Acting 2
Action/Event 2
Action Points 1
Action Retrieval 1
Action Queue 3
Area Majority / Influence 4
Area Movement 2
Betting and Bluffing 5
Campaign / Battle Card Driven 2
Card Play Conflict Resolution 2
Chaining 2
Closed Drafting 4
Communication Limits 2
Connections 1
Cooperative Game 29
Critical Hits and Failures 1
Deck, Bag and Pool Building 3
Deck Construction 1
Deduction 3
Delayed Purchase 1
Dice Rolling 26
Die Icon Resolution 1
Events 2
Flicking 1
Force Commitment 1
Grid Coverage 2
Grid Movement 5
Hand Management 30
Hexagon Grid 5
Hidden Roles 6
Highest-Lowest Scoring 1
Hot Potato 1
Income 1
Kill Steal 2
Legacy Game 1
Line Drawing 1
Line of Sight 1
Map Addition 5
Memory 10
Modular Board 8
Move Through Deck 2
Movement Points 2
Multi-Use Cards 2
Narrative Choice/Paragraph 5
Negotiation 1
Network and Route Building 5
Once-Per-Game Abilities 2
Open Drafting 8
Paper-and-Pencil 7
Pattern Building 5
Pattern Recognition 5
Pick-up and Deliver 2
Player Elimination 14
Point to Point Movement 3
Programmed Movement 1
Push Your Luck 5
Race 5
Random Production 2
Real-Time 9
Re-rolling and Locking 3
Resource to Move 1
Role Playing 3
Roll/Spin and Move 2
Scenario/Mission/Campaign Game 8
Score-and-Reset Game 1
Set Collection 8
Simulation 1
Simultaneous Action Selection 6
Solo/Solitaire Game 16
Speed Matching 1
Static Capture 2
Storytelling 13
Square Grid 1
Sudden Death Ending 1
Take That 11
Targeted Clues 1
Team-Based Game 17
Tech Trees/Tech Tracks 1
Tile Placement 4
Track Movement 2
Trading 7
Traitor Game 1
Tug of War 1
Turn Order: Progressive 1
Variable Player Powers 18
Variable Set-up 1
Voting 1
Worker Placement 2