Acting 2
Action Drafting 1
Action/Event 1
Action Points 5
Action Retrieval 1
Area Majority/Influence 8
Area Movement 1
Bias 1
Bingo 1
Campaign/Battle Card Driven 3
Card Play Conflict Resolution 5
Chaining 1
Closed Drafting 1
Command Cards 1
Communication Limits 5
Connections 4
Contracts 4
Cooperative Game 15
Deck, Bag and Pool Building 9
Deck Construction 1
Deduction 4
Delayed Purchase 1
Dice Rolling 15
Different Worker Types 1
Elapsed Real Time Ending 3
End Game Bonuses 9
Events 8
Finale Ending 1
Follow 1
Force Commitment 1
Grid Coverage 3
Grid Movement 5
Hand Management 19
Hexagon Grid 1
Hidden Roles 1
Hot Potato 2
Income 4
Increase Value of Unchosen Resources 4
Interrupts 3
Legacy Game 1
Line Drawing 1
Line of Sight 1
Lose a Turn 1
Map Addition 2
Map Reduction 1
Memory 6
Modular Board 7
Move Through Deck 2
Movement Points 1
Multiple Maps 2
Narrative Choice/Paragraph 6
Network and Route Building 5
Once-Per-Game Abilities 1
Open Drafting 17
Paper-and-Pencil 2
Pattern Building 6
Pattern Recognition 3
Pick-up and Deliver 5
Pieces as Map 1
Player Elimination 2
Player Judge 2
Point to Point Movement 6
Push Your Luck 10
Race 9
Real-Time 3
Re-rolling and Locking 1
Role Playing 5
Roll/Spin and Move 1
Scenario/Mission/Campaign Game 5
Semi-Cooperative Game 1
Set Collection 17
Simultaneous Action Selection 5
Solo/Solitaire Game 19
Speed Matching 3
Spelling 1
Stacking and Balancing 1
Stat Check Resolution 1
Storytelling 4
Square Grid 2
Tags 2
Take That 4
Team-Based Game 7
Tech Trees/Tech Tracks 1
Three Dimensional Movement 1
Tile Placement 13
Track Movement 2
Traitor Game 1
Turn Order: Claim Action 2
Turn Order: Progressive 3
Variable Phase Order 1
Variable Player Powers 16
Variable Set-up 7
Victory Points as a Resource 1
Voting 1
Worker Placement 2
Worker Placement with Dice Workers 1