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