Acting 2
Action Drafting 1
Action/Event 1
Action Points 4
Action Retrieval 1
Action Timer 1
Area Majority / Influence 6
Area Movement 1
Bingo 1
Campaign / Battle Card Driven 2
Card Play Conflict Resolution 4
Chaining 1
Closed Drafting 2
Comman Cards 1
Communication Limits 5
Connections 3
Contracts 3
Cooperative Game 16
Deck, Bag and Pool Building 8
Deck Construction 1
Deduction 6
Delayed Purchase 1
Dice Rolling 17
Different Worker Types 1
Elapsed Real Time Ending 2
End Game Bonuses 8
Events 7
Finale Ending 1
Follow 1
Grid Coverage 3
Grid Movement 4
Hand Management 27
Hexagon Grid 1
Hidden Roles 4
Hot Potato 4
Income 4
Increase Value of Unchosen Resources 3
Interrupts 3
Legacy Game 1
Line Drawing 1
Line of Sight 1
Map Addition 1
Matching 1
Memory 8
Modular Board 5
Move Through Deck 2
Multiple Maps 3
Narrative Choice/Paragraph 5
Network and Route Building 3
Once-Per-Game Abilities 1
Open Drafting 17
Paper-and-Pencil 2
Pattern Building 8
Pattern Recognition 7
Pick-up and Deliver 3
Pieces as Map 1
Player Elimination 11
Player Judge 1
Point to Point Movement 4
Push Your Luck 9
Race 8
Random Production 1
Real-Time 4
Re-rolling and Locking 2
Role Playing 3
Roll/Spin and Move 1
Scenario/Mission/Campaign Game 4
Score-and-Reset Game 2
Semi-Cooperative Game 1
Set Collection 19
Simultaneous Action Selection 7
Solo/Solitaire Game 17
Speed Matching 4
Spelling 1
Stacking and Balancing 1
Storytelling 7
Square Grid 1
Tags 2
Take That 8
Team-Based Game 12
Tech Trees/Tech Tracks 1
Three Dimensional Movement 1
Tile Placement 11
Track Movement 2
Trading 1
Traitor Game 1
Turn Order: Claim Action 2
Turn Order: Progressive 3
Variable Phase Order 1
Variable Player Powers 16
Variable Set-up 6
Victory Points as a Resource 1
Voting 3
Worker Placement 2
Worker Placement with Dice Workers 1