Acting 2
Action Drafting 1
Action/Event 1
Action Points 2
Action Retrieval 1
Action Timer 1
Action Queue 1
Area Majority / Influence 17
Area Movement 1
Betting and Bluffing 1
Bingo 1
Campaign / Battle Card Driven 2
Card Play Conflict Resolution 9
Catch the Leader 1
Chaining 1
Closed Drafting 3
Comman Cards 1
Communication Limits 6
Connections 5
Contracts 5
Cooperative Game 13
Deck, Bag and Pool Building 12
Deck Construction 1
Deduction 4
Delayed Purchase 1
Dice Rolling 24
Different Worker Types 1
Enclosure 2
End Game Bonuses 18
Events 11
Follow 1
Grid Coverage 3
Grid Movement 5
Hand Management 36
Hexagon Grid 3
Hidden Roles 2
Hot Potato 2
Income 6
Increase Value of Unchosen Resources 9
Interrupts 3
Layering 1
Legacy Game 1
Line Drawing 1
Line of Sight 1
Lose a Turn 1
Map Addition 1
Market 1
Memory 8
Modular Board 8
Movement Points 1
Multiple Maps 2
Multi-Use Cards 2
Narrative Choice/Paragraph 8
Network and Route Building 8
Once-Per-Game Abilities 4
Open Drafting 38
Paper-and-Pencil 3
Pattern Building 7
Pattern Recognition 4
Pick-up and Deliver 8
Pieces as Map 1
Player Elimination 2
Player Judge 1
Point to Point Movement 9
Programmed Movement 1
Push Your Luck 13
Race 16
Real-Time 5
Resource to Move 1
Role Playing 8
Roll/Spin and Move 3
Scenario/Mission/Campaign Game 5
Semi-Cooperative Game 2
Set Collection 31
Simulation 1
Simultaneous Action Selection 6
Solo/Solitaire Game 29
Speed Matching 2
Spelling 1
Stacking and Balancing 1
Static Capture 1
Storytelling 4
Square Grid 1
Sudden Death Ending 1
Tags 4
Take That 8
Team-Based Game 11
Tech Trees/Tech Tracks 3
Three Dimensional Movement 1
Tile Placement 31
Track Movement 5
Trading 1
Traitor Game 1
Tug of War 1
Turn Order: Claim Action 3
Turn Order: Progressive 7
Variable Phase Order 1
Variable Player Powers 21
Variable Set-up 16
Victory Points as a Resource 2
Voting 1
Worker Placement 2
Worker Placement with Dice Workers 1