Acting 2
Action Drafting 4
Action Points 8
Action Queue 3
Area Majority / Influence 15
Area Movement 3
Auction/Bidding 6
Auction: Dutch 1
Automatic Resource Growth 1
Betting and Bluffing 6
Bias 1
Bingo 2
Campaign / Battle Card Driven 4
Card Play Conflict Resolution 1
Catch the Leader 1
Chit-Pull System 1
Closed Drafting 5
Comman Cards 1
Communication Limits 11
Connections 3
Contracts 6
Cooperative Game 26
Deck, Bag and Pool Building 6
Deduction 8
Delayed Purchase 1
Dice Rolling 25
Die Icon Resolution 1
Different Worker Types 1
Enclosure 2
End Game Bonuses 23
Events 6
Finale Ending 1
Follow 2
Grid Coverage 4
Grid Movement 7
Hand Management 39
Hexagon Grid 7
Hidden Roles 3
Hidden Victory Points 3
I Cut 3
Income 9
Increase Value of Unchosen Resources 6
Interrupts 1
Kill Steal 1
Layering 1
Line Drawing 4
Loans 3
Map Addition 2
Map Reduction 1
Matching 1
Market 3
Melding and Splaying 1
Memory 13
Modular Board 9
Move Through Deck 3
Multiple Maps 2
Multi-Use Cards 2
Narrative Choice/Paragraph 2
Network and Route Building 6
Once-Per-Game Abilities 4
Open Drafting 51
Paper-and-Pencil 5
Pattern Building 21
Pattern Recognition 3
Pick-up and Deliver 4
Player Elimination 3
Player Judge 2
Point to Point Movement 3
Push Your Luck 21
Race 3
Real-Time 1
Re-rolling and Locking 2
Resource to Move 1
Role Playing 3
Roll/Spin and Move 1
Scenario/Mission/Campaign Game 15
Semi-Cooperative Game 3
Set Collection 54
Simulation 2
Simultaneous Action Selection 9
Solo/Solitaire Game 31
Speed Matching 2
Spelling 1
Storytelling 18
Square Grid 5
Sudden Death Ending 1
Tags 5
Take That 12
Targeted Clues 1
Team-Based Game 12
Tech Trees/Tech Tracks 3
Tile Placement 50
Track Movement 3
Trading 2
Traitor Game 2
Trick-taking 4
Turn Order: Claim Action 8
Turn Order: Progressive 8
Turn Order: Stat-Based 4
Turn Order: Time Track 1
Variable Phase Order 2
Variable Player Powers 28
Variable Set-up 19
Victory Points as a Resource 8
Voting 1
You Choose 3
Worker Placement 12
Worker Placement with Dice Workers 2