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Board Game Mechanics
Board Game Mechanics

A handy guide of game mechanics, with examples of games that prominently feature each mechanic

Updated this week

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

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