Acting 2
Action Drafting 4
Action Points 7
Action Queue 4
Area Majority / Influence 14
Area Movement 3
Auction/Bidding 4
Auction: Dutch 1
Automatic Resource Growth 1
Betting and Bluffing 4
Bingo 2
Campaign / Battle Card Driven 2
Card Play Conflict Resolution 1
Catch the Leader 1
Chit-Pull System 1
Closed Drafting 4
Comman Cards 1
Communication Limits 12
Connections 3
Contracts 7
Cooperative Game 24
Deck, Bag and Pool Building 5
Deck Construction 1
Deduction 7
Delayed Purchase 1
Dice Rolling 22
Die Icon Resolution 1
Different Worker Types 2
Enclosure 2
End Game Bonuses 19
Events 6
Finale Ending 1
Follow 2
Grid Coverage 3
Grid Movement 8
Hand Management 45
Hexagon Grid 8
Hidden Movement 1
Hidden Roles 2
Hidden Victory Points 2
I Cut 3
Income 7
Increase Value of Unchosen Resources 6
Interrupts 1
Kill Steal 1
Layering 1
Line Drawing 4
Loans 3
Map Addition 2
Map Reduction 1
Market 3
Melding and Splaying 1
Memory 14
Modular Board 10
Move Through Deck 2
Multiple Maps 2
Multi-Use Cards 2
Narrative Choice/Paragraph 2
Network and Route Building 5
Once-Per-Game Abilities 5
Open Drafting 54
Ownership 1
Paper-and-Pencil 5
Pattern Building 17
Pattern Recognition 2
Pick-up and Deliver 3
Player Elimination 2
Player Judge 1
Point to Point Movement 3
Push Your Luck 18
Race 4
Real-Time 1
Re-rolling and Locking 2
Resource to Move 1
Role Playing 2
Roll/Spin and Move 1
Scenario/Mission/Campaign Game 14
Semi-Cooperative Game 2
Set Collection 46
Simulation 2
Single Loser Game 1
Simultaneous Action Selection 8
Solo/Solitaire Game 29
Speed Matching 1
Spelling 1
Storytelling 18
Square Grid 4
Sudden Death Ending 2
Tags 5
Take That 14
Targeted Clues 1
Team-Based Game 10
Tech Trees/Tech Tracks 3
Tile Placement 48
Track Movement 4
Trading 2
Traitor Game 2
Trick-taking 3
Turn Order: Claim Action 4
Turn Order: Progressive 9
Turn Order: Stat-Based 2
Variable Phase Order 2
Variable Player Powers 32
Variable Set-up 20
Victory Points as a Resource 7
Voting 1
You Choose 3
Worker Placement 10
Worker Placement with Dice Workers 2