Acting 0
Action Drafting 0
Action/Event 0
Action Points 5
Action Retrieval 0
Action Timer 0
Action Queue 1
Area Majority / Influence 2
Area Movement 0
Betting and Bluffing 0
Bias 1
Bingo 0
Campaign / Battle Card Driven 1
Card Play Conflict Resolution 6
Chaining 0
Chit-Pull System 0
Closed Drafting 1
Comman Cards 1
Communication Limits 1
Connections 0
Contracts 1
Cooperative Game 7
Deck, Bag and Pool Building 9
Deck Construction 0
Deduction 0
Delayed Purchase 1
Dice Rolling 12
Die Icon Resolution 1
Different Worker Types 0
Elapsed Real Time Ending 0
Enclosure 0
End Game Bonuses 2
Events 7
Finale Ending 1
Flicking 0
Follow 0
Grid Coverage 2
Grid Movement 2
Hand Management 11
Hexagon Grid 1
Hidden Roles 0
Hot Potato 0
Income 2
Increase Value of Unchosen Resources 5
Interrupts 3
Layering 0
Legacy Game 0
Line Drawing 0
Line of Sight 0
Map Addition 0
Map Deformation 1
Map Reduction 2
Matching 0
Market 0
Melding and Splaying 0
Memory 2
Modular Board 5
Move Through Deck 1
Movement Points 0
Multiple Maps 1
Multi-Use Cards 0
Narrative Choice/Paragraph 7
Network and Route Building 1
Once-Per-Game Abilities 1
Open Drafting 10
Ordering 0
Ownership 0
Paper-and-Pencil 0
Pattern Building 1
Pattern Recognition 0
Pick-up and Deliver 6
Pieces as Map 0
Player Elimination 0
Player Judge 0
Point to Point Movement 7
Programmed Movement 1
Push Your Luck 0
Race 5
Random Production 0
Real-Time 0
Re-rolling and Locking 1
Resource to Move 0
Role Playing 6
Roles with Asymmetric Information 0
Roll/Spin and Move 0
Scenario/Mission/Campaign Game 3
Score-and-Reset Game 0
Secret Unit Deployment 1
Semi-Cooperative Game 0
Set Collection 5
Simulation 0
Single Loser Game 0
Simultaneous Action Selection 1
Solo/Solitaire Game 9
Speed Matching 0
Spelling 0
Stacking and Balancing 0
Static Capture 0
Storytelling 1
Square Grid 3
Sudden Death Ending 0
Tags 1
Take That 6
Targeted Clues 0
Team-Based Game 1
Tech Trees/Tech Tracks 0
Three Dimensional Movement 0
Tile Placement 3
Track Movement 0
Trading 0
Traitor Game 0
Trick-taking 1
Tug of War 0
Turn Order: Claim Action 1
Turn Order: Progressive 1
Turn Order: Stat-Based 0
Variable Phase Order 2
Variable Player Powers 10
Variable Set-up 6
Victory Points as a Resource 1
Voting 0
Worker Placement 0
Worker Placement with Dice Workers 0