Acting 1
Action Points 1
Auction: Dexterity 1
Action Queue 2
Area Majority / Influence 3
Area Movement 2
Betting and Bluffing 4
Campaign / Battle Card Driven 1
Card Play Conflict Resolution 1
Chaining 2
Closed Drafting 4
Communication Limits 1
Connections 1
Contracts 1
Cooperative Game 24
Deck, Bag and Pool Building 3
Deduction 3
Delayed Purchase 1
Dice Rolling 22
Die Icon Resolution 1
Different Worker Types 1
Events 2
Flicking 2
Grid Coverage 1
Grid Movement 4
Hand Management 29
Hexagon Grid 3
Hidden Roles 6
Highest-Lowest Scoring 1
Hot Potato 1
Income 1
Kill Steal 2
Line Drawing 2
Map Addition 3
Memory 9
Modular Board 6
Move Through Deck 2
Movement Points 1
Moving Multiple Units 1
Multi-Use Cards 1
Narrative Choice/Paragraph 3
Negotiation 1
Network and Route Building 4
Once-Per-Game Abilities 1
Open Drafting 7
Paper-and-Pencil 7
Pattern Building 4
Pattern Recognition 8
Player Elimination 15
Point to Point Movement 2
Programmed Movement 1
Push Your Luck 5
Race 7
Random Production 2
Real-Time 11
Re-rolling and Locking 3
Resource to Move 1
Role Playing 3
Roll/Spin and Move 1
Scenario/Mission/Campaign Game 4
Score-and-Reset Game 1
Set Collection 6
Simulation 1
Single Loser Game 1
Simultaneous Action Selection 6
Solo/Solitaire Game 12
Speed Matching 1
Static Capture 1
Storytelling 9
Square Grid 2
Sudden Death Ending 1
Take That 9
Targeted Clues 1
Team-Based Game 16
Tile Placement 5
Track Movement 1
Trading 6
Traitor Game 1
Tug of War 1
Turn Order: Auction 1
Turn Order: Progressive 1
Variable Player Powers 15
Variable Set-up 1
Victory Points as a Resource 1
Voting 2
Worker Placement 3