Acting 2
Action Drafting 4
Action Points 7
Action Queue 3
Area Majority / Influence 16
Area Movement 2
Auction/Bidding 5
Auction: Dutch 1
Automatic Resource Growth 1
Betting and Bluffing 5
Bingo 2
Campaign / Battle Card Driven 3
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 25
Deck, Bag and Pool Building 5
Deck Construction 1
Deduction 7
Delayed Purchase 1
Dice Rolling 23
Die Icon Resolution 1
Different Worker Types 2
Enclosure 2
End Game Bonuses 23
Events 6
Finale Ending 1
Follow 2
Grid Coverage 3
Grid Movement 8
Hand Management 42
Hexagon Grid 8
Hidden Roles 2
Hidden Victory Points 2
I Cut 3
Income 8
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 6
Once-Per-Game Abilities 5
Open Drafting 52
Ownership 1
Paper-and-Pencil 5
Pattern Building 20
Pattern Recognition 3
Pick-up and Deliver 3
Player Elimination 3
Player Judge 1
Point to Point Movement 3
Push Your Luck 19
Race 4
Real-Time 1
Re-rolling and Locking 2
Resource to Move 1
Role Playing 3
Roll/Spin and Move 1
Scenario/Mission/Campaign Game 14
Semi-Cooperative Game 3
Set Collection 50
Simulation 2
Single Loser Game 1
Simultaneous Action Selection 8
Solo/Solitaire Game 30
Speed Matching 2
Spelling 1
Storytelling 19
Square Grid 4
Sudden Death Ending 2
Tags 5
Take That 14
Targeted Clues 1
Team-Based Game 9
Tech Trees/Tech Tracks 3
Tile Placement 48
Track Movement 4
Trading 2
Traitor Game 2
Trick-taking 4
Turn Order: Claim Action 7
Turn Order: Progressive 9
Turn Order: Stat-Based 3
Turn Order: Time Track 1
Variable Phase Order 2
Variable Player Powers 27
Variable Set-up 21
Victory Points as a Resource 7
Voting 1
You Choose 3
Worker Placement 11
Worker Placement with Dice Workers 2