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 4
Chaining 2
Closed Drafting 2
Comman Cards 1
Communication Limits 6
Connections 3
Contracts 3
Cooperative Game 19
Deck, Bag and Pool Building 9
Deck Construction 1
Deduction 6
Delayed Purchase 1
Dice Rolling 16
Different Worker Types 1
Elapsed Real Time Ending 2
End Game Bonuses 9
Events 7
Finale Ending 1
Follow 1
Force Commitment 1
Grid Coverage 3
Grid Movement 5
Hand Management 34
Hexagon Grid 1
Hidden Roles 4
Hot Potato 7
Income 4
Increase Value of Unchosen Resources 3
Interrupts 3
Kill Steal 1
Layering 1
Legacy Game 1
Line Drawing 1
Line of Sight 1
Lose a Turn 1
Map Addition 2
Map Reduction 1
Matching 1
Memory 12
Modular Board 7
Move Through Deck 2
Movement Points 1
Multiple Maps 3
Multi-Use Cards 1
Narrative Choice/Paragraph 5
Network and Route Building 4
Once-Per-Game Abilities 1
Open Drafting 19
Paper-and-Pencil 2
Pattern Building 9
Pattern Recognition 10
Pick-up and Deliver 4
Pieces as Map 1
Player Elimination 11
Player Judge 2
Point to Point Movement 5
Push Your Luck 12
Race 8
Random Production 1
Real-Time 3
Re-rolling and Locking 2
Role Playing 4
Roll/Spin and Move 1
Scenario/Mission/Campaign Game 5
Score-and-Reset Game 1
Semi-Cooperative Game 1
Set Collection 25
Single Loser Game 1
Simultaneous Action Selection 9
Solo/Solitaire Game 19
Speed Matching 7
Spelling 1
Stacking and Balancing 1
Stat Check Resolution 1
Storytelling 8
Square Grid 2
Tags 3
Take That 12
Team-Based Game 13
Tech Trees/Tech Tracks 1
Three Dimensional Movement 1
Tile Placement 13
Track Movement 2
Trading 1
Traitor Game 1
Turn Order: Claim Action 2
Turn Order: Progressive 3
Variable Phase Order 1
Variable Player Powers 21
Variable Set-up 6
Victory Points as a Resource 1
Voting 4
Worker Placement 2
Worker Placement with Dice Workers 1