Hey fellow gamers!

Welcome to our game mechanics exploration corner.

Just a heads up: this page is a work in progress – think of it as an evolving adventure rather than a finished product.

I’ve started by picking some key mechanics from Board Game Geek, and here’s the kicker – I’ll be suggesting awesome games that showcase each mechanic in action. But hey, I’m all ears for your input too. Feel free to drop your comments and suggestions to help us make this even better.

ActingIn the context of board games, “acting” or “imitation” refers to the act of mimicking or pretending to be someone or something else. This can involve taking on a character, adopting a persona, or even just mimicking a gesture or action. In many games, this form of creative expression is encouraged, as players are tasked with using their imagination and creativity to bring a character or scenario to life.

For example, in Mysterium, one player takes on the role of a ghost trying to communicate with the other players, using abstract visions to guide them towards solving a murder mystery. In Spyfall, players take on the role of a spy, trying to blend in and gather information without arousing suspicion. Monikers involves players acting out the name of a movie, book, or other item, relying on their teammates to guess what it is. Imagine takes this concept to the next level, as players take on the role of actors, using their imagination and creativity to bring a scenario to life.
Action DraftingAction drafting is a game mechanism where players select actions or tasks to perform on their turn, often in a specific order. This mechanism adds a layer of strategy and complexity to the game, as players need to carefully consider which actions to choose and when to perform them.

In Puerto Rico, players draft roles to collect resources, build structures, and ship goods. In Citadels, players draft character cards to gain abilities and take actions. In War of the Ring: Second Edition, players draft event cards to influence the game’s progression. In Alchemists, players draft experiment cards to create potions and gain points. By incorporating action drafting into gameplay, these games offer a unique and engaging experience for players.
Action PointsAction Points (AP) or Action Point Allowance System (APAS) refers to a mechanic where players have a limited number of actions they can take on their turn, represented by a set of points or tokens. These points are used to perform various actions such as moving, attacking, or collecting resources. This mechanic is designed to add strategy and decision-making to the game, as players must carefully manage their action points to achieve their goals.

Games like Pandemic and Forbidden Island use action points to simulate the sense of urgency and cooperation, as players work together to save the world from deadly diseases or escape a sinking island. In Pandemic Legacy: Season 1, action points are used to manage the team’s efforts to stop the spread of diseases and save the world, while in Takenoko, players must manage their action points to grow bamboo, feed the panda, and complete objectives.
Action QueueAction Queue refers to a mechanism where players perform a series of actions in a specific order, often with each action triggering or influencing the next one. This mechanism allows for strategic planning and tactical execution, as players need to carefully consider the consequences of their actions and adjust their queue accordingly.

In Wingspan, players manage their bird sanctuary by collecting and playing cards in a specific order, creating an intricate action queue that optimizes their chances of attracting new birds and accumulating points. Meanwhile, in Gloomhaven, the action queue is crucial for navigating the modular board, as each action taken by the players can have significant repercussions on their subsequent turns. Root also employs an action queue, where factions take individual turns performing actions in a specific order, influencing the game state and their opponents’ options. Ark Nova uses an action queue to manage the zoo’s operations, with players carefully planning and executing actions to acquire and care for animals.
Action RetrievalAction Retrieval refers to the mechanism where players can retrieve or reuse previously played actions, cards, or abilities. This allows for strategic planning and flexibility in gameplay, as players can adapt to changing circumstances or maximize their chances of success.

For instance, in Gloomhaven, players can retrieve and reuse their abilities to overcome challenges, while in Spirit Island, the spirits can recall and reuse their powers to defend the island. In Root, players can reuse their actions to outmaneuver their opponents, and in Gloomhaven: Jaws of the Lion, the players can retrieve and reuse their abilities to overcome the challenges of the campaign. Furthermore, in Barrage, players can reuse their actions to optimize their resource production and engine-building.
Action TimerAction Timer is a game mechanic used in board games to create a sense of urgency and time pressure, where players must complete tasks or make decisions within a limited timeframe.

In Kitchen Rush, players must manage their time efficiently to serve customers and complete orders before the timer runs out. Similarly, in Rush M.D., players take on the role of doctors and nurses, racing against the clock to treat patients and save lives. In Pendulum, players must balance their actions and resources to optimize their progress, all while navigating the constraints of the game’s timer. Star Trek: Five-Year Mission also incorporates an action timer, as players must work together to complete missions and overcome challenges within a limited timeframe.
Action/Event
Action/Event is a crucial concept in board gaming, referring to a specific occurrence or decision that advances the game state.

In games like Twilight Struggle, players navigate the complexities of the Cold War, where each action/event has a ripple effect on the global landscape. Paleo takes players back to the Stone Age, where every action/event is a vital step in the survival of their tribe. Watergate immerses players in the intrigue of the 1970s political scandal, where every action/event has the potential to sway public opinion. 1960: The Making of the President puts players in the shoes of presidential candidates, where each action/event can make or break their campaign. Hegemony: Lead Your Class to Victory challenges players to navigate the complexities of class struggle, where every action/event has a direct impact on the fate of their class.
Advantage TokenAdvantage Token is a term used in board games to describe a bonus or benefit granted to a player, often as a result of a specific action or achievement. This token can be used to gain an upper hand in the game, allowing players to access new abilities, resources, or opportunities.

In games like Twilight Struggle, where players take on the role of the United States and the Soviet Union during the Cold War, Advantage Tokens can be used to influence events and shape the course of the game. In A Game of Thrones: The Board Game, Advantage Tokens can be used to gain valuable resources and strategic advantages in the battle for the Iron Throne. Meanwhile, in Concordia, players can use Advantage Tokens to build and maintain a strong economy, while in Viticulture, they can be used to optimize grape and wine production. By strategically using Advantage Tokens, players can gain a significant edge over their opponents and increase their chances of winning.
Alliances
Alliances are a crucial aspect of many board games, where players form temporary or permanent agreements with each other to achieve mutual benefits or block opponents.

In games like A Game of Thrones: The Board Game (Second Edition), alliances can be formed to conquer territories or eliminate threats, while in Cosmic Encounter, they can be used to gang up on a dominant player or share knowledge to defeat an alien threat. In Dune, alliances can be forged to control valuable resources or manipulate the game’s trajectory, while in Rising Sun, they can be used to coordinate attacks or defend against an enemy clan. Meanwhile, in Eclipse: Second Dawn for the Galaxy, alliances can be formed to share resources or technologies, or to gang up on a rival faction.
Area Majority / InfluenceArea Majority, a concept in board games, refers to the control or influence a player has over a specific region or territory on the game board.

In games like Carcassonne, players build a medieval landscape, placing tiles to create a shared board, and placing their followers to score points based on the area they control. Similarly, in Scythe, players build their own empires, managing resources and area control to achieve victory. Twilight Struggle is another game where area majority plays a key role, as players navigate the Cold War, trying to spread their influence across the globe. In Root, players control factions vying for control of a forest, with area majority being a crucial aspect of the game. Lastly, Spirit Island sees players taking on the role of spirits, working to defend their island home from invaders, with area control being vital to success.
Area MovementArea Movement is a concept in board games where players move their game pieces or units from one area to another, often with the goal of controlling territory, resources, or objectives. 

Root, with its asymmetric faction gameplay, exemplifies this concept as players navigate the forest, moving their units to conquer territories and disrupt their opponents. In Small World, area movement is crucial as players vie for control of territories, using their unique race and special abilities to outmaneuver their opponents. Arkham Horror: The Card Game also employs area movement, as investigators navigate the streets of Arkham, moving from location to location to uncover clues and defeat monsters. Blood Rage, a Viking-themed game, features area movement as players move their warriors and monsters around the board, battling for control of territories and glory.
Area-ImpulseArea Control is a pivotal aspect of strategic gameplay in board games, where players compete to dominate specific regions or territories on the game board. 

Star Wars: Rebellion and Twilight Imperium: Fourth Edition are exemplary games that demonstrate the importance of area control, as players must navigate complex webs of alliances and rivalries to assert their dominance. In Eclipse: Second Dawn for the Galaxy, area control is vital in the quest for galactic supremacy, while Voidfall requires players to balance area control with resource management to emerge victorious.
Auction CompensationAuction Compensation is a game mechanic where players bid on items or actions, but the winner pays the second-highest bid amount instead of their own bid.

This mechanic is featured in games like Furnace, where players bid on actions to take during the game, but the winner pays the second-highest bid. Homesteaders also uses this mechanic, where players bid on buildings to construct in their town. Lockup: A Roll Player Tale incorporates this mechanic, where players bid on actions to take in the game. Roam is another game that employs the Auction Compensation mechanic, where players bid on actions to take during their turn.
Auction: DexterityThe term “Auction Dexterity” refers to a game mechanic that involves strategic bidding and skillful maneuvering to outwit opponents and secure valuable items or resources.

Some recommended games that incorporate this mechanic include Going, Going, GONE! and Hibachi. In these games, players engage in auctions where they must carefully assess the value of items, manage their resources efficiently, and adapt their strategies based on the actions of other players.
Auction: Dutch
A Dutch auction in board games is a unique bidding mechanism where players start with a high bid and gradually lower it until someone accepts the current price. This contrasts with traditional auctions where the price increases with each bid.

Games like Concordia, Through the Ages: A New Story of Civilization, and Century: Spice Road employ Dutch auctions to create a dynamic and competitive bidding environment. Players must strategically decide when to accept the current price or wait for it to decrease further, adding an element of risk and reward to the game. The Dutch auction mechanic encourages players to carefully consider their bids and can lead to efficient price discovery, ensuring that players pay a fair price for the items being auctioned. Other notable games that feature Dutch auctions include Suburbia and Pax Pamir: Second Edition.
Auction: Dutch PriorityAuction (Dutch Priority) is a specific type of auction mechanic used in board games where items are auctioned one at a time in a predetermined order. The price for each item starts high and decreases until a player decides to accept the current price and take the item. Once an item is taken, the price resets and the next item is auctioned. This creates a dynamic auction experience as players must constantly re-evaluate their strategy as the items and prices change.

Some popular board games that feature the Dutch Priority auction mechanic include The Speicherstadt, Spyrium, and Jórvík. In The Speicherstadt, players bid on warehouses and goods, while in Spyrium, players compete for valuable resources and technologies. Jórvík is set in Viking-era England and features bidding for influence and control of the land.
Auction: EnglishAuction (English) is a game mechanic where players bid against each other to acquire resources, properties, or other valuable assets. In this type of auction, the highest bidder wins the item and pays their bid amount.

The Monopoly series often features auctions where players can bid on properties they land on if no one buys them immediately. Modern Art is a game about auctioning paintings, with players taking turns as the auctioneer. The Prince: The Struggle of House Borgia also incorporates auctions as a way for players to acquire resources and influence.
Auction: Fixed PlacementAuction: Fixed Placement is a game mechanic where players bid for the right to place a piece on a specific location on the game board.

In Amun-Re, players bid for the right to place their pharaoh pieces on the game board, allowing them to control territories and collect resources. Cyclades also incorporates this mechanic, where players compete for the favor of the gods by bidding on mythological creatures. Furnace allows players to bid on company cards, which provide unique abilities and scoring opportunities. Keyflower features a unique twist on the mechanic, where players use their own workers to bid on tiles that provide resources and actions. Finally, Stockpile incorporates the auction mechanic to determine the order in which players can place their stocks on the game board.
Auction: Multiple LotAuction (Multiple Lot) is a game mechanic that involves players bidding on multiple lots simultaneously.

Some games that incorporate this mechanic include Keyflower, Furnace, Ikusa, Revolution!, and Lockup: A Roll Player Tale. In these games, players engage in auctions where they bid on various lots, adding an element of strategy and competition to the gameplay.
Auction: Once AroundAuction (Once Around) is a specific type of auction mechanic used in various board games. In this type of auction, players bid for an item, but the bidding only goes around the table once. Once a player passes, they are out of the auction. The item is then awarded to the highest bidder.

Games that utilize the Auction (Once Around) mechanic include:
Ra: In this game, players bid for tiles that represent various aspects of ancient Egyptian civilization.
Modern Art: Players bid for paintings by famous artists, with the goal of earning the most money.
Goa: Players bid for tiles that represent different resources and abilities, which they can use to develop their civilizations.
Medici: Players bid for goods that they can then sell for profit, with the goal of accumulating the most wealth.
The Republic of Rome: In this game, players bid for cards that represent historical events and characters from ancient Rome.
Auction: Sealed BidAuction (Sealed Bid) is a game mechanic commonly found in board games like A Game of Thrones: The Board Game (Second Edition), For Sale, Rising Sun, and Nidavellir. This mechanic involves players making secret bids for items or actions without knowing the bids of others until they are revealed. It adds an element of strategy and uncertainty to gameplay, requiring players to carefully consider their bids to maximize their chances of winning while avoiding overbidding.
Auction: Turn Order Until PassAuction (Turn Order Until Pass) is a game mechanic where players bid or pass in turn order until all but one player has passed.

This mechanic is featured in various board games, including Power Grid, Biblios, High Society, and Taj Mahal. In these games, players engage in auctions to secure resources, advantages, or game components by bidding against each other until only one player remains in the auction.
Auction/BiddingAuction/Bidding is a game mechanic in which players compete to acquire game elements, such as resources, actions, or victory points, by placing bids. This mechanic creates a dynamic economy where the value of items fluctuates based on supply and demand.

Some notable games that utilize this mechanic include:
Power Grid, a game where players bid for resources and power plants to power cities.
Five Tribes: The Djinns of Naqala, a game where players bid on turns to place meeples and control areas.
Monopoly, a classic game where players bid on properties and collect rent from opponents.
A Game of Thrones: The Board Game (Second Edition), a game of conquest and diplomacy where players bid on turn order and control of the Iron Throne.
No Thanks!, a card game where players bid chips to avoid collecting negative-scoring cards.
Automatic Resource GrowthAutomatic Resource Growth is a game mechanic where players’ resources, such as money, materials, or points, increase automatically over time or at the start of each turn without requiring any direct action from the player. This mechanic is often used to simulate the natural growth of resources, such as crops or livestock, and can add a sense of progression and development to a game. 

AgricolaSpirit IslandCaverna: The Cave FarmersLe Havre, and A Feast for Odin are all examples of games that utilize this mechanic to create engaging and strategic gameplay experiences.
Betting and BluffingBetting and Bluffing is a game mechanic that involves players making wagers or deceiving others about the strength of their position in order to influence the outcome of the game.

This mechanic is commonly found in games with hidden information, such as Sheriff of Nottingham where players must decide whether to declare their goods truthfully or lie to avoid paying taxes. Magic: The Gathering also incorporates betting and bluffing through the use of counterspells and misdirection. Other games that feature this mechanic include Camel UpRising Sun, and Welcome to the Dungeon.
BiasBias in board games refers to a game mechanic that introduces a certain level of unpredictability or randomness, often influencing the outcomes of player decisions.

Several games incorporate this mechanic effectively, such as Forbidden Desert, Tzolk’in: The Mayan Calendar, Photosynthesis, RoboRally, and Mecha vs. Minions. In these games, bias adds an element of surprise and challenge, requiring players to adapt their strategies dynamically.
Bids As WagersWagers during the game, often to determine the outcome of certain events or to gain an advantage over their opponents. In this mechanic, players typically place bets or make offers, and the highest or most strategic bid wins.

Bids As Wagers is used in various board games, such as Skull, where players bluff and bid to determine who gets to reveal their cards first. In What the Heck?, players bid on the outcome of a roll of dice, and in Mü & More, players bid on the number of tricks they will take in a trick-taking game.
Bingo
Bingo
 is a game mechanic where players cover places on their cards based on what space is called out by a caller, often used in classic party games.

This mechanic is featured in games like Bingo, a traditional party game where players mark off numbers on their cards as they are called out. Another game that incorporates this mechanic is Qwixx, a quick-playing dice game where players try to score points in different categories. Railroad Ink: Deep Blue Edition also uses this mechanic, where players draw routes on their map to connect exits and try to score points. 
BriberyBribery is a powerful tool in many board games, allowing players to influence the actions of others or gain an advantage through strategic negotiations.

In Sheriff of Nottingham, players must bribe the sheriff to avoid inspections, while in Dune, bribery is a key aspect of negotiations between factions. In Spartacus: A Game of Blood and Treachery, players must bribe their way to victory, using their influence to sway the Roman Senate. Meanwhile, in The King’s Dilemma, bribery plays a crucial role in shaping the kingdom’s policies, as players must negotiate with each other to achieve their goals.
Campaign / Battle Card DrivenCampaign refers to a series of connected games or scenarios that are played in a specific order, often with a narrative thread or overarching storyline.

Games like Gloomhaven and Frosthaven are perfect examples of campaign-driven games, where players embark on a journey through a series of scenarios, making decisions that impact the game world and its inhabitants. Another game, Spirit Island, also features a campaign mode, where players take on the role of spirits guiding the native islanders to resist the invading colonizers. Tainted Grail: The Fall of Avalon is another game that utilizes a campaign structure, where players navigate the world of King Arthurian legend, making choices that influence the story and its outcomes.
Card Play Conflict Resolution
Card Play Conflict Resolution refers to the process of resolving conflicts or disputes that arise during a game, often involving the use of cards to determine the outcome.

In Scythe, for instance, players must navigate the complexities of area control and resource management, which can lead to conflicts over territory and resources. Similarly, in Gloomhaven, players must work together to overcome challenges, but may also have conflicting interests and goals that need to be resolved. In Dune: Imperium, players take on the roles of factions vying for control of the planet, leading to potential conflicts over resources and territory. Meanwhile, in Blood Rage, players engage in epic battles, using cards to resolve conflicts and emerge victorious.
Catch the LeaderCatch the Leader refers to the situation in board games where a player is in the lead, and other players are trying to catch up and surpass them. This concept is often seen in games where players are competing to accumulate the most points, resources, or territory.

In Power Grid, for instance, players are racing to build the most efficient power grid, and the leader in terms of power generation is the one to catch. Similarly, in The Quacks of Quedlinburg, players are trying to collect the most points by creating potions, and the leader in points is the one that others are trying to catch. Isle of Skye: From Chieftain to King is another game where players are competing to build the most prosperous island, and the leader in terms of territory and resources is the one that others are trying to catch. Heat: Pedal to the Metal is a racing game where players are trying to catch up to the leader in terms of laps completed, and Suburbia is a city-building game where players are competing to build the most efficient city, with the leader in terms of points being the one to catch.
Chaining
Chaining
 is a strategic concept in board games where a player creates a sequence of moves that build upon each other, often resulting in a powerful combination or a strong positioning on the board.

In games like CATAN, players can chain together multiple settlements and roads to create a strong economy and limit their opponents’ movements. Similarly, in Terra Mystica, players can chain together different terraforming actions to create a powerful engine that generates resources and points. Kingdom Builder also involves chaining, where players build a network of settlements, roads, and buildings that interact with each other to score points. Through the Desert is another game that utilizes chaining, as players build a network of camels that can be extended and connected to block their opponents or create powerful combinations.
Chit-Pull SystemChit-Pull System is a mechanism used in board games where players draw a set of chits or tokens, each representing a specific action, event, or resource. This system adds an element of unpredictability and excitement to the game, as players must adapt to the randomly drawn chits.

In Aeon’s End, players draw cards that represent different abilities and resources to defeat monsters. Tiny Epic Defenders uses a chit-pull system to determine which monsters attack the kingdom each round. Xia: Missions and Powers incorporates a chit-pull system to assign mission cards to players, which they must complete to earn rewards. Bolt Action uses a chit-pull system to determine which units can be activated during a turn, adding a layer of strategy and unpredictability to the game.
Closed DraftingClosed Drafting is a crucial aspect of board game strategy, where players simultaneously select and collect cards from a common pool to build their deck, hand, or pool of resources.

In games like 7 Wonders, players draft cards to build up their civilization, while in Terraforming Mars, players draft cards to terraform and colonize the red planet. In Agricola, players draft cards to improve their farms and manage their resources. These games all rely on closed drafting as a core mechanic, where players must carefully select the right cards to build a strong foundation for success, while also considering the potential impact on their opponents’ strategies.
Closed Economy AuctionClosed Economy Auction is a term used in board games to describe a system where players bid on items or resources without knowing the true value of what they’re bidding on.

In games like No Thanks!, players engage in a series of auctions, strategically bidding on cards to collect sets and avoid penalties. Similarly, in Ra, players bid on auctions to collect sets of tiles, trying to outmaneuver their opponents. In Container: 10th Anniversary Jumbo Edition!, the auction mechanism is used to acquire containers and manage resources. The Estates also utilizes an auction system, where players bid on plots of land to build their estates.
Command CardsCommand Cards are a crucial aspect of many war-themed board games, allowing players to issue orders to their troops, execute strategic maneuvers, and outmaneuver their opponents.

In Memoir ’44, players use Command Cards to deploy and move their units, while in Commands & Colors: Ancients, these cards enable players to issue orders to specific units or formations. BattleLore also employs Command Cards, which players use to activate their units and execute powerful abilities. In Undaunted: North Africa, Command Cards are used to issue orders to units, while also providing opportunities for special abilities and bonuses.
Commodity SpeculationCommodity Speculation is a trading strategy used to profit from fluctuations in commodity prices.

In the context of board games, Isle of Skye: From Chieftain to King and Modern Art are two games that involve commodity speculation, where players must navigate the complexities of supply and demand to emerge victorious. In Clans of Caledonia, players take on the role of Scottish clans vying for control of the whisky trade, which involves speculating on the prices of raw materials and finished goods. Meanwhile, The Gallerist challenges players to navigate the complexities of the art market, where speculation on the value of artwork can make or break a player’s fortunes.
Communication LimitsCommunication Limits are the boundaries that govern how players can share information with each other in cooperative or team-based board games.

In games like CodenamesThe Crew: The Quest for Planet Nine, and Mysterium, communication limits are crucial in preventing players from simply telling each other the exact answers, making the game too easy or unengaging. Instead, players must find creative ways to convey complex information within the established limits, adding an extra layer of challenge and excitement to the gameplay. In Decrypto, players must decode cryptic messages from their teammate, while avoiding giving away information to the opposing team, making communication limits a vital aspect of the game’s strategy.
ConnectionsConnections refer to the strategic links between different components or elements in a game, allowing players to build upon each other’s moves and create a cohesive strategy.

In Ticket to Ride, connections are essential for building train routes across the map, while in Railroads of the World, they enable players to create a vast network of railroad tracks. In Tigris & Euphrates, connections between different tiles help players build a thriving civilization, and in Neuroshima Hex! 3.0, connections between different units and modules are crucial for success on the battlefield. Meanwhile, in Rajas of the Ganges, connections between different actions and resources help players build a prosperous empire.
Constrained BiddingConstrained Bidding is a mechanism used in board games where players take individual turns making bids on specific items or actions, with the constraint being a limited resource or restriction that must be managed.

In games like Five Tribes: The Djinns of Naqala, this mechanism is used to acquire and manage resources, while in Alchemists, it’s used to acquire ingredients for potion-making. Ra and Keyflower also employ constrained bidding to acquire valuable resources and build structures. In High Society, players engage in auctions, using constrained bidding to acquire valuable items while managing their limited budgets.
ContractsContracts in board games refer to a game mechanic where players engage in various agreements or obligations within the game.

Several board games incorporate this mechanic, such as Terraforming Mars, Ticket to Ride, Splendor, Scythe, and Everdell. In these games, players interact with contracts that dictate specific objectives, tasks, or conditions they must fulfill to progress or achieve victory. Each game implements the concept of contracts uniquely, adding strategic depth and complexity to the gameplay experience.
Cooperative GameCooperative gameplay is a term used to describe a type of gameplay where players work together to achieve a common goal, often against a shared enemy or obstacle.

In Pandemic, players take on roles such as medic, scientist, and operations expert to stop the spread of diseases and save the world. Similarly, in Forbidden Island, players work together to retrieve four treasures from an island that is sinking, requiring them to coordinate their actions carefully. In Gloomhaven, players explore a fantasy world, battle monsters, and make decisions that impact the game world and their characters. Spirit Island takes a different approach, where players control spirits that are trying to defend their island home from invaders, requiring strategic coordination to succeed.
Crayon Rail SystemCrayon Rail System is a popular term used in train-themed board games, where players build railroad networks across a map, often competing to connect cities and complete routes.

In Empire Builder, players build railroad tracks across a map of North America, using crayon-like markers to draw their routes. Similarly, in Eurorails, players connect European cities by building railroad tracks, using a crayon-like system to mark their routes. In Iron Dragon, players build railroad tracks across a fantasy world, using a crayon-like system to draw their routes. In British Rails, players build railroad tracks across a map of the UK, using a crayon-like system to mark their routes.
Critical Hits and FailuresCritical Hits and Failures are unpredictable outcomes that can drastically alter the course of a game.

In Gloomhaven, a critical hit can lead to devastating damage, while in Star Wars: X-Wing Miniatures Game, a critical failure can result in the loss of a pilot. Kingdom Death: Monster also incorporates critical hits and failures, making each encounter unpredictable and thrilling. Hostage Negotiator uses critical hits and failures to simulate the high-stakes negotiations, adding an element of tension to the game.
Cube TowerCube Tower is a game mechanic commonly found in board games like Shogun, The LOOP, Frostpunk: The Board Game, Amerigo, and Marrakesh. This mechanic involves a tower structure where players drop cubes, affecting gameplay outcomes.
Deck ConstructionDeck Construction is a crucial aspect of many tabletop games, where players create and customize their own deck of cards to use during gameplay.

In Arkham Horror: The Card Game, for instance, players build their deck to investigate mysteries and fight against supernatural threats. Gloomhaven: Jaws of the Lion also employs deck construction, where players craft their deck to navigate through a fantasy world and battle monsters. Marvel Champions: The Card Game is another game that heavily relies on deck construction, where players build their deck to fight against villains and save the world. Magic: The Gathering is a classic example of a game that pioneered deck construction, where players create their deck to outmaneuver their opponents. Frosthaven is another game that utilizes deck construction, where players build their deck to explore dungeons and battle enemies.
Deck, Bag, and Pool BuildingDeck, Bag, and Pool Building is a game mechanic that combines elements of deck building, bag building, and pool building. In this mechanic, players start with a small deck or bag of cards or tokens, and over the course of the game, they acquire new cards or tokens to add to their deck, bag, or pool, which can be used to gain advantages or points.

In Dominion, players build their decks by acquiring new cards from a central pool, while in The Quacks of Quedlinburg, players draw tokens from a bag to create a “potion” that can earn them points. Star Realms combines deck building with a combat mechanic, where players use their cards to attack their opponents. Lost Ruins of Arnak and Dune: Imperium both incorporate worker placement and exploration elements alongside deck building.
DeductionDeduction is the process of eliminating possibilities to arrive at a conclusion. In board games, deduction is a vital skill that helps players uncover hidden information, solve mysteries, or crack codes. 

Love Letter, for instance, relies heavily on deduction as players try to figure out who among them is the assassin, and who is the princess. In Mysterium, one player takes on the role of a ghost trying to communicate with the other players (psychic mediums) to solve a murder mystery, requiring intense deduction to decipher the ghost’s cryptic clues. Sherlock Holmes Consulting Detective: The Thames Murders & Other Cases puts players in the shoes of the iconic detective, where they must gather clues and use deduction to solve crimes. Clue is another classic example, where players must deduce who killed the victim, with what weapon, and in which room. Deception: Murder in Hong Kong also employs deduction, as one player takes on the role of the investigator, trying to uncover the identity of the murderer among the other players.
Delayed PurchaseDelayed Purchase refers to a game mechanic where players can set aside resources or items for future use, often with benefits or penalties applied when they are finally purchased. This mechanic allows players to plan ahead, manage their resources, and make strategic decisions about when to acquire new assets.

In The Quacks of Quedlinburg, players can set aside ingredients for future use, allowing them to plan their potion-making strategy. Similarly, in Star Realms, players can purchase ships and bases to add to their deck, but may choose to delay purchasing certain cards to focus on more immediate needs. Dune: Imperium also utilizes a delayed purchase mechanic, where players must carefully manage their resources to acquire the right cards at the right time. Meanwhile, Clank!: A Deck-Building Adventure allows players to set aside treasure to purchase later, adding an element of strategy to their underground adventure.
Dice RollingDice Rolling is a fundamental game mechanic in many board games where players roll dice to determine outcomes, add an element of chance, and create unpredictable situations. It adds excitement and replayability to games.

Some popular board games that utilize this mechanic include King of Tokyo, Small World, Betrayal at House on the Hill, Root, and The Castles of Burgundy. These games incorporate dice rolling in various ways, such as resolving combat, acquiring resources, or triggering special abilities, making each game session unique and engaging for players.
Die Icon ResolutionDie Icon Resolution is a game mechanic where dice are used to determine the outcome of an action or event in a board game.

In Robinson Crusoe: Adventures on the Cursed Island, players roll dice to resolve various actions like exploring the island, gathering resources, or fighting off dangerous animals. Star Wars: Rebellion and Star Wars: Imperial Assault also utilize this mechanic to resolve combat between opposing forces. Elder Sign takes a cooperative approach, with players working together to roll the required symbols on dice to overcome challenges and seal ancient evils. Memoir ’44 uses dice to simulate the chaos and unpredictability of World War II battles, with each roll affecting the outcome of the game.
Different Dice MovementDifferent Dice Movement is a game mechanic that allows players to move their game pieces around the board using dice rolls. 

Formula D and Formula Dé are two popular games that utilize this mechanic, where players roll dice to determine how many spaces they can move their car on the track. In Rallyman: GT, players roll dice to navigate their car through a racing circuit, using the dice rolls to determine their speed and movement. Bristol 1350 is another game that employs this mechanic, where players roll dice to move their character through a medieval-themed board.
DrawingDrawing is a game mechanic where players take turns sketching or illustrating a concept, word, or image, and then pass it to the next player to interpret.

This mechanic is commonly found in party games like Telestrations, Pictionary, and Telestrations: 12 Player Party Pack, where the goal is to creatively convey an idea through drawings and decipher the original intent. Other games that utilize the drawing mechanic include Duplik, Mind Space, and The Quiet Year. These games often encourage players to think outside the box, exercise their artistic skills, and engage in collaborative storytelling through the act of drawing.
Elapsed Real Time EndingElapsed Real Time refers to the duration of time in which players have to complete a specific task or set of tasks in a game. This mechanism adds an extra layer of excitement and challenge to the gameplay, as players must work efficiently and effectively within the allotted time frame.

In Magic Maze, players must navigate a fantasy world, completing quests and overcoming obstacles all while racing against the clock. Similarly, in Space Alert, players must defend their spaceship from incoming threats, making quick decisions to ensure their survival. Escape: The Curse of the Temple also employs elapsed real time, as players must work together to explore a temple, overcome challenges, and escape before time runs out. In 5-Minute Dungeon, players are tasked with completing a series of challenges, using their skills and abilities to overcome obstacles and defeat monsters, all within a tight five-minute time frame. 
EnclosureEnclosure is a game mechanic where players aim to surround or enclose an area on the game board, often to score points or gain control of that space.

In Carcassonne, players place tiles to create roads, cities, and fields, and score points by placing meeples to claim these features. Terraforming Mars features enclosure through the placement of greenery tiles to create contiguous areas of vegetation. Agricola incorporates enclosure by allowing players to surround their farmland with fences to gain points and protect their livestock. Hive is a two-player abstract game where players surround the opponent’s pieces with their own to capture them. Blokus is another abstract game where players aim to surround their opponent’s pieces with their own tetromino-shaped pieces.
End Game BonusesEnd Game Bonuses refer to the rewards or advantages gained by players at the conclusion of a game, often based on their performance or achievements during the game. These bonuses can significantly impact the final scores, and players often strategize to maximize their end-game benefits.

In 7 Wonders Duel, for instance, players can earn bonuses for building certain structures or achieving specific goals. In Wingspan, players can gain bonuses for collecting and playing certain bird cards. Terraforming Mars awards bonuses for achieving specific milestones in terraforming the planet, while Scythe offers bonuses for building structures and completing certain objectives. Azul players can earn bonuses for creating beautiful mosaic patterns and completing sets of tiles.
EventsEvents in board games refer to specific occurrences or triggers within the game that can have various effects on gameplay.

Several board games incorporate the mechanic of events, such as The Quacks of Quedlinburg, Arkham Horror: The Card Game, Robinson Crusoe: Adventures on the Cursed Island, Twilight Struggle, and Star Wars: Rebellion. In these games, events can introduce new challenges, opportunities, or changes to the game state, adding depth and unpredictability to the gaming experience. Each of these games utilizes the concept of events uniquely to engage players and enhance strategic decision-making.
Finale EndingFinale Ending refers to the culminating event or climax of a game, often determining the winner or outcome.

In games like Mysterium, where one player takes on the role of a ghost trying to communicate with the other players to solve a murder mystery, the finale ending is the revelation of the killer’s identity. In The Resistance: Avalon, the finale ending is the final battle between the loyal servants of the king and the traitors, where the outcome determines the fate of the kingdom. Deception: Murder in Hong Kong also features a finale ending, where the investigator must reveal the identity of the murderer and their motive to win the game. Tiny Epic Dungeons has a finale ending where the heroes must defeat the final boss to save the land from destruction.
FlickingFlicking games are a type of dexterity game where players use their fingers to flick, push, or slide game pieces across a playing surface to score points or complete objectives. 

ICECOOL and PitchCar are great examples of games that rely heavily on flicking mechanics, requiring players to develop their fine motor skills and timing to succeed. In Crokinole, players use a similar flicking motion to push discs into certain areas of the board, showcasing the versatility of this mechanic. Flick ’em Up! takes this concept to the wild west, where players engage in intense duels using their flicking skills to outmaneuver their opponents.
FollowFollow is a crucial game mechanic in many board games, where players take actions based on the previous player’s move or the current game state.

In Puerto Rico, players follow the action chosen by the active player, but with a reduced effect. Race for the Galaxy and Roll for the Galaxy use the follow mechanic to allow players to take actions based on the symbols revealed by other players. Tiny Epic Galaxies incorporates the follow mechanic by letting players take actions based on the dice rolled by other players. Terraforming Mars: Ares Expedition allows players to follow the action of the active player, gaining a reduced benefit.
Force CommitmentForce Commitment is a strategic concept in board games where players must dedicate resources, actions, or units to a specific task or goal, often with a significant opportunity cost. This commitment can be crucial in achieving a long-term advantage, but it also limits flexibility and adaptability in response to changing circumstances.

In Scythe, players must commit to building structures, recruiting units, and managing resources to achieve their goals. Similarly, in Dune: Imperium, players must commit to developing their faction’s abilities and resources to gain an advantage over their opponents. Hanamikoji requires players to commit to specific actions and strategies to outmaneuver their opponent. Rising Sun demands players to commit to alliances, battles, and resource management to emerge victorious.
Grid CoverageGrid Coverage is a vital concept in board games, referring to the strategic placement of game components, such as tiles or pieces, to maximize coverage and control over a specific area of the game board.

In games like Patchwork, players must carefully plan their tile placements to ensure optimal grid coverage, blocking their opponents’ moves and securing valuable space. Similarly, in The Castles of Burgundy, players strategically place tiles to build their estates, requiring thoughtful grid coverage to maximize their benefits. Sagrada also relies heavily on grid coverage, as players draft and place dice to create a beautiful stained-glass window, with careful planning necessary to maximize coverage and score points. Furthermore, Cartographers challenges players to chart a map, requiring strategic grid coverage to navigate the wilderness and score points.
Grid MovementGrid Movement is a game mechanic where players move their game pieces along a grid, often with restrictions on movement or special abilities that can be used.

In Scythe, players move their mechs and units along a grid to conquer territories and manage resources. Gloomhaven uses grid movement to navigate through dungeons and battle monsters, while Twilight Imperium: Fourth Edition employs it to navigate the galaxy and conquer planets. Mage Knight Board Game uses grid movement to explore the world, fight monsters, and complete quests. Star Wars: Imperial Assault incorporates grid movement to move troops and characters around the battlefield.
Hand ManagementHand Management is a vital aspect of board game strategy, allowing players to optimize their card or token collection to achieve their goals.

In games like Pandemic, players must carefully manage their hand of event cards to mitigate the spread of diseases and save the world. Wingspan requires players to balance their hand of bird cards to maximize their scoring opportunities. In Terraforming Mars, players must manage their hand of project cards to terraform the planet and accumulate victory points. 7 Wonders demands players to manage their hand of cards to build up their civilization and outmaneuver their opponents.
Hexagon Grid
The term “Hexagon Grid” refers to a game mechanic where pieces are placed on a board tessellated with hexagons, influencing adjacency and/or movement.

In CATAN, hexagons create junctures where players place settlements to acquire resources. Terraforming Mars uses a hex grid to place land tiles, Scythe involves strategic movement on a hexagon grid, Gloomhaven regulates movement with a hex grid, and The Castles of Burgundy utilizes hexagons for gameplay elements.
Hidden MovementHidden Movement is a game mechanic where one or more players have access to information that is not available to others, often creating an asymmetrical gameplay experience.

In Star Wars: Rebellion, the Empire player has access to information about the Rebel Alliance’s plans, creating a cat-and-mouse game. Captain Sonar takes this mechanic to the next level, where one team of players is tasked with tracking down an opposing team, using sonar and other tools to uncover their location. In Fury of Dracula, one player takes on the role of Dracula, moving secretly around the board, while the other players work together to track him down. Letters from Whitechapel also employs hidden movement, as one player takes on the role of Jack the Ripper, moving undetected through the streets of Whitechapel, while the other players work together to track him down.
Hidden RolesHidden Roles is a game mechanic where players have secret identities, allegiances, or roles that are not publicly disclosed, adding a layer of social deduction and strategy to the gameplay.

In games like Coup, players must navigate a web of deception to uncover their opponents’ hidden roles and emerge victorious. The Resistance and The Resistance: Avalon are other examples of games that heavily rely on hidden roles, where players must figure out who to trust and who to suspect. Meanwhile, Saboteur takes a more lighthearted approach, with players trying to uncover the identity of the saboteur among them.
Hidden Victory PointsHidden Victory Points refer to scoring mechanics in board games where players earn points without openly disclosing them to their opponents. This mechanic adds a layer of strategy and unpredictability to the game, as players must carefully manage their hidden points to emerge victorious.

In Small World, for instance, players can earn hidden points by conquering territories and eliminating opponents. Similarly, in Puerto Rico, players accumulate hidden points by shipping goods and building structures. Jaipur also employs hidden victory points, where players collect and trade goods to earn points without revealing their totals. In Concordia, players earn hidden points by expanding their empire and completing tasks, while in Five Tribes, players collect hidden points by strategically moving and placing their tribe members.
Highest-Lowest ScoringHighest-Lowest Scoring refers to a game mechanic where players aim to achieve the highest or lowest score possible, depending on the game’s objectives.

In games like That’s Pretty Clever!, players compete to achieve the highest score by cleverly combining dice rolls and card plays. In contrast, games like Tigris & Euphrates require players to balance their scoring, as both high and low scores can be detrimental to their chances of winning. Ingenious takes a different approach, where players aim to score high in multiple categories to achieve a high overall score. Meanwhile, Fields of Arle challenges players to manage their resources and optimize their scoring opportunities to achieve the highest score possible.
Hot PotatoHot Potato is a game mechanic where players quickly pass an item or token around the group, often with the goal of avoiding being the one left holding it when a predetermined event occurs. This mechanic adds an element of excitement and unpredictability to games, as players must think quickly and strategically to avoid being the one stuck with the “hot potato.”


In Exploding Kittens, for instance, players draw cards and try to avoid drawing the exploding kitten card, which will end their turn and possibly end the game. Similarly, in BANG!, players must quickly pass cards around the table, trying to avoid being the one who gets stuck with the “hot potato” card, which can lead to their elimination from the game. Spot it! also uses a similar mechanic, where players must quickly identify and pass cards to their opponents, trying to avoid being the last one holding a particular card. 
I Cut, You ChooseI Cut, You Choose is a game mechanic where one player cuts a deck of cards or a set of tiles, and another player chooses which portion of the cut deck or tiles to use. This mechanic is often used to introduce randomness and unpredictability into a game, while also giving players some degree of control over the outcome.

In Isle of Skye: From Chieftain to King, players use this mechanic to determine which tiles to place on their player board. Castles of Mad King Ludwig also employs this mechanic, where players cut a deck of room cards and then choose which rooms to build in their castle. Hanamikoji uses a variation of this mechanic, where players cut a deck of cards and then choose which geisha cards to take. Junk Art, on the other hand, uses this mechanic to determine which art pieces players can collect. Dice Hospital also incorporates this mechanic, where players cut a pool of dice and then choose which dice to use to treat patients.
Impulse MovementImpulse Movement is a game mechanic where players take individual turns, but the sequence of play is determined by a specific order or priority, often based on the game state or player actions. 

Car Wars, a classic game of vehicular combat, uses impulse movement to simulate the chaos of high-speed battles. In Gaslands: Refuelled, players take turns activating their vehicles, with the order determined by a combination of speed and initiative. Flight Leader, a game of aerial combat, uses impulse movement to recreate the intensity of dogfighting. Star Fleet Battles, a space combat game, also employs impulse movement to model the complexities of space battles.
IncomeIncome is a crucial game mechanic in many board games, providing players with resources or points to spend on actions or strategies.

In CATAN, players collect resources like lumber, wool, and grain to build settlements and roads. 7 Wonders Duel features a card drafting mechanism where players choose cards to add to their civilization, generating resources and income. Terraforming Mars allows players to play cards that generate income in the form of credits, which can be used to purchase more cards or advance their terraforming projects. Patchwork has players collect buttons as income to purchase patches and complete their quilts. Everdell features a worker placement mechanic where players place workers to collect resources, including income in the form of berries.
Increase Value of Unchosen ResourcesIncrease Value of Unchosen Resources is a game mechanic where resources that are not chosen or used in a particular turn or round gain value or become more desirable, often influencing future gameplay decisions.

In Small World, this mechanic is used to great effect, where unchosen races and special powers become more attractive as the game progresses. Similarly, in Agricola, unused resources can be converted into valuable goods, making them more desirable in later stages of the game. This mechanic is also seen in Puerto Rico, where unchosen building types become more valuable as the game progresses, and in Lords of Waterdeep, where unused Intrigue cards can be used to gain an advantage in future rounds. Additionally, Ark Nova uses this mechanic to make unchosen action cards more valuable, allowing players to adapt their strategy mid-game.
InductionInduction is the process of making an educated guess or inference based on available information, often used in deductive reasoning puzzles and games. In games that require deduction and logical thinking, induction is a vital skill to possess.

For instance, in Mastermind, players use induction to deduce the hidden code by analyzing the feedback from previous guesses. Similarly, in Zendo, players use inductive reasoning to figure out the secret rule that governs the game. In Ultimate Mastermind, induction is crucial in deciphering the hidden pattern. Eleusis is another game that heavily relies on inductive reasoning to uncover the underlying rules.
InterruptsInterrupts are a game mechanic that allows players to disrupt or interrupt their opponents’ actions or turns, often to gain a strategic advantage.

In games like Magic: The Gathering, interrupts are used to counter spells or abilities, while in Nemesis, they are used to disrupt the alien’s plans. In Cosmic Encounter, interrupts can be used to hijack an opponent’s spaceship, and in Marvel Champions: The Card Game, they can be used to counter villainous schemes. Similarly, in Inis, interrupts can be used to disrupt opponents’ movements or actions.
InvestmentInvestment is a vital concept in board games, referring to the strategic allocation of resources, such as money, materials, or actions, to achieve long-term benefits or gains. 

Concordia, a popular game of ancient Rome, exemplifies this concept as players invest in different regions to build structures, trade, and conquer. In The Gallerist, investors must balance their investments in art galleries, exhibitions, and artists to maximize their returns. Acquire, a classic game of building hotel empires, requires players to invest wisely in properties, renovations, and mergers to dominate the market. Mombasa, a game of African trade and exploration, involves investing in expeditions, trading posts, and goods to build a prosperous empire. 1830: Railways & Robber Barons showcases the concept of investment in the context of railroad building, where players must invest in routes, trains, and resources to dominate the industry.
Kill StealKill Steal is a competitive element in board games where players can sabotage or disrupt their opponents’ progress, often by stealing their resources or messing with their plans.

In Smash Up, players can use their cards to disrupt their opponents’ bases, while in BANG!, players can use their characters’ abilities to eliminate their opponents. In Ankh: Gods of Egypt, players can use their gods’ powers to disrupt their opponents’ worship tracks, and in Blitzkrieg!: World War Two in 20 Minutes, players can use their military units to disrupt their opponents’ supply lines. In Cutthroat Caverns, players can use their abilities to sabotage their opponents’ progress through the caverns.
King of the HillKing of the Hill is a game mechanic where players compete to control a specific area or location, often with the goal of earning points or bonuses.

In Scythe, players vie for control of territories on the board, while in Twilight Imperium: Fourth Edition, players battle for dominance of entire star systems. In Inis, players compete to control territories and build settlements, whilein Viscounts of the West Kingdom, players compete to build and manage their own kingdoms.
Ladder ClimbingLadder Climbing is a strategic concept in board games where players aim to ascend a hierarchical structure, often by collecting and trading cards, to gain advantages and ultimately emerge victorious.

In games like SCOUT, players navigate a complex web of alliances and rivalries, employing ladder climbing tactics to outmaneuver their opponents. Tichu, a popular card game, also incorporates ladder climbing, as players strive to get rid of all their cards by strategically playing them in ascending order. Red7, a quick-playing card game, requires players to adapt their ladder climbing strategy mid-game, as the rules and winning conditions change with each round. Meanwhile, The Great Dalmuti and L.L.A.M.A. challenge players to navigate complex hierarchies, using ladder climbing to overcome obstacles and outwit their opponents.
LayeringLayering is a game mechanic that involves the gradual build-up of components, resources, or effects to create a more complex and dynamic gameplay experience.

In 7 Wonders Duel, players build up their civilization by collecting cards that provide various benefits, while in Tikal, players build up their temple by placing tiles to score points. Innovation takes layering to a new level, where players build up their civilization by playing cards that represent different innovations, each with its own effects and interactions. Canvas also employs layering, where players build up their art collection by placing tiles to create a beautiful and valuable masterpiece.
Legacy GameLegacy refers to a specific game mechanic in board games where the consequences of a player’s actions in one game or session affect the game state in subsequent sessions, often through a campaign or storyline. This mechanic allows for a sense of continuity and progression, as players’ decisions have lasting impacts on the game world. 

Gloomhaven is a prime example of a game that utilizes legacy elements, where players’ choices and actions in one scenario affect the game state in future scenarios. Similarly, Pandemic Legacy: Season 1 uses legacy mechanics to create a sense of urgency and consequence, as players’ decisions in one game impact the difficulty and challenges they face in subsequent games. Aeon’s End: Legacy also incorporates legacy elements, where players’ choices and actions in one game affect the difficulty and availability of certain cards in future games. Clank! Legacy: Acquisitions Incorporated is another game that uses legacy mechanics, where players’ actions in one game affect the game state and challenges in future games. Frosthaven, a highly-rated legacy game, takes this mechanic to the next level, offering a deeply immersive and dynamic gaming experience.
Line DrawingLine Drawing is a fundamental concept in board games that involves creating a visual representation of a game element, such as a territory, route, or shape, by drawing lines or paths on a board or paper. This mechanic is commonly used in games that require players to build, explore, or claim territories. Cartographers, for instance, is a game that heavily relies on line drawing, where players draw lines to create territories and score points. In Railroad Ink: Deep Blue Edition, players draw routes to connect cities and build railroad networks. Treasure Island also employs line drawing, where players create paths to navigate through the island and find treasure. Loony Quest is another game that utilizes line drawing, where players draw lines to create paths for their characters to follow. On Tour is a game that involves drawing routes on a map to plan a road trip across the United States.
Line of SightLine of Sight is a crucial concept in board games where players need to consider the visibility of game elements, such as units, characters, or objects, from a specific point of view. In Gloomhaven, for instance, players must carefully position their characters to get the best vantage point to attack monsters, while also avoiding being attacked themselves. In Star Wars: Imperial Assault, the Imperial forces need to be mindful of the Rebel Alliance’s line of sight to set up ambushes and traps. Memoir ’44 also relies heavily on line of sight, as players need to carefully position their units to attack or defend against the enemy. Additionally, Descent: Journeys in the Dark and Star Wars: X-Wing Miniatures Game also incorporate line of sight mechanics, requiring players to th
LoansLoans are a common mechanism in board games, allowing players to acquire resources or take actions that would otherwise be unavailable to them. In games like Brass: Birmingham, players can take out loans to finance their industrial endeavors, using the borrowed resources to fuel their growth and development. Similarly, in Age of Steam, players can issue bonds to raise capital for their railroad empire, using the loaned funds to expand their network and improve their operations. Railways of the World also employs a loan system, where players can take out loans to finance their railroad construction, using the borrowed resources to complete routes and deliver goods. Le Havre features a loan system as well, where players can take out loans to acquire buildings and ships, using the borrowed resources to fuel their economic engine.
Lose a TurnLose a Turn is a game mechanic that allows players to skip their turn or forfeit their action, often as a penalty or consequence of a specific event or action. This mechanic is commonly used to balance gameplay, create strategic decisions, or add an element of unpredictability. In Citadels, players must navigate the complexities of city-building while avoiding the pesky thief, who can force them to lose a turn. Similarly, in Arkham Horror, investigators must contend with the horrors of the Old Ones, which can cause them to lose valuable turns in their quest to save the world. Meanwhile, RoboRally pits players against each other in a high-stakes game of robotic combat, where losing a turn can mean the difference between victory and defeat. Gloom takes a more whimsical approach, where players must navigate the misfortunes of their characters, which can include losing turns due to unfortunate events.
MancalaMancala is a family of abstract strategy board games played around the world, characterized by having two rows of pits or holes into which small stones, beans, or seeds are placed. The objective of the game is to capture the most stones, beans, or seeds. Five Tribes: The Djinns of Naqala, Trajan, Kalah, Finca, and Crusaders: Thy Will Be Done are examples of board games that incorporate the mancala game mechanic in their gameplay.
Map AdditionMap Addition is a game mechanic that involves players adding elements to a game board to enhance gameplay. Games like Carcassonne, Betrayal at House on the Hill, Robinson Crusoe: Adventures on the Cursed Island, Mansions of Madness: Second Edition, and Saboteur incorporate this mechanic, allowing players to strategically expand the game world or modify existing elements during play.
Map DeformationMap Deformation is a game mechanic that involves changing the layout of the game board or map during gameplay. This can be done by adding or removing tiles, rotating or flipping boards, or even creating new paths or areas to explore. Arkham Horror: The Card Game and its Revised Edition are great examples of games that utilize this mechanic to create a sense of unpredictability and challenge. In these games, the map deformation mechanic allows for a high level of replayability and variety, as the layout of the board changes with each playthrough. Dune and Wiz-War are other games that incorporate map deformation, creating a dynamic and immersive experience for players. Meanwhile, Yedo uses a unique tile-laying mechanism that allows players to shape the game board to their advantage, exemplifying the concept of map deformation in a more strategic sense.
Map ReductionMap Reduction is a crucial aspect of strategic decision-making in board games, where players need to prioritize and focus on the most critical areas of the game board to achieve their objectives. In games like Forbidden Island, players must navigate a sinking island, and reducing the map to key areas is essential for survival. Similarly, in Santorini, players build a 3D city, and map reduction helps identify the most critical building locations. Blood Rage, a Viking-themed game, requires players to reduce the map to focus on the most valuable areas for resource gathering and battle. Meanwhile, Forbidden Desert challenges players to survive in a harsh desert environment, where map reduction is essential for finding the right routes and resources.
MarketMarket is a game mechanic that involves the simulation of economic transactions, where players engage in buying, selling, and trading resources or goods within a virtual market environment. This mechanic is often used in games that aim to replicate real-world economic systems, allowing players to experience the dynamics of supply and demand, market fluctuations, and strategic decision-making. 7 Wonders Duel, for instance, incorporates a market mechanic where players collect cards that represent different structures, technologies, and military units, which they can use to build up their civilization. Jaipur is another game that utilizes a market mechanic, where players take on the roles of merchants competing to collect and trade goods, camels, and other resources. Lost Ruins of Arnak is another game that incorporates a market mechanic, where players collect and trade resources, artifacts, and other items to build up their expedition team and uncover the secrets of a mysterious island.
MatchingMatching is a fundamental concept in many board games, where players try to find identical or complementary elements to achieve a specific goal. In games like UNO and L.L.A.M.A., matching is a core mechanic that requires players to find identical colors or numbers to get rid of their cards. In Trio, players need to match numbers to create valid sets and runs, while in Village Green, matching is used to collect and trade resources. Meanwhile, in Silver, players must match cards to complete tasks and earn rewards.
Measurement Movement
Melding and SplayingMelding is a game mechanic in which players combine cards or other game elements to create a new, more powerful entity. In Lost Cities, players meld cards to create expeditions, while in Innovation, players meld cards to create a civilization. In One Deck Dungeon, players meld cards to create a powerful dungeon crawler. Battle Line uses melding to create powerful formations, and Schotten Totten uses it to create strong defensive lines.
MemoryMemory is a game mechanic in board games that challenges players to recall information or patterns during gameplay. Incorporating this mechanic into board games like Codenames, Hanabi, Coup, The Resistance, and Blood Rage adds an engaging element that tests players’ ability to remember and strategize based on the information they retain. Each of these games leverages the Memory mechanic uniquely, offering players an opportunity to enhance their cognitive skills while enjoying the gameplay experience.
Minimap ResolutionMinimap Resolution is a game mechanic that enables players to visualize and navigate the game world, often providing a bird’s-eye view of the game board or environment. This mechanic allows players to strategize and make informed decisions about their gameplay. Axis & Allies, a classic board game, employs minimap resolution to help players track their military campaigns and plan their next moves. Titan, another popular game, uses minimap resolution to display the game’s modular board, allowing players to adjust their strategy based on the changing landscape. In Napoleon: The Waterloo Campaign, 1815, minimap resolution helps players visualize the battlefields and make tactical decisions about troop movements and resource allocation. Midway, a game of naval warfare, utilizes minimap resolution to display the vast oceanic battlefield, enabling players to track their fleets and plan their attacks. Nevsky: Teutons and Rus in Collision 1240-1242 also employs minimap resolution to depict the medieval battlefields, allowing players to make informed decisions about troop deployments and resource management.
Modular BoardModular Board is a design approach in board games where the game board is composed of interlocking tiles, cards, or modules that can be arranged differently for each playthrough, offering a unique experience every time.
In games like CATAN, the modular board allows players to create a new island landscape for each game, ensuring that no two games are alike. Similarly, in Gloomhaven, the modular board is used to create a vast, sprawling world that players can explore and battle through. Spirit Island, on the other hand, uses a modular board to represent the ever-changing landscape of the island, as the spirits work to defend their home against invading colonizers. Mage Knight Board Game also employs a modular board, where players can explore a vast world, completing quests and battling monsters in a dynamic and ever-changing environment.
Move Through DeckMove Through Deck is a game mechanic that allows players to progress through a deck of cards, often revealing new information or opportunities as they do so. This mechanic is particularly useful in cooperative games, where players need to work together to overcome challenges. In T.I.M.E Stories, for example, players move through a deck of cards to progress through a scenario, uncovering clues and obstacles as they go. In Ghost Stories, players draw cards from a deck to determine which enemies they’ll face and how to defeat them. In One Deck Dungeon, players move through a deck of cards to explore a dungeon, battling monsters and collecting treasure. Port Royal uses a similar mechanic, where players draw cards to determine which ships will arrive in port and what goods they’ll bring.
Movement PointsMovement Points are a key mechanism in board games that allow players to navigate the game board, perform actions, and interact with game elements. Scythe, a highly-rated game, utilizes Movement Points to control the movement of units and mechs on the board. In Robinson Crusoe: Adventures on the Cursed Island, players must manage their Movement Points carefully to explore the island, gather resources, and build shelter. Clank!: A Deck-Building Adventure uses Movement Points to navigate the dungeon, avoiding monsters and collecting treasure. Concordia and Memoir ’44 also employ Movement Points to control the movement of units and troops on the board, adding a strategic layer to the gameplay.
Movement TemplateMovement Template refers to a set of rules or guidelines that dictate how miniatures or units move around the game board in miniature wargames or tabletop games. Star Wars: X-Wing Miniatures Game, for instance, uses movement templates to determine the trajectory of spacecraft as they engage in dogfights. In Warhammer: Diskwars, movement templates are used to govern the movement of disks on the game board, simulating the chaos of battle. Sails of Glory, a game of naval combat, employs movement templates to recreate the maneuvers of sailing ships. Gaslands: Refuelled uses movement templates to simulate high-speed car chases in a post-apocalyptic world. Wings of Glory: WW1 Rules and Accessories Pack also utilizes movement templates to recreate the aerial dogfights of World War I.
Moving Multiple UnitsMoving Multiple Units is a game mechanic where players control multiple units or pieces on the board, often requiring strategic planning and management to achieve victory. In On Mars, players must navigate the challenges of terraforming the red planet by moving and managing their units to build infrastructure and manage resources. Similarly, in Downforce, players take on the role of racing team managers, moving their cars around the track to gain an advantage over their opponents. In Burncycle, players must strategically move their units to defend against an alien threat, while in Panamax, players navigate the complex world of shipping and logistics, moving cargo and ships to maximize their profits.
Multi-Use CardsMulti-Use Cards is a game mechanic where a single card can serve multiple purposes or have different effects depending on the context of the game. This mechanic adds a layer of strategy and complexity to games, as players need to carefully consider how to utilize each card to maximize their benefits. In games like 7 Wonders Duel, players can use cards to build up their civilization, gather resources, or construct buildings, highlighting the versatility of multi-use cards. Similarly, in Gloomhaven, cards can represent abilities, items, or events, and players must carefully manage their hand to succeed in the game. Dune: Imperium also employs multi-use cards, where players can use them to recruit units, construct buildings, or manipulate resources. Additionally, Lost Ruins of Arnak and Mage Knight Board Game also feature multi-use cards, allowing players to adapt to different situations and make strategic decisions.
Multiple MapsMultiple Maps refer to the use of multiple boards or maps in a board game, which adds variety and complexity to the gameplay. Descent: Journeys in the Dark (Second Edition) and Mice and Mystics are great examples of games that utilize this mechanic, offering players a diverse range of environments to explore and battle through. In Near and Far, players navigate through different territories, each with its own challenges and opportunities, while Burgle Bros. features multiple floors of a building to infiltrate.
Narrative Choice / ParagraphNarrative Choice is a game mechanic that allows players to make decisions that impact the story and gameplay of a board game. In games like Robinson Crusoe: Adventures on the Cursed Island, players must make difficult choices that affect their chances of survival on a deserted island. This mechanic is also present in Dead of Winter: A Crossroads Game, where players must make tough decisions to survive in a post-apocalyptic world. In Sherlock Holmes Consulting Detective: The Thames Murders & Other Cases, players take on the role of detectives, making choices that influence the outcome of their investigations. T.I.M.E Stories also utilizes narrative choice, as players navigate through a series of scenarios, making decisions that impact their progress.
NegotiationNegotiation is a vital aspect of many board games, where players engage in diplomatic efforts to achieve their goals. CATAN and Diplomacy are two classic examples of games that heavily rely on negotiation between players. In these games, players must navigate complex webs of alliances and rivalries to emerge victorious. A Game of Thrones: The Board Game (Second Edition) also features negotiation as a key mechanic, where players must forge alliances and make deals to gain the upper hand. Meanwhile, Pax Pamir: Second Edition and Oath: Chronicles of Empire & Exile showcase negotiation as a means to balance power and influence in a delicate dance of diplomacy.
Neighbor ScopeNeighbor Scope is a game mechanic that refers to the area of the game board that a player can affect or interact with, usually determined by their game piece’s position. In games that feature a Neighbor Scope, players must strategically position themselves to maximize their influence and opportunities. 7 Wonders, a popular card drafting game, is a great example of a game that utilizes Neighbor Scope to determine which cards a player can play. In Between Two Cities, players must balance their own city’s development with the influence of their neighbors, making Neighbor Scope a critical aspect of the game. Between Two Castles of Mad King Ludwig also features a Neighbor Scope mechanic, where players build and manage their own castle while competing with their neighbors. Key Flow, a card game about building a medieval landscape, uses Neighbor Scope to determine which cards can be played and which resources can be gathered. Tribes of the Wind, a game of strategic area control, relies heavily on Neighbor Scope to determine which territories can be conquered and controlled.
Network and Route BuildingNetwork and Route Building is a game mechanic that involves creating connections and pathways between different locations, often to facilitate movement, trade, or resource transportation. In Ticket to Ride, players compete to build train routes across a map of North America, while in Ticket to Ride: Europe, they build routes across a map of Europe. Power Grid also uses network and route building, where players build power lines to supply cities with electricity. Brass: Birmingham is another game that utilizes this mechanic, as players build canals and railroads to connect industries and cities. Finally, Tsuro is a more abstract game that involves building a network of pathways to guide a stone across a board.
Once-Per-Game AbilitiesOnce-Per-Game Abilities refer to unique powers or actions that can be used only once throughout an entire game, often providing a significant advantage or strategic opportunity. In 7 Wonders Duel, for instance, players can utilize their once-per-game abilities to gain an edge over their opponent. Similarly, in Wingspan, players can leverage their unique abilities to maximize their bird collection and scoring potential. In Gloomhaven, once-per-game abilities can be used to turn the tide of battle or secure crucial resources. Players of Lost Ruins of Arnak can utilize their abilities to gain a strategic advantage in exploration and discovery. Meanwhile, in Star Wars: Rebellion, once-per-game abilities can be used to launch a surprise attack or execute a daring rescue mission.
Open Drafting
Order CountersOrder Counters is a game mechanic that refers to the process of tracking and managing the number of actions, movements, or resources available to a player during their turn. This mechanic is essential in games that involve strategic planning and resource management. In A Game of Thrones: The Board Game (Second Edition), players must carefully manage their order counters to ensure they have enough resources to execute their plans. Similarly, in Forbidden Stars, players must track their order counters to navigate the complexities of space exploration and combat. In StarCraft: The Board Game, order counters play a critical role in managing resources and executing strategic maneuvers. Meanwhile, in Francis Drake, order counters are used to track the progress of expeditions and manage resources.
OrderingOrdering is a game mechanic where players arrange or prioritize elements, such as cards, tokens, or units, in a specific sequence to achieve a strategic advantage. Hanabi, a cooperative card game, and Lost Cities, a card game of exploration, both utilize ordering to manage their respective decks. In Timeline: General Interest, players order historical events in chronological order to win the game. Ohanami, a card game of pattern-building, requires players to order their cards to create beautiful flower arrangements.
OwnershipOwnership refers to the concept of controlling or possessing game elements, such as cards, tokens, or territories, which is a crucial aspect of many board games. In Everdell, players own and manage a collection of cards, each representing a unique animal, to build a thriving forest ecosystem. Similarly, in Great Western Trail, players own and manage cattle, which serve as a vital resource for scoring points. In Lords of Waterdeep, ownership is exercised through the control of agents, which are used to complete quests and earn points. Caylus also involves ownership of buildings, which are used to generate resources and score points.
Paper-and-PencilPaper-and-Pencil is a game mechanic that involves using paper and a writing utensil to record information, make calculations, or draw diagrams during gameplay. This mechanic is commonly used in roll-and-write games like Cartographers, and That’s Pretty Clever!, where players fill out grids or sheets based on dice rolls or other game events. It is also found in deduction games like Just One and Wits & Wagers, where players write down answers or clues.
Passed Action Token
Pattern BuildingPattern Building is a game mechanism where players create and arrange objects, such as tiles, cards, or pieces, to form a specific design or structure, often to score points or achieve a goal. In Azul, players collect and arrange tiles to create beautiful mosaics, while in The Castles of Burgundy, players build and manage their own estates by placing and arranging game pieces. Sagrada challenges players to create a stunning stained glass window by drafting and placing dice, and Cascadia has players build a thriving ecosystem by placing and arranging habitat tiles.
Pattern MovementPattern Movement is a game mechanic that involves moving pieces or units in a specific pattern or sequence, often with the goal of capturing or blocking an opponent’s piece. This mechanic is often used in abstract strategy games, where the goal is to outmaneuver your opponent through clever movement and placement of pieces. Chess, for example, is a classic game that heavily relies on pattern movement, as players need to carefully plan their moves to checkmate their opponent. Hive is another game that uses pattern movement, as players move tiles to surround their opponent’s queen bee while protecting their own. Onitama, a game of martial arts themed strategy, also employs pattern movement, as players move their pawns in a specific sequence to capture their opponent’s master. The Guild of Merchant Explorers uses pattern movement to navigate the board and collect resources, while The Duke employs a similar mechanic to move and capture pieces on the board.
Pattern RecognitionPattern Recognition is a vital aspect of board games, where players must identify and connect patterns to achieve their objectives. In Carcassonne, recognizing patterns in tile placement is essential to build a cohesive landscape. Similarly, in Mysterium, the psychic must recognize patterns in the visions to guide the investigator towards the correct solution. In Potion Explosion, recognizing patterns in the ingredients is crucial to create the desired potions. Cryptid also relies heavily on pattern recognition, where players must identify specific combinations of cards or clues to achieve their goals.
Physical RemovalPhysical Removal is a game mechanic where players remove components, such as blocks, tiles, or pieces, from a shared game space, often creating a sense of tension and unpredictability. In Jenga, players take turns removing blocks from a tower, trying not to be the one who makes it fall. Escape: The Curse of the Temple also employs Physical Removal, as players remove tiles from a temple, navigating treacherous paths and avoiding danger. Menara is another game that utilizes this mechanic, where players remove blocks from a tower, trying to be the last one standing. Operation and Villa Paletti are two more games that incorporate Physical Removal, requiring players to carefully remove components without disrupting the entire structure.
Pick-up and DeliverPick-up and Deliver is a game mechanic where players collect and transport goods, resources, or items from one location to another, often using a vehicle or a character. This mechanic is commonly used in games that involve logistics, transportation, or exploration. For instance, in Forbidden Island, players work together to retrieve four treasures from an island that is sinking, using a pick-up and deliver mechanism to rescue the treasures before the island disappears. In Flash Point: Fire Rescue, players take on the role of firefighters, picking up and delivering people and equipment to rescue those trapped in a burning building. Istanbul uses a pick-up and deliver system to collect and trade goods in the bustling markets of Istanbul, while Pandemic Legacy: Season 2 involves delivering supplies and medicines to cities around the world to stop the spread of diseases.
Pieces as MapPieces as Map is a game mechanic where the game board is composed of interlocking pieces that players place to form the playing area. This mechanic allows for a dynamic and modular board that changes with each playthrough, offering a unique experience. Hive is an excellent example that utilizes this mechanic, where players move and place tiles to create a constantly shifting board. Vast: The Crystal Caverns also employs this mechanic, where players build a cave system by placing interlocking tiles. Overboss: A Boss Monster Adventure and The Night Cage are other games that feature this mechanic, where players construct a map by placing pieces to navigate through.
Player EliminationPlayer Elimination is a game mechanic where one or more players are removed from the game, often due to their characters dying or being eliminated from the competition. This mechanic adds a level of excitement and unpredictability to games, as players must navigate the risk of elimination. In Love Letter, players must navigate the complexities of royal court politics, where a single misstep can lead to elimination. In King of Tokyo, players take on the role of monsters battling for dominance, with the last monster standing being the winner. Coup is a game of political intrigue, where players must use their influence and cunning to eliminate their opponents. Meanwhile, in Betrayal at House on the Hill, one player takes on the role of a traitor, working against the others to eliminate them and achieve their own goals.
Player JudgePlayer Judge is a term used in board games to describe a player who has the authority to make decisions, often with finality, on the outcome of a particular round or challenge. This role can be a crucial aspect of gameplay, as the judge’s verdict can greatly impact the progress of the game. In Cards Against Humanity, for instance, the judge is responsible for selecting the best answer to a question or prompt, while in Apples to Apples, the judge is tasked with choosing the most appealing answer to a particular phrase or word. In Joking Hazard, the judge is responsible for deciding which panel is the most humorous or appealing. In Say Anything, the judge’s role is to choose the most convincing or entertaining response to a question. In Trial by Trolley, the judge must make difficult moral decisions, weighing the consequences of their choices.
Point to Point MovementPoint-to-Point Movement is a game mechanic where players move their game pieces from one specific location to another, often following a predetermined path or route. This mechanic is commonly used in games that involve exploration, travel, or navigation, where players need to move their pieces to specific locations to achieve their goals. In Pandemic, players move their characters to different cities to stop the spread of diseases, while in Root, players navigate through a forest, moving their pieces to gather resources and battle opponents. Clank!: A Deck-Building Adventure also uses point-to-point movement, as players move their adventurers through a dragon’s lair, collecting treasure and avoiding obstacles. In Eldritch Horror, investigators travel to different locations around the world to prevent the awakening of Ancient Ones, and in Arkham Horror, players move their investigators through the streets of Arkham to uncover mysteries and defeat monsters.
Predictive BidPredictive Bidding is a strategic concept in trick-taking games where players estimate the number of tricks they can take in a round. This technique requires a deep understanding of the game’s mechanics and the cards in play. In Tichu, for instance, players need to accurately predict the number of tricks they can take to avoid penalties. Similarly, in Skull King, bidding correctly is crucial to winning the game. Wizard is another game that heavily relies on predictive bidding, where players need to accurately estimate the number of tricks they can take to gain an advantage. Even in Dune, predictive bidding plays a significant role in determining the outcome of the game.
Prisoner’s DilemmaPrisoner’s Dilemma is a game mechanic where players must make decisions that, when combined, can lead to a less desirable outcome for all parties involved. This concept is often used to illustrate the conflict between individual and group rationality. In Cosmic Encounter, players must navigate the consequences of their actions, weighing the benefits of cooperation against the temptation of individual gain. Similarly, in Diplomacy, alliances are formed and broken, as players negotiate and manipulate to achieve their goals. Tiny Epic Kingdoms also employs this mechanic, as players balance their own ambitions with the need to cooperate to achieve common goals. Blood on the Clocktower is another game that utilizes the Prisoner’s Dilemma, where players must walk the tightrope between trust and deception to emerge victorious.
Programmed MovementProgrammed Movement is a game mechanic where players have limited control over their actions, and their movements are determined by a set of pre-defined rules or programs. This mechanic adds a layer of strategy and unpredictability to games, as players need to adapt to the movements and adjust their plans accordingly. In Colt Express, players program their movements in advance, trying to outmaneuver their opponents and be the first to reach the goal. Heat: Pedal to the Metal takes this concept to the racing track, where players program their car’s movements to navigate the track and avoid obstacles. In Mechs vs. Minions, players control giant mechs, programming their movements to outmaneuver their opponents and destroy enemy minions. Flamme Rouge applies this mechanic to a bike racing game, where players program their riders’ movements to navigate the track and reach the finish line first.
Push Your LuckPush Your Luck is a game mechanic where players take risks to achieve greater rewards, but may also suffer penalties if they fail. This mechanic is often used to create tension and excitement in games. In Codenames, players must carefully balance the risk of guessing multiple words with the risk of guessing a word that belongs to the opposing team. Ticket to Ride requires players to take risks when claiming train routes, as they may not have enough trains to complete the route. The Quacks of Quedlinburg involves players taking risks when drafting ingredients for their potions, as they may not have the necessary ingredients to complete the potion. Arkham Horror: The Card Game requires players to take risks when investigating mysteries, as they may encounter terrifying monsters or uncover dark secrets.
Questions and AnswersQuestion is a crucial aspect of many board games, where players must inquire about specific information to gain an advantage or solve a puzzle. In Guess Who?, players ask questions to eliminate possibilities and identify their opponent’s character. Similarly, in Trio, players ask questions to deduce the location of their opponent’s pieces on the board. In Paranormal Detectives, players ask questions to gather clues and solve a mystery. Double Ditto is another game that relies heavily on questioning, where players try to come up with words that fit certain criteria.
RaceRace is a game mechanic that involves moving pieces or tokens along a track or path to reach a specific goal or finish line. This mechanic is commonly found in various board games, such as CATAN, Splendor, Root, Dune: Imperium, and The Quest for El Dorado. In these games, players compete against each other to advance their pieces along the track, often using different strategies and resources to gain an advantage.
Random ProductionRandom Production is a game mechanic where players rely on chance or unpredictability to determine the outcome of certain events or actions. In Machi Koro, players roll dice to determine which buildings to construct, while in Dice Forge, players forge dice to create unique combinations. In Space Base, players use a deck-building mechanism to generate random resources, and in Return to Dark Tower, players rely on the tower’s random events to progress through the game. Finally, in Valeria: Card Kingdoms, players draw random cards to build their kingdom.
Ratio / Combat Results TableRatio/Combat Results Table is a game mechanic used in board games to determine the outcome of combat or conflict between units or forces. This mechanic is often used in wargames and strategy games to add realism and unpredictability to combat encounters. In games like Ogre and Squad Leader, the ratio/combat results table is used to determine the outcome of battles between units, taking into account factors such as unit strength, terrain, and morale. In Dawn of the Zeds, the mechanic is used to determine the outcome of battles between humans and zombies, adding an element of unpredictability to the game. Advanced Squad Leader also uses this mechanic to determine the outcome of battles between units, taking into account a range of factors including unit strength, leadership, and terrain.
Re-rolling and LockingRe-rolling is a game mechanic that allows players to retry a dice roll, often with the goal of achieving a better outcome. In games like King of Tokyo, re-rolling can be a crucial strategy for defeating opponents or completing challenges. In Elder Sign, re-rolling can help investigators overcome the challenges of the museum and uncover the secrets of the ancient ones. BANG! The Dice Game also utilizes re-rolling, allowing players to adjust their dice rolls to take out their opponents or defend against attacks. Meanwhile, That’s Pretty Clever! incorporates re-rolling as a key component of its puzzle-like gameplay, where players must carefully manage their dice rolls to maximize their scores.
Real-TimeRealtime is a term used to describe the simultaneous action mechanism in board games, where players perform actions or make decisions at the same time, without waiting for their turn. This mechanic adds a level of excitement and unpredictability to the game, as players must think quickly and strategically to succeed. In Galaxy Trucker, for instance, players simultaneously collect and arrange spaceship parts to build their vessels, while in Captain Sonar, teams work together to hunt down an opposing submarine, with each player performing their actions in real-time. Space Alert is another game that utilizes this mechanic, where players cooperate to defend their spaceship from incoming threats, making decisions quickly and in tandem. Escape: The Curse of the Temple also employs real-time gameplay, as players work together to escape a temple, navigating obstacles and challenges simultaneously.
Relative MovementRelative Movement is a game mechanic that involves moving game pieces or objects in relation to each other, often in a dynamic and interactive way. This mechanic is essential in games like Galaxy Trucker, where players navigate their spaceship through a modular board, adjusting their trajectory based on the movements of other players. In Get Bit!, relative movement is used to create a thrilling experience, as players try to avoid being caught by the shark, moving their swimmer game pieces in relation to the shark’s movements. Formula Motor Racing also utilizes relative movement, as players move their cars around the track, responding to the movements of their opponents. 
Resource QueueResource Queue is a game mechanic where players collect and manage resources, such as tokens, cards, or other game components, to perform actions, build structures, or recruit units. In Project L, resources are used to build and upgrade buildings, while in Noctiluca, resources are used to recruit creatures to aid in battles. In Great Plains, resources are used to build and upgrade infrastructure, and in Chocolate Factory, resources are used to produce and deliver chocolates. Sankoré: The Pride of Mansa Musa also employs a resource queue system, where players manage resources to build and maintain their empire.
Resource to MoveResource to Move is a game mechanic where players manage resources to perform actions, move around the board, or take specific steps to progress in the game. Lost Ruins of Arnak, a popular board game, is a great example of this mechanic. In games that utilize Resource to Move, players must carefully manage their resources to navigate the board, complete tasks, or interact with other players. The Voyages of Marco Polo and The Gallerist are two more games that rely heavily on this mechanic, where players must strategically allocate resources to move around the board, complete tasks, or take specific actions. Too Many Bones is another game that incorporates Resource to Move, requiring players to manage resources to move around the board and battle monsters.
Rock-Paper-ScissorsRock-Paper-Scissors is a hand game that is often used to make random decisions or resolve conflicts in board games. In many games, players are faced with situations where they need to make a choice or resolve a conflict, and Rock-Paper-Scissors can be a quick and fair way to do so. For example, in Fury of Dracula, players may use Rock-Paper-Scissors to determine who gets to move a character first. In Skull King, players may use it to resolve conflicts between ships on the high seas. Sid Meier’s Civilization: The Board Game also uses Rock-Paper-Scissors to determine the outcomes of certain events or battles. Additionally, The Grimm Forest and Tiny Epic Mechs are other games that incorporate Rock-Paper-Scissors mechanics to add an element of unpredictability and excitement to gameplay.
Role PlayingRole Playing is a game mechanic that allows players to assume the identity of a specific character or persona within the game’s narrative. This mechanic is often used in cooperative storytelling games, where players work together to create an immersive and engaging story. Some popular games that utilize the Role Playing mechanic include Gloomhaven, Betrayal at House on the Hill, Arkham Horror: The Card Game, Mansions of Madness: Second Edition, and Eldritch Horror.

In these games, players take on the roles of different characters, each with their own unique abilities, strengths, and weaknesses. The game’s story and events unfold based on the decisions and actions taken by the players in their respective roles.
Roles with Asymmetric InformationRole Selection is a game mechanic where players choose a role or character to play as, often with unique abilities or powers. In The Resistance, players are divided into teams, with some players being spies, while others are part of the resistance, trying to complete missions. In One Night Ultimate Werewolf, players take on roles such as villagers, werewolves, and special characters, each with their own goals and abilities. The Resistance: Avalon also utilizes role selection, where players are divided into good and evil teams, with some players having special abilities. Spyfall is another game that employs role selection, where players ask questions to figure out who among them is a spy. In Mysterium Park, one player takes on the role of a ghost trying to communicate with the other players, who are psychics trying to solve a murder mystery.
Roll / Spin and MoveRoll/Spin and Move is a fundamental game mechanic where players roll a die or spin a wheel to determine how many spaces they can move their game piece. This mechanic is often used to add an element of chance and unpredictability to the game, making it more exciting and dynamic. In Monopoly, players roll dice to determine how many spaces they can move around the board, while in Camel Up, players roll dice to determine which camel moves and how many spaces it moves. In Formula D, players roll dice to determine how many spaces they can move their car, while in Clue, players roll dice to determine how many spaces they can move their detective. This mechanic is also used in Jamaica, where players roll dice to determine how many spaces they can move their pirate ship.
RondelRondel is a game mechanic that refers to a circular track or wheel that players move their game pieces through, often with specific actions or consequences tied to each space. In Patchwork, players move their time token around a rondel to manage their time and resources. Teotihuacan: City of Gods also features a rondel, where players move their pawn through different districts to build structures and manage resources. The rondel in The Red Cathedral is used to manage the construction of a cathedral, with each space representing a different stage of the building process. In Viscounts of the West Kingdom, the rondel is used to manage the player’s actions and progress through the game.
Scenario / Mission / Campaign GameCampaign refers to a series of connected games or scenarios that are played in a specific order, often with a narrative thread or overarching storyline. In Gloomhaven, a campaign can span multiple scenarios, with each scenario building upon the previous one, and the player’s decisions affecting the game world and its inhabitants. In Pandemic Legacy: Season 1, a campaign is a series of connected games that take place over several months, with each game representing a month in the fight against deadly diseases. The Crew: The Quest for Planet Nine also features a campaign mode, where players work together to explore the galaxy and complete missions. Arkham Horror: The Card Game has a campaign mode where players take on the role of investigators trying to uncover the mysteries of the Ancient Ones. Gloomhaven: Jaws of the Lion also features a campaign mode, where players take on the role of adventurers exploring a fantasy world.
Score-and-Reset GameScore-and-Reset is a game mechanic that involves players earning points or scoring during a round, and then resetting the game state to start anew for the next round. This mechanic is often used to create a sense of urgency and excitement, as players must make the most of each round to maximize their score. In Love Letter, this mechanic is used to create a fast-paced game of deduction and strategy. In Jaipur, players must collect and trade goods to earn points, and the score-and-reset mechanic adds an element of urgency to the game. Res Arcana also uses this mechanic, where players must gather resources and cast spells to earn points, and the reset at the end of each round adds an element of unpredictability to the game. SCOUT also employs this mechanic, where players must collect and trade cards to earn points, and the reset at the end of each round adds an element of strategy to the game.
Secret Unit DeploymentSecret Unit Deployment is a game mechanic that allows players to secretly deploy units or characters, adding a layer of strategy and surprise to the gameplay experience. In Android: Netrunner, corporations and hackers engage in a high-stakes game of cat and mouse, deploying their resources and agents to outmaneuver each other. In Survive: Escape from Atlantis!, players must navigate the treacherous waters of Atlantis, deploying their meeples to rescue survivors and outwit their opponents. Meanwhile, in Captain Sonar, players take on the roles of submarine captains, deploying their sonar and torpedoes to outmaneuver their opponents in a thrilling game of underwater warfare.
Selection Order BidSelection Order Bid is a game mechanic where players bid on the order in which they will take actions or make selections. This mechanic adds a layer of strategy and negotiation to a game, as players must weigh the benefits of going first against the potential drawbacks. In For Sale, players bid on the order in which they will select properties, trying to balance the benefits of going first with the costs of overbidding. El Grande uses a similar mechanic, where players bid on the order in which they will place their followers, trying to maximize their influence and territory control. In Keyflower, players bid on the order in which they will take actions, trying to optimize their resource collection and building placement. Dungeon Petz also employs this mechanic, where players bid on the order in which they will resolve their actions, trying to manage their resources and pet care efficiently.
Semi-Cooperative GameSemi-Cooperative Game, a game mechanic where players work together to achieve a common goal, but also have individual objectives that may conflict with the group’s goal.
In Nemesis, players must cooperate to fend off the alien threat, but each player’s character has unique abilities and goals that may not align with the others. In Legendary: A Marvel Deck Building Game, players work together to defeat villains and complete missions, but each player is also trying to earn the most points by completing their own objectives. In Shadows over Camelot, players take on the roles of knights of the Round Table, working together to defend Camelot from invaders, but one player may be a traitor, working against the group’s interests.
Set CollectionSet Collection is a game mechanic commonly found in board games where players gather and collect specific sets of items to achieve objectives. Several popular board games incorporate this mechanic, such as Pandemic, 7 Wonders Duel, Azul, Wingspan, and 7 Wonders. In these games, players strategically collect sets of items or cards to progress in the game and score points.
SimulationSimulation Games involve replicating real-life situations, allowing players to experience different scenarios in a controlled environment. Twilight Struggle, for instance, simulates the Cold War era, while Star Wars: X-Wing Miniatures Game puts players in the cockpit of iconic starfighters. Memoir ’44 takes players back to World War II, where they’ll relive historical battles. In Flash Point: Fire Rescue, players become firefighters, working together to rescue people and extinguish fires.
Simultaneous Action SelectionSimultaneous Action Selection is a game mechanic where players make decisions at the same time, without knowing the actions of their opponents, adding a layer of strategy and unpredictability to the game. This mechanic is seamlessly integrated into games like 7 Wonders, where players simultaneously choose cards to build up their civilization. In Gloomhaven, simultaneous action selection is used to determine the order of play, adding a level of complexity to the game’s combat system. Spirit Island also utilizes this mechanic, as players simultaneously choose which actions to take to defend their island from invaders. Meanwhile, Roll for the Galaxy incorporates simultaneous action selection to determine which actions players can take on their turn, adding a level of excitement and unpredictability to the game.
SingingSinging is a vital aspect of many party games, where players are encouraged to showcase their vocal talents, often with hilarious results. In games like Cranium, players must navigate various challenges, including singing, to emerge victorious. Monty Python Fluxx also incorporates singing as one of its many unpredictable and entertaining elements. Monikers is another game that often involves singing, as players try to get their teammates to guess the name of a movie, song, or book based on a brief description. In Quelf, players must create songs on the spot, adding to the game’s wacky and entertaining atmosphere.
Single Loser GameSingle Loser Game refers to a type of game mechanism where one player is designated as the loser, often due to their performance or actions during the game. This mechanism adds an extra layer of excitement and tension to the gameplay experience. For instance, in Jenga, players take turns removing blocks from a tower, with the loser being the one who causes the tower to fall. Similarly, in Cockroach Poker, players try to avoid being the one left with the most cockroach cards, thus becoming the loser. In Rhino Hero: Super Battle, players compete to be the first to get rid of all their cards, with the last player remaining being the loser. Cockroach Poker Royal and Pairs are other games that utilize this mechanism to add an element of competition and strategy to the gameplay.
Slide/PushSlide/Push is a game mechanic where players move or push game components, such as tiles, pieces, or cards, to create a new arrangement or to affect gameplay. In Mechs vs. Minions, players push minion cards to move them around the board. In Abalone, players push marbles to create a line of adjacent marbles of the same color, and in Aquatica, players slide tiles to build an underwater landscape. Lastly, in Panamax, players push containers to load and unload them from ships.
Solo / Solitaire GameSolitaire gameplay, also known as solo play, is a type of gameplay experience where one player engages with the game mechanics, rules, and challenges without the need for opponents or cooperative partners. This style of play allows players to immerse themselves in the game world, explore different strategies, and enjoy a more personalized experience. Wingspan, for instance, offers a robust solo mode where players can focus on building their bird sanctuary without the pressure of competing against others. In Terraforming Mars, solo players can focus on terraforming the planet and managing resources without the need to balance their actions with other players. Scythe also features a solo mode where players can explore the game’s engine-building mechanics and area control without the influence of other players. Gloomhaven, a highly acclaimed game, offers a solo campaign where players can experience the game’s modular board, combat, and exploration without the need for a group.
Speed MatchingSpeed Matching is a game mechanic that involves quickly identifying and matching identical or similar elements, often under time pressure. In games that employ this mechanic, players must develop their visual processing skills and reaction time to succeed. Spot it! and SET are two popular examples of games that rely heavily on speed matching, challenging players to quickly identify matching symbols or patterns. In Ghost Blitz, speed matching is essential to grab the correct objects from the table before opponents do. Meanwhile, Anomia and Dutch Blitz also incorporate speed matching elements, requiring players to think and act quickly to come out on top.
SpellingSpelling in board games involves players forming words using letters available to them, often leading to strategic and creative gameplay. In Scrabble, players compete to create words and strategically place them on the board for maximum points. Bananagrams offers a fast-paced word-building experience, while Paperback combines word creation with deck-building elements. Boggle challenges players to find words within a grid of letters, and Quiddler focuses on creating words from a set of cards.
Square GridA Square Grid is a game mechanic where the game board is divided into a grid of square spaces. This allows for movement and placement of game pieces in a structured, two-dimensional manner. Games that utilize this mechanic include Patchwork, Forbidden Island, Santorini, Cartographers, and The Isle of Cats. The square grid provides a clear and organized framework for gameplay, enabling strategies and interactions between players or game elements. This mechanic is commonly found in abstract strategy games, tile-laying games, and cooperative adventure games, among others.
Stacking and BalancingStacking and Balancing is a game mechanic where players carefully place and arrange objects or components in a specific way to achieve a desired outcome, often requiring precision and strategy. In Jenga, players take turns removing blocks from a tower, carefully balancing the structure to avoid collapse. Similarly, in Rhino Hero, players build a tower using cards, requiring precise stacking to reach the top. Menara also employs this mechanic, where players stack wooden blocks to create a tower, testing their spatial awareness and fine motor skills. Animal Upon Animal is another game that utilizes stacking and balancing, where players take turns placing wooden animals on top of each other, requiring careful planning and precision to avoid toppling the tower.
Stat Check ResolutionStat Check Resolution is a crucial game mechanic that determines the success or failure of a character’s actions in various board games. In games like Arkham Horror: The Card Game, players must resolve stat checks to investigate mysteries, combat monsters, and overcome obstacles. Similarly, in Eldritch Horror, investigators must resolve stat checks to navigate the globe, combat monsters, and solve mysteries. In Descent: Journeys in the Dark, heroes must resolve stat checks to defeat monsters, avoid traps, and overcome challenges. The Lord of the Rings: Journeys in Middle-Earth also employs stat check resolution to determine the success of quests, combat, and exploration.
Static CaptureStatic Capture refers to a game mechanic where a player can capture an opponent’s piece by landing on the occupied space, thereby removing the opponent’s piece from the game. This mechanic is commonly seen in abstract strategy games, where the focus is on outmaneuvering the opponent rather than rolling dice or drawing cards. Chess, a classic example, is a game that heavily relies on static capture, where pieces like pawns, knights, and queens can be captured by landing on the occupied square. Onitama, a more recent game, also utilizes static capture, where players try to capture their opponent’s master by landing on the occupied space. In Backgammon, players can capture their opponent’s checkers by landing on a space occupied by a single opponent’s checker. Taluva, a game of strategic land formation, also incorporates static capture, where players can capture their opponent’s territory by building on top of it.
Stock HoldingStock Holding is a key concept in board games that involves accumulating and managing resources, such as trains, shares, or other assets, to achieve victory. In Acquire, players collect and trade hotel chains, strategically building their portfolio to gain the most points. Similarly, in Maracaibo, players manage their resources to build infrastructure and collect victory points. Mombasa, on the other hand, involves collecting and trading goods to build a strong trading empire.
StorytellingStorytelling is a key element in immersive board games, where players engage in creative narratives to drive the gameplay forward. In games like Dixit, players use vivid imagination to create fantastical stories, while in Mysterium, one player takes on the role of a ghost trying to communicate with the other players through abstract visions, requiring creative storytelling to solve the mystery. T.I.M.E Stories also employs storytelling as players take on the roles of time travelers, piecing together events from different eras to prevent catastrophic consequences. Chronicles of Crime uses storytelling to solve crimes, where players gather clues and recreate the events of a crime to uncover the truth. Betrayal at House on the Hill takes a darker approach, where players explore a haunted mansion, uncovering the sinister stories behind the eerie events that unfold.
Sudden Death EndingSudden Death Ending is a game mechanic that adds an element of excitement and unpredictability to board games. In games like 7 Wonders Duel, a Sudden Death Ending can occur when a player achieves a specific goal or condition, immediately ending the game and declaring them the winner. This mechanic is also present in Root, where a player’s victory can be sudden and unexpected, catching their opponents off guard. In Twilight Struggle, a Sudden Death Ending can be triggered by a player’s successful manipulation of the game’s Cold War-era events, leading to a swift and decisive victory. Meanwhile, Chess players can experience a Sudden Death Ending through a well-executed checkmate, ending the game in an instant.
TagsTags is a game mechanic that allows players to categorize and organize game elements, such as cards, tiles, or tokens, based on specific attributes or themes. This system helps players quickly identify and interact with related components during gameplay.
Some popular games that utilize the Tags mechanic include Pandemic, where players can categorize cities based on their color or infection level, and 7 Wonders Duel, where players collect cards with matching symbols to score points. Terraforming Mars features tags that represent different aspects of the terraforming process, such as plants, animals, and microbes, which can be combined to create synergies and earn bonuses.
Take ThatTake That is a game mechanic in board games that involves competitive maneuvers directly targeting one opponent’s progress towards victory without eliminating characters or components. Some games that incorporate this mechanic include Terraforming Mars, Dominion, Scythe, Love Letter, and Munchkin.
Targeted CluesTargeted Clues is a crucial aspect of many board games, where players must carefully analyze and interpret hints or clues to uncover hidden information or solve puzzles. In games like DixitDecrypto, and Wavelength, Targeted Clues are used to convey subtle hints about the correct answer, requiring players to think creatively and make connections between seemingly unrelated elements. Spyfall also employs Targeted Clues, where players must cleverly extract information from their fellow players to uncover the spy.
Team-Based GameTeam-based game mechanics involve dividing players into groups, often with opposing goals, to create a dynamic of cooperation and competition. In Codenames, teamwork is essential to identify words based on one-word clues given by their teammate. In The Resistance, players must work together to complete missions while figuring out who among them is a traitor. Star Wars: Rebellion puts players in a struggle between the Rebel Alliance and the Galactic Empire, requiring coordination and strategy to emerge victorious. Battlestar Galactica: The Board Game also features a team-based mechanic, where players must work together to survive in a hostile universe, while also dealing with the threat of Cylon infiltrators.
Tech Trees / Tech TracksTech Trees/Tech Tracks refer to a game mechanic that allows players to progressively unlock new technologies, abilities, or upgrades, often represented as a branching tree or track. This mechanic is commonly used in strategic and engine-building games, where players must carefully plan their progress to achieve long-term goals. In 7 Wonders Duel, players build up their civilization by collecting cards that represent different structures, technologies, and military units. Terraforming Mars takes this concept to a futuristic setting, where corporations work to terraform the planet Mars, unlocking new technologies and infrastructure. Scythe also employs a tech tree, where players can research new technologies to improve their faction’s abilities and resources. Meanwhile, Brass: Birmingham uses a more industrial-era focused tech tree, where players build up their industrial empire by unlocking new technologies and innovations.
Three Dimensional MovementThree Dimensional Movement refers to the ability of game pieces to move vertically, horizontally, or diagonally in a three-dimensional space, adding a new layer of complexity and strategy to gameplay. In Santorini, for instance, players build a 3D cityscape, moving their workers up and down levels to construct buildings and gain advantages. Similarly, in Hive, players move tiles to create a 3D landscape, strategically placing their insects to capture their opponent’s queen bee. In Burgle Bros., players navigate a 3D building, moving their thieves vertically and horizontally to evade detection and escape with the loot. Praga Caput Regni also employs 3D movement, as players build a medieval town, moving their pieces up and down levels to construct buildings and gain victory points.
Tile PlacementTile Placement is a popular game mechanic where players create a shared landscape by placing tiles to build a larger structure. Carcassonne, a classic example, uses this mechanic to build a medieval landscape. In games like Azul, tile placement is used to create a mosaic, while in Terraforming Mars, players use tile placement to terraform the planet Mars. Kingdomino also employs this mechanic to build a kingdom, and Patchwork uses it to create a quilt.
Track MovementTrack Movement is a game mechanic that enables players to progress through a game by moving their pieces or tokens along a predetermined path. In Great Western Trail, players move their cowboys along a track, managing their resources and making strategic decisions to optimize their progress. Similarly, in Tokaido, players move their characters along a track, collecting and trading resources to achieve victory. PARKS also employs track movement, where players navigate their hikers through a series of national parks, completing challenges and collecting resources. Galaxy Trucker uses track movement in a more abstract sense, where players move their spaceships through a modular board, managing resources and avoiding obstacles. Heat: Pedal to the Metal incorporates track movement in a racing context, where players navigate their cars around a track, managing speed and resources to cross the finish line first.
TradingTrading is a vital aspect of board game strategy, where players exchange resources, cards, or other game elements to achieve their goals. In CATAN, trading is essential for acquiring the resources needed to build settlements, roads, and cities. Similarly, in Pandemic Legacy: Season 1, trading is crucial for sharing knowledge and resources to combat deadly diseases. In Bohnanza, players trade beans to build a thriving farm, while in Dead of Winter: A Crossroads Game, trading is necessary for survival in a post-apocalyptic world.
Traitor GameTraitor game is a type of game mechanism where one or more players have a hidden agenda, often working against the rest of the group, adding a social deduction element to the gameplay. In Betrayal at House on the Hill, this mechanism adds a thrilling layer of uncertainty, as players must navigate the haunted mansion, unaware of who might be working against them. Similarly, in The Resistance, players must figure out who among them is a spy, working to undermine the team’s efforts. Dead of Winter: A Crossroads Game also employs this mechanism, where players must navigate the harsh winter landscape, all while dealing with the possibility of traitors in their midst. In Saboteur, dwarves are digging for gold, but some players might be saboteurs, working to hinder the group’s progress.
Trick-takingTrick-Taking is a fundamental mechanism in card games where players compete to win individual rounds, known as tricks, by playing cards in a specific order. In The Crew: The Quest for Planet Nine, players work together to complete missions, with each player contributing to the collective success by taking tricks. The Fox in the Forest is a more competitive take on trick-taking, where two players engage in a battle of wits to outmaneuver each other. In Skull King, players take on the role of pirates, using their cunning and strategy to take tricks and claim the treasure. Meanwhile, Wizard is a classic trick-taking game that requires players to carefully plan their card play to emerge victorious.
Tug of WarTug of War is a game mechanic that refers to a situation where two or more players are competing for control or influence over a particular aspect of the game, often with opposing goals or interests. In 7 Wonders Duel, players engage in a tug of war over the construction of different structures and the acquisition of resources. Similarly, in Twilight Struggle, players are engaged in a tug of war over the influence of different regions and the spread of ideology. In Watergate, players are involved in a tug of war over the control of evidence and the narrative of the scandal. Meanwhile, in Star Wars: The Deckbuilding Game, players are engaged in a tug of war over the construction of their deck and the acquisition of powerful cards.
Turn Order: AuctionTurn Order: Auction is a game mechanic where players bid for the right to take actions in a specific order. In Viticulture Essential Edition, players bid for turn order using worker placement spots, allowing them to plant vines, harvest grapes, and fill wine orders in the order they bid. Five Tribes: The Djinns of Naqala uses an auction mechanic where players bid on turn order tiles to determine the order they will move meeples on the board. A Game of Thrones: The Board Game (Second Edition) features an auction mechanic where players bid influence to determine turn order and control of certain areas. El Grande has players bid influence cubes to determine turn order and the ability to place caballeros in regions. Keyflower uses an auction mechanic where players bid colored workers to determine turn order and acquire new tiles.
Turn Order: Claim ActionTurn Order: Claim Action is a game mechanic where players take turns performing actions, and the order in which these actions are taken can significantly impact the gameplay and strategy. This mechanic is often used in games that involve resource management, worker placement, and area control. Brass: Birmingham, for example, is a game that heavily relies on turn order and claim action, as players need to strategically manage their resources and actions to build networks, grow industries, and navigate the world of the Industrial Revolution. Pandemic Legacy: Season 1 also utilizes this mechanic, where players must work together to save humanity from mutating diseases, and the order in which they take actions can be crucial to their success. Gloomhaven is another game that incorporates turn order and claim action, as players must vanquish monsters with strategic cardplay and make decisions about which actions to take and when. Ark Nova and Dune: Imperium are additional examples of games that use this mechanic, where players must plan and build a modern, scientifically managed zoo and influence, intrigue, and combat in the universe of Dune, respectively.
Turn Order: Pass OrderTurn Order: Pass Order” is a game mechanic where players take turns in a specific order, and that order is passed to the next player after each turn. This mechanic is used in several popular board games, including Terra Mystica, A Feast for Odin, Gaia Project, Res Arcana, and Caylus. In these games, the turn order is an important strategic consideration as it determines the sequence in which players can take actions and influence the game state.
Turn Order: ProgressiveTurn Order: Progressive is a game mechanic where the order of player turns changes throughout the game, often becoming more advantageous or disadvantageous as the game progresses. This mechanic is used in games like WingspanTerraforming MarsPuerto RicoRobinson Crusoe: Adventures on the Cursed Island, and Lost Ruins of Arnak. The shifting turn order adds an extra layer of strategy as players must adapt their plans and actions to the changing circumstances.
Turn Order: RandomTurn Order: Random is a board game mechanic where the order of play is determined randomly, often through the use of cards, dice, or other randomization methods. This mechanic adds an element of unpredictability to the game, as players must adapt to changing circumstances and adjust their strategies accordingly. Brass: Birmingham, Pandemic Legacy: Season 1, Gloomhaven, Ark Nova, and Terraforming Mars are all examples of games that incorporate this mechanic, challenging players to think on their feet and respond to the unexpected twists and turns that arise during gameplay.
Turn Order: Role OrderTurn Order: Role Order is a game mechanic where players take turns in a specific order determined by the roles they have chosen or been assigned. This allows for strategic planning and interaction as players must consider the order in which they will act. Some notable games that utilize this mechanic include Citadels, Race for the Galaxy, Too Many Bones, Mission: Red Planet (Second Edition), and Libertalia. In these games, the order of play is determined by the roles or characters each player has selected, creating an engaging dynamic where players must carefully manage their actions and respond to the decisions of their opponents.
Turn Order: Stat-BasedTurn Order: Stat-Based is a game mechanic where the order of play is determined by a statistical value, such as a character’s strength or agility. This mechanic is often used in games where the sequence of actions can significantly impact the outcome, and players must strategically plan their moves based on their statistical abilities. For example, in L’Attaque, players move game pieces with hidden identities, and the results of challenges are determined by a rank hierarchy. Similarly, Root is a game where turn order can greatly affect the winner, as the last player to act may have an advantage in terms of scoring. Patchwork and Kingdomino are other games that utilize turn order mechanics, although the impact of turn order on gameplay may vary.
Turn Order: Time TrackTurn Order: Time Track is a game mechanic where the order of play is determined by a time track, which can be a physical representation on the game board or a virtual concept. This mechanic adds a layer of strategy and time management to the game, as players must plan their actions according to the time track. Patchwork, Tokaido, The Search for Planet X, Glen More II: Chronicles, and Nova Luna are all examples of games that utilize this mechanic to create engaging and dynamic gameplay experiences.
Variable Phase OrderVariable Phase Order allows players to experience a unique sequence of events in each game, adding a layer of complexity and replayability to the gameplay. In Puerto Rico, for instance, players need to adapt to changing phases to optimize their resource management and building construction. Similarly, in Race for the Galaxy, the variable phase order enables players to navigate through different stages of exploration, development, and conquest. Tiny Epic Galaxies also incorporates this mechanism, where players must adjust to shifting phases to expand their intergalactic empire. Twilight Imperium: Fourth Edition takes it to a new level, with a complex phase order system that simulates the rise and fall of interstellar empires.
Variable Player PowersVariable Player Powers allow each player to have unique abilities or powers that can be used during the game, giving them an edge over their opponents. In Pandemic, each player has a unique role with special abilities that can be used to save the world from deadly diseases. 7 Wonders Duel takes this concept further by allowing players to choose different cards that give them unique powers, such as increased military strength or improved resource gathering. Terraforming Mars takes this concept to a whole new level by allowing players to research and develop new technologies that give them unique abilities to terraform the planet. Scythe also incorporates variable player powers, with each player having a unique player board that gives them special abilities and bonuses.
Variable Set-upVariable Set-up is a crucial aspect of board game design, referring to the initial arrangement of game components, such as cards, tokens, or boards, that players must navigate to achieve their objectives. In games like Terraforming Mars, players must carefully manage their resources and building placement to optimize their chances of winning. Scythe also utilizes variable set-up, with players selecting from a variety of modules to create a unique game board each time they play. The Castles of Burgundy features a modular board, where players construct their own estate by placing tiles, creating a unique landscape for each game. Everdell takes a more whimsical approach, with players building a forest ecosystem by placing cards and tokens to create a thriving environment.
Victory Points as a ResourceVictory Points as a Resource is a game mechanic where players earn points throughout the game, and the player with the most points at the end of the game wins. This mechanic is used to measure progress and determine the winner of the game. In 7 Wonders Duel, players earn victory points by building up their civilization, while in Terraforming Mars, players earn points by terraforming the planet and building infrastructure. Scythe uses victory points to measure the player’s progress in building their empire, and Patchwork awards points for completing puzzles. Viticulture Essential Edition uses victory points to measure the player’s progress in building their vineyard.
VotingVoting is a mechanism used in various board games to determine the outcome of a particular action or decision. In Dixit, players vote on which card they think is the storyteller’s selection, while in The Resistance, players vote on who to trust or reject for missions. In Mysterium, one player takes on the role of a ghost trying to communicate with the other players through abstract visions, and the players must vote on which interpretation is correct. Meanwhile, in Battlestar Galactica, players vote on which character to send on a mission.
Worker PlacementWorker Placement is a game mechanic where players place their game pieces, often referred to as “workers,” on a board or location to perform specific actions or collect resources. This mechanic allows players to manage their actions and resources efficiently, as each placement can have a significant impact on their overall strategy. In Agricola, for instance, players place their family members on various locations to collect resources, plant crops, and raise livestock. In Everdell, players place their forest creatures on different locations to gather resources, recruit new creatures, and build structures. Lords of Waterdeep utilizes worker placement to complete quests, gather resources, and sabotage opponents. Viticulture Essential Edition and Stone Age also employ this mechanic, where players place their workers to collect resources, build structures, and fulfill orders.
Worker Placement with Dice WorkersWorker Placement with Dice Workers is a game mechanic that involves placing game pieces or workers on various locations on the board to perform specific actions, often with the roll of dice determining the outcome or availability of these actions. In Roll for the Galaxy, players use dice to determine which actions they can take on their turn. The Voyages of Marco Polo also uses a combination of dice rolling and worker placement to navigate the board and complete tasks. Additionally, Teotihuacan: City of Gods and Under Falling Skies both utilize worker placement with dice to manage resources and take actions, adding a layer of strategy and unpredictability to the gameplay.
Worker Placement, Different Worker TypesWorker Placement, Different Worker Types is a game mechanic where players place tokens, typically meeples, to trigger actions from a set of available actions. What sets this mechanic apart is the use of different types of worker tokens, each with unique abilities or restrictions. This adds depth and strategic complexity to the game.

Some notable games that utilize this mechanic include Viticulture Essential Edition, where players use different worker types to manage their winery, and Terra Mystica, where players employ various races with distinct abilities to terraform landscapes. Star Wars: Rebellion features a unique take on the mechanic, with players using different units to control the galaxy. Orléans combines worker placement with bag-building, while Raiders of the North Sea incorporates it into a Viking-themed game.
Zone of ControlZone of Control is a crucial concept in board games where a player’s units or pieces exert influence over a specific area, restricting opponents’ movements or actions within that zone. In Scythe, for instance, a player’s territory is their zone of control, where they can move units and collect resources. In Tyrants of the Underdark, the underground tunnels and caverns serve as a zone of control, where players can move their minions and exert influence over the surrounding areas. Maria is another game that employs zone of control, where players control territories and manage their influence over the surrounding areas. No Retreat! The Russian Front also utilizes zone of control, where players move their units and exert control over specific areas of the board.