Mechanisms |
30–120 Min, Acting, Action Drafting, Action Points, Action Queue, Action Retrieval, Action Timer, Action/Event, Advantage Token, Alliances, Area Majority / Influence, Area Movement, Auction/Bidding, Auction: Dutch, Auction: Fixed Placement, Auction: Sealed Bid, Auction: Turn Order Until Pass, Automatic Resource Growth, Betting and Bluffing, Bias, Bingo, Campaign / Battle Card Driven, Card Play Conflict Resolution, Catch the Leader, Chaining, Chit-Pull System, Closed Drafting, Closed Economy Auction, Command Cards, Commodity Speculation, Communication Limits, Connections, Constrained Bidding, Contracts, Cooperative Game, Critical Hits and Failures, Cube Tower, Deck Construction, Deck, Bag, and Pool Building, Deduction, Delayed Purchase, Dice Rolling, Die Icon Resolution, Different Dice Movement, Elapsed Real Time Ending, Enclosure, End Game Bonuses, Events, Finale Ending, Flicking, Follow, Force Commitment, Grid Coverage, Grid Movement, Hand Management, Hexagon Grid, Hidden Movement, Hidden Roles, Hidden Victory Points, Highest-Lowest Scoring, Hot Potato, I Cut, You Choose, Income, Increase Value of Unchosen Resources, Interrupts, Investment, Kill Steal, King of the Hill, Ladder Climbing, Layering, Legacy Game, Line Drawing, Line of Sight, Loans, Lose a Turn, Mancala, Map Addition, Map Reduction, Market, Matching, Measurement Movement, Melding and Splaying, Memory, Modular Board, Move Through Deck, Movement Points, Movement Template, Moving Multiple Units, Multi-Use Cards, Multiple Maps, Narrative Choice / Paragraph, Negotiation, Network and Route Building, Once-Per-Game Abilities, Open Drafting, Order Counters, Ownership, Paper-and-Pencil, Passed Action Token, Pattern Building, Pattern Movement, Pattern Recognition, Pick-up and Deliver, Pieces as Map, Player Elimination, Player Judge, Point to Point Movement, Prisoner's Dilemma, Programmed Movement, Push Your Luck, Race, Random Production, Re-rolling and Locking, Real-time, Relative Movement, resource queue, Resource to Move, Rock-Paper-Scissors, Role Playing, Roles with Asymmetric Information, Roll / Spin and Move, Rondel, Scenario / Mission / Campaign Game, Score-and-Reset Game, Secret Unit Deployment, Semi-Cooperative Game, Set Collection, Simulation, Simultaneous Action Selection, Slide/Push, Solo / Solitaire Game, Speed Matching, Square Grid, Stacking and Balancing, Stat Check Resolution, Stock Holding, Storytelling, Sudden Death Ending, Take That, Team-Based Game, Tech Trees / Tech Tracks, Three Dimensional Movement, Tile Placement, Time Track, Track Movement, Trading, Traitor Game, Trick-taking, Tug of War, Turn Order: Auction, Turn Order: Claim Action, Turn Order: Pass Order, Turn Order: Progressive, Turn Order: Random, Turn Order: Role Order, Turn Order: Stat-Based, Turn Order: Time Track, Variable Phase Order, Variable Player Powers, Variable Set-up, Victory Points as a Resource, Voting, Worker Placement, Worker Placement with Dice Workers, Worker Placement, Different Worker Types, Zone of Control, Area-Impulse, Auction Compensation, Auction: Multiple Lot, Auction: Once Around, Drawing, Map Deformation, Ordering, Physical Removal, Ratio / Combat Results Table, Selection Order Bid, Singing, Spelling, Tags, Targeted Clues
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