imperial, Antike, Navegador
Scenario / Mission / Campaign Game
The game is divided into distinct scenarios or missions, often linked into a larger campaign, with each segment presenting unique objectives and challenges.
Examples: Gloomhaven, Descent: Journeys in the Dark, Imperial Assault
Score-and-Reset Game
Players accumulate points over a series of rounds or hands, with the game state resetting partially or entirely between rounds.
Examples: Rummy, The Crew: The Quest for Planet Nine, Tichu
Secret Unit Deployment
Players deploy units or resources secretly, revealing their positions or strengths at a specific point, adding elements of surprise and bluffing.
Examples: Stratego, Cry Havoc, Rising Sun
Selection Order Bid
Players bid to determine the order in which they can select actions, resources, or roles, adding a strategic layer to turn sequencing.
Examples: Fresco, Vegas Showdown, Homesteaders
Semi-Cooperative Game
Players work together towards a common goal but have individual objectives that may conflict, leading to potential alliances and betrayals.
Examples: Dead of Winter: A Crossroads Game, Archipelago, Battlestar Galactica: The Board Game
Set Collection
Players aim to collect specific groups of items or cards that match certain criteria, often to score points or gain advantages.
Examples: Ticket to Ride, Sushi Go!, Gin Rummy
Simulation
Games designed to replicate real-world activities or systems, providing an immersive and realistic experience.
Examples: SimCity: The Board Game, Twilight Struggle, Wingspan
Simultaneous Action Selection
All players choose their actions in secret and reveal them simultaneously, leading to strategic anticipation of opponents' moves.
Examples: Rock Paper Scissors, 7 Wonders, Diplomacy
Singing
Players are required to sing or perform musical elements as part of the gameplay, often in party or trivia games.
Examples: Encore!, Karaoke Party, Spontuneous
Single Loser Game
A game where all but one player win, and the objective is to avoid being the sole loser.
Examples: Musical Chairs, Hearts, Old Maid
Slide / Push
Players move pieces by sliding or pushing them across the board, often affecting multiple pieces and requiring spatial strategy.
Examples: Ice Cool, Slide Quest, Shove Ha'penny
Solo / Solitaire Game
Games designed to be played by a single player, focusing on personal strategy and problem-solving.
Examples: Friday, Onirim, Mage Knight Board Game
Speed Matching
Players quickly match cards or items based on specific criteria, testing reflexes and observation skills.
Examples: Spot It!, Jungle Speed, Snap
Spelling
Players form words from letters, testing vocabulary and spelling skills.
Examples: Scrabble, Boggle, Word on the Street
Square Grid
The game board is divided into square spaces, guiding movement and placement in four or eight possible directions.
Examples: Chess, Checkers, Clue
Stacking and Balancing
Players place pieces on top of each other, requiring dexterity to prevent the structure from collapsing.
Examples: Jenga, Rhino Hero, Animal Upon Animal
Stat Check Resolution
Players roll dice or draw cards to determine if their character's attributes meet or exceed a required threshold, resolving actions or events.
Examples: Dungeons & Dragons, Pathfinder, Call of Cthulhu
Static Capture
Players capture opponent pieces by landing on them, removing them from the board without changing the capturing piece's position.
Examples: Checkers, Fanorona, Alquerque
Stock Holding
Players buy, sell, and manage shares in companies or commodities, with values fluctuating based on game events and player actions.
Examples: Acquire, Stockpile, Imperial 2030
Storytelling
Players create or narrate stories as part of the gameplay, often influencing game events or outcomes.
Examples: Dixit, Once Upon a Time, Gloom
Sudden Death Ending
The game ends immediately when a specific condition is met, often leading to an unexpected conclusion.
Examples: Exploding Kittens, Love Letter, Coup
Tags
Items or cards are labeled with specific keywords or categories, affecting how they interact with other game elements.
Examples: Terraforming Mars, Magic: The Gathering, Dominion
Take That
Players perform actions that directly hinder or negatively impact opponents, adding elements of conflict and rivalry.
Examples: Munchkin, Uno, Saboteur
Targeted Clues
Players provide specific hints to others, guiding them towards a particular answer or action.
Examples: Codenames, Mysterium, Mastermind
Team-Based Game
Players are divided into teams, collaborating to achieve shared objectives and compete against other teams.
Examples: Codenames, Team Chess, Shadows Over Camelot
Tech Trees / Tech Tracks
Players develop technologies or skills in a branching path, unlocking new abilities or advantages as they progress.
Examples: Through the Ages, Sid Meier's Civilization: The Board Game, Eclipse
Three Dimensional Movement
Movement occurs in multiple planes or dimensions, adding complexity to positioning and strategy.
Examples: Santorini, TAC, The Climbers
Tile Placement
Players place tiles on the board to construct areas, routes, or patterns, often aiming to optimize space and score points.
Examples: Carcassonne, Tsuro, Isle of Skye
Track Movement
Players move pieces along a predefined track or path, with movement governed by specific rules or dice rolls.
Examples: Monopoly, Candy Land, Formula D
Trading
Players exchange resources, cards, or items with each other, negotiating deals to mutual benefit.
Examples: Catan, Bohnanza, Chinatown
Traitor Game
One or more players secretly work against the group, and the loyal players must identify and stop the traitor(s) to win.
Examples: The Resistance: Avalon, Shadows Over Camelot, Battlestar Galactica: The Board Game
Trick-Taking
Players play cards in rounds, and the highest-valued card (following specific rules) wins the trick; the goal is to win a certain number of tricks.
Examples: Bridge, Spades, The Crew: The Quest for Planet Nine
Tug of War
Players or teams pull a marker toward their side through various actions, with victory achieved by bringing it entirely to one's side.
Examples: Tug of War Card Game, Raptor, Tug-of-War
Turn Order: Auction
Players bid for the opportunity to determine the turn order, adding a strategic layer where players must balance the value of acting earlier against the cost of their bid.
Examples: Power Grid, Cyclades, Amun-Re
Turn Order: Claim Action
The order of play is determined by players claiming specific actions or roles, which then dictates the sequence of turns.
Examples: Puerto Rico, Race for the Galaxy, Glory to Rome
Turn Order: Pass Order
Turn order is established based on the sequence in which players pass or forgo taking further actions in a round, often influencing strategy for subsequent rounds.
Examples: Keyflower, The Castles of Burgundy, Eclipse
Turn Order: Progressive
The player order changes in a set progression each round, such as rotating clockwise, ensuring that each player has an opportunity to act first over the course of the game.
Examples: Catan, Ticket to Ride, Carcassonne
Turn Order: Random
The sequence of player turns is determined randomly, either at the start of the game or each round, introducing an element of unpredictability.
Examples: Monopoly, Risk, Clue
Turn Order: Role Order
Players assume specific roles that dictate the turn order, with each role having unique abilities or actions associated with it.
Examples: Citadels, Libertalia, Mission: Red Planet
Turn Order: Stat-Based
The order of play is determined by the players' statistics or attributes within the game, such as initiative levels or character speeds.
Examples: Gloomhaven, Descent: Journeys in the Dark, Dungeons & Dragons
Turn Order: Time Track
Players' positions on a time track determine the turn order, with the player furthest behind taking the next turn, often used to balance action efficiency and time expenditure.
Examples: Thebes, Patchwork, Glen More
Variable Phase Order
The sequence of phases within a round can change based on game conditions or player choices, leading to dynamic and adaptable gameplay structures.
Examples: Twilight Imperium, Chaos in the Old World, Puerto Rico
Variable Player Powers
Each player has unique abilities or advantages that differentiate them from others, influencing strategies and interactions.
Examples: Root, Cosmic Encounter, Scythe
Variable Set-up
The initial game state changes with each playthrough, such as differing board layouts, resource distributions, or starting positions, enhancing replayability.
Examples: Catan, Eldritch Horror, Terraforming Mars
Victory Points as a Resource
Victory points can be gained, spent, or utilized as a currency within the game, requiring players to balance immediate benefits against their overall path to victory.
Examples: The Voyages of Marco Polo, Tzolk'in: The Mayan Calendar, Terra Mystica
Voting
Players cast votes to make decisions that affect the game's progress, such as enacting rules, choosing leaders, or resolving conflicts, often requiring negotiation and alliances.
Examples: The Resistance, Survivor: The Board Game, Diplomacy
Worker Placement
Players assign their limited pool of workers to various action spaces on the board to perform tasks, gather resources, or achieve objectives, with each space typically accommodating only one worker per round.
Examples: Agricola, Lords of Waterdeep, Stone Age
Worker Placement with Dice Workers
Dice are used as workers, with their values influencing the strength or type of actions they can perform, adding a layer of randomness and strategic dice management.
Examples: The Voyages of Marco Polo, Alien Frontiers, Kingsburg
Worker Placement, Different Worker Types
Players have various types of workers, each with unique abilities or access to specific actions, requiring strategic deployment based on their strengths.
Examples: Caverna: The Cave Farmers, Champions of Midgard, Keyflower
Zone of Control
Certain game elements exert influence over adjacent areas, affecting movement, combat, or other interactions within their vicinity, and requiring strategic positioning.
Examples: Risk, Axis & Allies, Memoir '44