Players physically act out, mime, or perform something so that others can guess or judge it.
Referencegames.atplay.taxonomy.mechanic#acting
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View raw schema
{
"type": "token",
"name:en": "Acting",
"description": "Players physically act out, mime, or perform something so that others can guess or judge it."
}
Players pick actions from a shared, limited pool; once an action is taken it may become unavailable or more expensive for the next player.
Referencegames.atplay.taxonomy.mechanic#actionDrafting
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View raw schema
{
"type": "token",
"name:en": "Action Drafting",
"description": "Players pick actions from a shared, limited pool; once an action is taken it may become unavailable or more expensive for the next player."
}
Cards or tiles trigger one-off events or effects when drawn or played, rather than granting ongoing abilities.
Referencegames.atplay.taxonomy.mechanic#actionEvent
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View raw schema
{
"type": "token",
"name:en": "Action / Event",
"description": "Cards or tiles trigger one-off events or effects when drawn or played, rather than granting ongoing abilities."
}
On their turn, a player spends a budget of points among a menu of possible actions, each with its own cost.
Referencegames.atplay.taxonomy.mechanic#actionPoints
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View raw schema
{
"type": "token",
"name:en": "Action Points",
"description": "On their turn, a player spends a budget of points among a menu of possible actions, each with its own cost."
}
Players line up a sequence of actions in advance and then execute them in order, often committing before seeing how the situation develops.
Referencegames.atplay.taxonomy.mechanic#actionQueue
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View raw schema
{
"type": "token",
"name:en": "Action Queue",
"description": "Players line up a sequence of actions in advance and then execute them in order, often committing before seeing how the situation develops."
}
Actions (often cards) become spent or exhausted when used and must be deliberately recovered later before they can be used again.
Referencegames.atplay.taxonomy.mechanic#actionRetrieval
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View raw schema
{
"type": "token",
"name:en": "Action Retrieval",
"description": "Actions (often cards) become spent or exhausted when used and must be deliberately recovered later before they can be used again."
}
An action is only valid for a limited real-time window, forcing quick decisions or delayed effects tied to a clock or sand-timer.
Referencegames.atplay.taxonomy.mechanic#actionTimer
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View raw schema
{
"type": "token",
"name:en": "Action Timer",
"description": "An action is only valid for a limited real-time window, forcing quick decisions or delayed effects tied to a clock or sand-timer."
}
A single movable token confers a benefit (extra action, priority, bonus) and passes from player to player under defined rules.
Referencegames.atplay.taxonomy.mechanic#advantageToken
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View raw schema
{
"type": "token",
"name:en": "Advantage Token",
"description": "A single movable token confers a benefit (extra action, priority, bonus) and passes from player to player under defined rules."
}
Players form temporary or binding partnerships, cooperating with some opponents while competing with others.
Referencegames.atplay.taxonomy.mechanic#alliances
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View raw schema
{
"type": "token",
"name:en": "Alliances",
"description": "Players form temporary or binding partnerships, cooperating with some opponents while competing with others."
}
Players alternate activating single areas or groups instead of moving everything at once, producing an interleaved, reactive flow of play.
Referencegames.atplay.taxonomy.mechanic#areaImpulse
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View raw schema
{
"type": "token",
"name:en": "Area-Impulse",
"description": "Players alternate activating single areas or groups instead of moving everything at once, producing an interleaved, reactive flow of play."
}
Players compete to have the most presence in defined regions, and scoring is based on relative majorities in each region rather than exclusive control.
Referencegames.atplay.taxonomy.mechanic#areaMajorityInfluence
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View raw schema
{
"type": "token",
"name:en": "Area Majority / Influence",
"description": "Players compete to have the most presence in defined regions, and scoring is based on relative majorities in each region rather than exclusive control."
}
The board is divided into irregular areas and pieces move between adjacent areas rather than along a fixed grid or path.
Referencegames.atplay.taxonomy.mechanic#areaMovement
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View raw schema
{
"type": "token",
"name:en": "Area Movement",
"description": "The board is divided into irregular areas and pieces move between adjacent areas rather than along a fixed grid or path."
}
Items, advantages, or turn order are allocated by players bidding against each other using currency or other resources.
Referencegames.atplay.taxonomy.mechanic#auctionBidding
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View raw schema
{
"type": "token",
"name:en": "Auction / Bidding",
"description": "Items, advantages, or turn order are allocated by players bidding against each other using currency or other resources."
}
Losing bidders in an auction receive some form of consolation prize, softening the sting of not winning.
Referencegames.atplay.taxonomy.mechanic#auctionCompensation
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View raw schema
{
"type": "token",
"name:en": "Auction Compensation",
"description": "Losing bidders in an auction receive some form of consolation prize, softening the sting of not winning."
}
Bidding is resolved through a physical skill challenge rather than pure numerical offers.
Referencegames.atplay.taxonomy.mechanic#auctionDexterity
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View raw schema
{
"type": "token",
"name:en": "Auction: Dexterity",
"description": "Bidding is resolved through a physical skill challenge rather than pure numerical offers."
}
The asking price starts high and ticks down until a player accepts it; the first to accept wins at the current price.
Referencegames.atplay.taxonomy.mechanic#auctionDutch
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View raw schema
{
"type": "token",
"name:en": "Auction: Dutch",
"description": "The asking price starts high and ticks down until a player accepts it; the first to accept wins at the current price."
}
A Dutch-style descending auction variant where player priority or turn order determines who may accept a falling price first.
Referencegames.atplay.taxonomy.mechanic#auctionDutchPriority
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View raw schema
{
"type": "token",
"name:en": "Auction: Dutch Priority",
"description": "A Dutch-style descending auction variant where player priority or turn order determines who may accept a falling price first."
}
Bids rise openly and competitively; the highest bid when no one raises further wins the lot.
Referencegames.atplay.taxonomy.mechanic#auctionEnglish
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View raw schema
{
"type": "token",
"name:en": "Auction: English",
"description": "Bids rise openly and competitively; the highest bid when no one raises further wins the lot."
}
Players place bidding markers on fixed slots or lots, and each placement commits them at a predetermined price.
Referencegames.atplay.taxonomy.mechanic#auctionFixedPlacement
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View raw schema
{
"type": "token",
"name:en": "Auction: Fixed Placement",
"description": "Players place bidding markers on fixed slots or lots, and each placement commits them at a predetermined price."
}
Several items are auctioned simultaneously, with players distributing bids across lots rather than focusing on one at a time.
Referencegames.atplay.taxonomy.mechanic#auctionMultipleLot
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View raw schema
{
"type": "token",
"name:en": "Auction: Multiple Lot",
"description": "Several items are auctioned simultaneously, with players distributing bids across lots rather than focusing on one at a time."
}
Each player gets exactly one opportunity to bid or raise as the auction passes around the table once.
Referencegames.atplay.taxonomy.mechanic#auctionOnceAround
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View raw schema
{
"type": "token",
"name:en": "Auction: Once Around",
"description": "Each player gets exactly one opportunity to bid or raise as the auction passes around the table once."
}
Players secretly commit to bids that are revealed simultaneously, so no one can react to what others offered.
Referencegames.atplay.taxonomy.mechanic#auctionSealedBid
Tokens have no data representation. Use the reference string as a value.
View raw schema
{
"type": "token",
"name:en": "Auction: Sealed Bid",
"description": "Players secretly commit to bids that are revealed simultaneously, so no one can react to what others offered."
}
Players bid in strict turn order and a pass eliminates that player from the auction; the last remaining bidder wins.
Referencegames.atplay.taxonomy.mechanic#auctionTurnOrderUntilPass
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View raw schema
{
"type": "token",
"name:en": "Auction: Turn Order Until Pass",
"description": "Players bid in strict turn order and a pass eliminates that player from the auction; the last remaining bidder wins."
}
Resources accumulate on the board or on player holdings on a schedule without needing direct actions to produce them.
Referencegames.atplay.taxonomy.mechanic#automaticResourceGrowth
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View raw schema
{
"type": "token",
"name:en": "Automatic Resource Growth",
"description": "Resources accumulate on the board or on player holdings on a schedule without needing direct actions to produce them."
}
Players wager based on uncertain or hidden information, leaning on misdirection and reading opponents to succeed.
Referencegames.atplay.taxonomy.mechanic#bettingAndBluffing
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View raw schema
{
"type": "token",
"name:en": "Betting and Bluffing",
"description": "Players wager based on uncertain or hidden information, leaning on misdirection and reading opponents to succeed."
}
Players are asked to guess or predict how other players will rate or choose, rewarding social awareness and empathy.
Referencegames.atplay.taxonomy.mechanic#bias
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View raw schema
{
"type": "token",
"name:en": "Bias",
"description": "Players are asked to guess or predict how other players will rate or choose, rewarding social awareness and empathy."
}
Bids also function as wagers on success: players stake resources on their ability to achieve something and win or lose the stake accordingly.
Referencegames.atplay.taxonomy.mechanic#bidsAsWagers
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View raw schema
{
"type": "token",
"name:en": "Bids As Wagers",
"description": "Bids also function as wagers on success: players stake resources on their ability to achieve something and win or lose the stake accordingly."
}
Players mark off matching values on personal cards as they are drawn or called, racing to complete a winning pattern.
Referencegames.atplay.taxonomy.mechanic#bingo
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View raw schema
{
"type": "token",
"name:en": "Bingo",
"description": "Players mark off matching values on personal cards as they are drawn or called, racing to complete a winning pattern."
}
Players can pay other players or neutral parties to influence decisions, outcomes, or turn resolution.
Referencegames.atplay.taxonomy.mechanic#bribery
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View raw schema
{
"type": "token",
"name:en": "Bribery",
"description": "Players can pay other players or neutral parties to influence decisions, outcomes, or turn resolution."
}
Activation, movement, and events are driven by playing cards from a limited hand, coupling strategic plans to the cards you happen to hold.
Referencegames.atplay.taxonomy.mechanic#campaignBattleCardDriven
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View raw schema
{
"type": "token",
"name:en": "Campaign / Battle Card Driven",
"description": "Activation, movement, and events are driven by playing cards from a limited hand, coupling strategic plans to the cards you happen to hold."
}
Combat or contested outcomes are resolved by simultaneously or sequentially revealing cards rather than rolling dice.
Referencegames.atplay.taxonomy.mechanic#cardPlayConflictResolution
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View raw schema
{
"type": "token",
"name:en": "Card Play Conflict Resolution",
"description": "Combat or contested outcomes are resolved by simultaneously or sequentially revealing cards rather than rolling dice."
}
Trailing players get advantages, or the leader is penalized, to keep the game tight and the outcome uncertain.
Referencegames.atplay.taxonomy.mechanic#catchTheLeader
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View raw schema
{
"type": "token",
"name:en": "Catch the Leader",
"description": "Trailing players get advantages, or the leader is penalized, to keep the game tight and the outcome uncertain."
}
Actions or plays trigger additional actions in a chain, letting a well-set-up turn cascade into many effects.
Referencegames.atplay.taxonomy.mechanic#chaining
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View raw schema
{
"type": "token",
"name:en": "Chaining",
"description": "Actions or plays trigger additional actions in a chain, letting a well-set-up turn cascade into many effects."
}
Chits, tiles, or markers are drawn from a cup to determine what activates, injecting fog-of-war into activation order.
Referencegames.atplay.taxonomy.mechanic#chitPullSystem
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View raw schema
{
"type": "token",
"name:en": "Chit-Pull System",
"description": "Chits, tiles, or markers are drawn from a cup to determine what activates, injecting fog-of-war into activation order."
}
Players draft cards from a hand that is then passed face-down to the next player, so choices are made privately.
Referencegames.atplay.taxonomy.mechanic#closedDrafting
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View raw schema
{
"type": "token",
"name:en": "Closed Drafting",
"description": "Players draft cards from a hand that is then passed face-down to the next player, so choices are made privately."
}
Auction proceeds flow back to the players (not to the bank), keeping the total currency in the system constant.
Referencegames.atplay.taxonomy.mechanic#closedEconomyAuction
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View raw schema
{
"type": "token",
"name:en": "Closed Economy Auction",
"description": "Auction proceeds flow back to the players (not to the bank), keeping the total currency in the system constant."
}
A hand of cards dictates what units, regions, or sections of the board a player may command on a given turn.
Referencegames.atplay.taxonomy.mechanic#commandCards
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View raw schema
{
"type": "token",
"name:en": "Command Cards",
"description": "A hand of cards dictates what units, regions, or sections of the board a player may command on a given turn."
}
Players buy and sell goods whose prices fluctuate, attempting to profit by timing the market.
Referencegames.atplay.taxonomy.mechanic#commoditySpeculation
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View raw schema
{
"type": "token",
"name:en": "Commodity Speculation",
"description": "Players buy and sell goods whose prices fluctuate, attempting to profit by timing the market."
}
Rules restrict what information players may share, often during cooperative play, forcing careful or oblique communication.
Referencegames.atplay.taxonomy.mechanic#communicationLimits
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View raw schema
{
"type": "token",
"name:en": "Communication Limits",
"description": "Rules restrict what information players may share, often during cooperative play, forcing careful or oblique communication."
}
Players score or win by linking points on a board into continuous connected networks.
Referencegames.atplay.taxonomy.mechanic#connections
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View raw schema
{
"type": "token",
"name:en": "Connections",
"description": "Players score or win by linking points on a board into continuous connected networks."
}
Bids must be formed from limited combinations of tokens or values, restricting exactly what bid amounts are possible.
Referencegames.atplay.taxonomy.mechanic#constrainedBidding
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View raw schema
{
"type": "token",
"name:en": "Constrained Bidding",
"description": "Bids must be formed from limited combinations of tokens or values, restricting exactly what bid amounts are possible."
}
Players fulfil public or private contracts for goods, deliveries, or goals to earn rewards.
Referencegames.atplay.taxonomy.mechanic#contracts
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View raw schema
{
"type": "token",
"name:en": "Contracts",
"description": "Players fulfil public or private contracts for goods, deliveries, or goals to earn rewards."
}
All players play as a team against the game itself and either win together or lose together.
Referencegames.atplay.taxonomy.mechanic#cooperativeGame
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View raw schema
{
"type": "token",
"name:en": "Cooperative Game",
"description": "All players play as a team against the game itself and either win together or lose together."
}
Players draw rail lines directly on the board with erasable markers, then run trains along what they've drawn.
Referencegames.atplay.taxonomy.mechanic#crayonRailSystem
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View raw schema
{
"type": "token",
"name:en": "Crayon Rail System",
"description": "Players draw rail lines directly on the board with erasable markers, then run trains along what they've drawn."
}
Extreme dice results (typically highest or lowest) produce outsized positive or negative effects beyond the normal scale.
Referencegames.atplay.taxonomy.mechanic#criticalHitsAndFailures
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View raw schema
{
"type": "token",
"name:en": "Critical Hits and Failures",
"description": "Extreme dice results (typically highest or lowest) produce outsized positive or negative effects beyond the normal scale."
}
Cubes representing units are dropped into a tower; only the cubes that fall through are resolved, with others held back for later.
Referencegames.atplay.taxonomy.mechanic#cubeTower
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View raw schema
{
"type": "token",
"name:en": "Cube Tower",
"description": "Cubes representing units are dropped into a tower; only the cubes that fall through are resolved, with others held back for later."
}
Players acquire cards, tokens, or dice mid-game that join their personal deck/bag/pool, gradually reshaping the draws they make each turn.
Referencegames.atplay.taxonomy.mechanic#deckBagAndPoolBuilding
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View raw schema
{
"type": "token",
"name:en": "Deck, Bag, and Pool Building",
"description": "Players acquire cards, tokens, or dice mid-game that join their personal deck/bag/pool, gradually reshaping the draws they make each turn."
}
Each player builds a personal deck of cards from a collection before play begins, then uses that deck during the game.
Referencegames.atplay.taxonomy.mechanic#deckConstruction
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View raw schema
{
"type": "token",
"name:en": "Deck Construction",
"description": "Each player builds a personal deck of cards from a collection before play begins, then uses that deck during the game."
}
Players use logical reasoning about partial or hidden information to narrow down secret answers.
Referencegames.atplay.taxonomy.mechanic#deduction
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View raw schema
{
"type": "token",
"name:en": "Deduction",
"description": "Players use logical reasoning about partial or hidden information to narrow down secret answers."
}
Items are paid for now but received later, forcing players to plan ahead without immediate access to what they bought.
Referencegames.atplay.taxonomy.mechanic#delayedPurchase
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View raw schema
{
"type": "token",
"name:en": "Delayed Purchase",
"description": "Items are paid for now but received later, forcing players to plan ahead without immediate access to what they bought."
}
Dice are rolled to produce random outcomes that drive actions, combat, or events.
Referencegames.atplay.taxonomy.mechanic#diceRolling
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View raw schema
{
"type": "token",
"name:en": "Dice Rolling",
"description": "Dice are rolled to produce random outcomes that drive actions, combat, or events."
}
Custom dice display symbols that are interpreted directly as results, rather than numbers that feed into a calculation.
Referencegames.atplay.taxonomy.mechanic#dieIconResolution
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View raw schema
{
"type": "token",
"name:en": "Die Icon Resolution",
"description": "Custom dice display symbols that are interpreted directly as results, rather than numbers that feed into a calculation."
}
Players roll different dice (size or type) depending on the unit or situation, tying movement or action range to the die type.
Referencegames.atplay.taxonomy.mechanic#differentDiceMovement
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View raw schema
{
"type": "token",
"name:en": "Different Dice Movement",
"description": "Players roll different dice (size or type) depending on the unit or situation, tying movement or action range to the die type."
}
Players sketch or draw pictures as a core part of play, often for others to interpret or guess.
Referencegames.atplay.taxonomy.mechanic#drawing
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View raw schema
{
"type": "token",
"name:en": "Drawing",
"description": "Players sketch or draw pictures as a core part of play, often for others to interpret or guess."
}
The game ends when a real-world timer runs out rather than at a specific turn or game-state condition.
Referencegames.atplay.taxonomy.mechanic#elapsedRealTimeEnding
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View raw schema
{
"type": "token",
"name:en": "Elapsed Real Time Ending",
"description": "The game ends when a real-world timer runs out rather than at a specific turn or game-state condition."
}
Players claim territory by surrounding regions with their own pieces, scoring based on what they enclose.
Referencegames.atplay.taxonomy.mechanic#enclosure
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View raw schema
{
"type": "token",
"name:en": "Enclosure",
"description": "Players claim territory by surrounding regions with their own pieces, scoring based on what they enclose."
}
Additional scoring is awarded during final scoring based on sets, goals, or patterns players have built.
Referencegames.atplay.taxonomy.mechanic#endGameBonuses
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View raw schema
{
"type": "token",
"name:en": "End Game Bonuses",
"description": "Additional scoring is awarded during final scoring based on sets, goals, or patterns players have built."
}
Scheduled or triggered happenings interrupt normal play and impose effects on one or more players.
Referencegames.atplay.taxonomy.mechanic#events
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View raw schema
{
"type": "token",
"name:en": "Events",
"description": "Scheduled or triggered happenings interrupt normal play and impose effects on one or more players."
}
The last round (or a clearly demarcated final phase) runs under modified rules to produce a climactic ending.
Referencegames.atplay.taxonomy.mechanic#finaleEnding
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View raw schema
{
"type": "token",
"name:en": "Finale Ending",
"description": "The last round (or a clearly demarcated final phase) runs under modified rules to produce a climactic ending."
}
Players physically flick pieces across the play surface to move, attack, or score.
Referencegames.atplay.taxonomy.mechanic#flicking
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View raw schema
{
"type": "token",
"name:en": "Flicking",
"description": "Players physically flick pieces across the play surface to move, attack, or score."
}
When one player takes an action, others may pay to follow and take a weaker version of the same action out of turn.
Referencegames.atplay.taxonomy.mechanic#follow
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View raw schema
{
"type": "token",
"name:en": "Follow",
"description": "When one player takes an action, others may pay to follow and take a weaker version of the same action out of turn."
}
Players must commit forces or resources in advance, unable to reallocate once combat or resolution begins.
Referencegames.atplay.taxonomy.mechanic#forceCommitment
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View raw schema
{
"type": "token",
"name:en": "Force Commitment",
"description": "Players must commit forces or resources in advance, unable to reallocate once combat or resolution begins."
}
Players compete to cover cells on a grid with their pieces, scoring based on coverage patterns.
Referencegames.atplay.taxonomy.mechanic#gridCoverage
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View raw schema
{
"type": "token",
"name:en": "Grid Coverage",
"description": "Players compete to cover cells on a grid with their pieces, scoring based on coverage patterns."
}
Pieces move from cell to cell on a regular grid.
Referencegames.atplay.taxonomy.mechanic#gridMovement
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View raw schema
{
"type": "token",
"name:en": "Grid Movement",
"description": "Pieces move from cell to cell on a regular grid."
}
Success depends on how a player plays, holds, and sequences the cards in their hand, where order and timing matter.
Referencegames.atplay.taxonomy.mechanic#handManagement
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View raw schema
{
"type": "token",
"name:en": "Hand Management",
"description": "Success depends on how a player plays, holds, and sequences the cards in their hand, where order and timing matter."
}
Uses a hexagonal grid as its board, giving each cell six equal neighbours.
Referencegames.atplay.taxonomy.mechanic#hexagonGrid
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View raw schema
{
"type": "token",
"name:en": "Hexagon Grid",
"description": "Uses a hexagonal grid as its board, giving each cell six equal neighbours."
}
One or more players' positions or movements are hidden from others, who must deduce where they are.
Referencegames.atplay.taxonomy.mechanic#hiddenMovement
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View raw schema
{
"type": "token",
"name:en": "Hidden Movement",
"description": "One or more players' positions or movements are hidden from others, who must deduce where they are."
}
Players are secretly assigned allegiances or identities that influence their objectives and alliances.
Referencegames.atplay.taxonomy.mechanic#hiddenRoles
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View raw schema
{
"type": "token",
"name:en": "Hidden Roles",
"description": "Players are secretly assigned allegiances or identities that influence their objectives and alliances."
}
Score accumulated during the game is kept secret until final scoring, so the standings are uncertain throughout play.
Referencegames.atplay.taxonomy.mechanic#hiddenVictoryPoints
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View raw schema
{
"type": "token",
"name:en": "Hidden Victory Points",
"description": "Score accumulated during the game is kept secret until final scoring, so the standings are uncertain throughout play."
}
A player's score is determined by their weakest or strongest category, encouraging balanced development or extreme specialization.
Referencegames.atplay.taxonomy.mechanic#highestLowestScoring
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View raw schema
{
"type": "token",
"name:en": "Highest-Lowest Scoring",
"description": "A player's score is determined by their weakest or strongest category, encouraging balanced development or extreme specialization."
}
A dangerous item or effect is passed rapidly among players, and whoever holds it when it triggers suffers the consequence.
Referencegames.atplay.taxonomy.mechanic#hotPotato
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View raw schema
{
"type": "token",
"name:en": "Hot Potato",
"description": "A dangerous item or effect is passed rapidly among players, and whoever holds it when it triggers suffers the consequence."
}
One player divides a set of items into groups and the other players choose first, incentivizing fair division.
Referencegames.atplay.taxonomy.mechanic#iCutYouChoose
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View raw schema
{
"type": "token",
"name:en": "I Cut, You Choose",
"description": "One player divides a set of items into groups and the other players choose first, incentivizing fair division."
}
Activation happens in small alternating bursts rather than full player turns, giving a granular back-and-forth rhythm.
Referencegames.atplay.taxonomy.mechanic#impulseMovement
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View raw schema
{
"type": "token",
"name:en": "Impulse Movement",
"description": "Activation happens in small alternating bursts rather than full player turns, giving a granular back-and-forth rhythm."
}
Players receive a regular payment of resources or currency at set intervals.
Referencegames.atplay.taxonomy.mechanic#income
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View raw schema
{
"type": "token",
"name:en": "Income",
"description": "Players receive a regular payment of resources or currency at set intervals."
}
Resources left untaken become more valuable over time, pressuring players away from always grabbing the obvious pick.
Referencegames.atplay.taxonomy.mechanic#increaseValueOfUnchosenResources
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View raw schema
{
"type": "token",
"name:en": "Increase Value of Unchosen Resources",
"description": "Resources left untaken become more valuable over time, pressuring players away from always grabbing the obvious pick."
}
Players work from specific observations toward general rules, inferring hidden patterns from revealed examples.
Referencegames.atplay.taxonomy.mechanic#induction
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{
"type": "token",
"name:en": "Induction",
"description": "Players work from specific observations toward general rules, inferring hidden patterns from revealed examples."
}
Players can play cards or use abilities to interject during another player's turn, disrupting or modifying their action.
Referencegames.atplay.taxonomy.mechanic#interrupts
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{
"type": "token",
"name:en": "Interrupts",
"description": "Players can play cards or use abilities to interject during another player's turn, disrupting or modifying their action."
}
Players commit resources into entities that yield increasing returns over time.
Referencegames.atplay.taxonomy.mechanic#investment
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View raw schema
{
"type": "token",
"name:en": "Investment",
"description": "Players commit resources into entities that yield increasing returns over time."
}
The rewards for defeating an enemy go to whoever lands the killing blow rather than being shared among attackers.
Referencegames.atplay.taxonomy.mechanic#killSteal
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View raw schema
{
"type": "token",
"name:en": "Kill Steal",
"description": "The rewards for defeating an enemy go to whoever lands the killing blow rather than being shared among attackers."
}
Players fight to occupy a single central location, scoring or benefiting from each round they control it.
Referencegames.atplay.taxonomy.mechanic#kingOfTheHill
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View raw schema
{
"type": "token",
"name:en": "King of the Hill",
"description": "Players fight to occupy a single central location, scoring or benefiting from each round they control it."
}
Each play must beat the previous one in rank or combination, as in many trick-based card games.
Referencegames.atplay.taxonomy.mechanic#ladderClimbing
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{
"type": "token",
"name:en": "Ladder Climbing",
"description": "Each play must beat the previous one in rank or combination, as in many trick-based card games."
}
Pieces or tiles are stacked on top of each other during play, and the visible top determines state.
Referencegames.atplay.taxonomy.mechanic#layering
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{
"type": "token",
"name:en": "Layering",
"description": "Pieces or tiles are stacked on top of each other during play, and the visible top determines state."
}
The game permanently changes between sessions (stickers, destroyed cards, new rules) so its state carries forward across plays.
Referencegames.atplay.taxonomy.mechanic#legacyGame
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{
"type": "token",
"name:en": "Legacy Game",
"description": "The game permanently changes between sessions (stickers, destroyed cards, new rules) so its state carries forward across plays."
}
Players draw lines on the board as their actions, with the lines themselves becoming the relevant game state.
Referencegames.atplay.taxonomy.mechanic#lineDrawing
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View raw schema
{
"type": "token",
"name:en": "Line Drawing",
"description": "Players draw lines on the board as their actions, with the lines themselves becoming the relevant game state."
}
Targeting or interaction is restricted to pieces that can see each other according to explicit sight rules.
Referencegames.atplay.taxonomy.mechanic#lineOfSight
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View raw schema
{
"type": "token",
"name:en": "Line of Sight",
"description": "Targeting or interaction is restricted to pieces that can see each other according to explicit sight rules."
}
Players can borrow money now at the cost of interest or penalties later.
Referencegames.atplay.taxonomy.mechanic#loans
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View raw schema
{
"type": "token",
"name:en": "Loans",
"description": "Players can borrow money now at the cost of interest or penalties later."
}
Certain outcomes cause a player to skip their next turn entirely.
Referencegames.atplay.taxonomy.mechanic#loseATurn
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{
"type": "token",
"name:en": "Lose a Turn",
"description": "Certain outcomes cause a player to skip their next turn entirely."
}
Players pick up all pieces from one space and sow them one at a time into adjacent spaces, in the style of the mancala family of games.
Referencegames.atplay.taxonomy.mechanic#mancala
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View raw schema
{
"type": "token",
"name:en": "Mancala",
"description": "Players pick up all pieces from one space and sow them one at a time into adjacent spaces, in the style of the mancala family of games."
}
New areas or tiles are added to the map as the game progresses, expanding the playable space.
Referencegames.atplay.taxonomy.mechanic#mapAddition
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View raw schema
{
"type": "token",
"name:en": "Map Addition",
"description": "New areas or tiles are added to the map as the game progresses, expanding the playable space."
}
The shape or connectivity of the map changes during play, altering distances, adjacencies, or possible routes.
Referencegames.atplay.taxonomy.mechanic#mapDeformation
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View raw schema
{
"type": "token",
"name:en": "Map Deformation",
"description": "The shape or connectivity of the map changes during play, altering distances, adjacencies, or possible routes."
}
The playable area shrinks over time, removing options and squeezing players together.
Referencegames.atplay.taxonomy.mechanic#mapReduction
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View raw schema
{
"type": "token",
"name:en": "Map Reduction",
"description": "The playable area shrinks over time, removing options and squeezing players together."
}
A shared marketplace of goods or cards is available for purchase, with the offering refreshing over time.
Referencegames.atplay.taxonomy.mechanic#market
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View raw schema
{
"type": "token",
"name:en": "Market",
"description": "A shared marketplace of goods or cards is available for purchase, with the offering refreshing over time."
}
Players pair items, cards, or symbols to score or trigger effects.
Referencegames.atplay.taxonomy.mechanic#matching
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View raw schema
{
"type": "token",
"name:en": "Matching",
"description": "Players pair items, cards, or symbols to score or trigger effects."
}
Movement distances are measured physically with rulers or templates rather than counted in grid cells.
Referencegames.atplay.taxonomy.mechanic#measurementMovement
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View raw schema
{
"type": "token",
"name:en": "Measurement Movement",
"description": "Movement distances are measured physically with rulers or templates rather than counted in grid cells."
}
Cards are arranged in overlapping stacks where the direction of overlap reveals different information or abilities.
Referencegames.atplay.taxonomy.mechanic#meldingAndSplaying
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View raw schema
{
"type": "token",
"name:en": "Melding and Splaying",
"description": "Cards are arranged in overlapping stacks where the direction of overlap reveals different information or abilities."
}
Players must remember information that was once visible but is now hidden, with better recall providing an advantage.
Referencegames.atplay.taxonomy.mechanic#memory
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{
"type": "token",
"name:en": "Memory",
"description": "Players must remember information that was once visible but is now hidden, with better recall providing an advantage."
}
Battles or encounters are resolved on a separate, smaller tactical board rather than directly on the main map.
Referencegames.atplay.taxonomy.mechanic#minimapResolution
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View raw schema
{
"type": "token",
"name:en": "Minimap Resolution",
"description": "Battles or encounters are resolved on a separate, smaller tactical board rather than directly on the main map."
}
The board is assembled from interchangeable tiles or modules, producing a different layout each game.
Referencegames.atplay.taxonomy.mechanic#modularBoard
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View raw schema
{
"type": "token",
"name:en": "Modular Board",
"description": "The board is assembled from interchangeable tiles or modules, producing a different layout each game."
}
Players progress by advancing through a deck of cards, experiencing each card in order as a form of movement.
Referencegames.atplay.taxonomy.mechanic#moveThroughDeck
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View raw schema
{
"type": "token",
"name:en": "Move Through Deck",
"description": "Players progress by advancing through a deck of cards, experiencing each card in order as a form of movement."
}
Pieces have a movement budget they spend to enter spaces, with different terrain costing different amounts.
Referencegames.atplay.taxonomy.mechanic#movementPoints
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View raw schema
{
"type": "token",
"name:en": "Movement Points",
"description": "Pieces have a movement budget they spend to enter spaces, with different terrain costing different amounts."
}
Movement follows the shape of a physical template placed on the table, as commonly seen in tabletop miniatures games.
Referencegames.atplay.taxonomy.mechanic#movementTemplate
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View raw schema
{
"type": "token",
"name:en": "Movement Template",
"description": "Movement follows the shape of a physical template placed on the table, as commonly seen in tabletop miniatures games."
}
A single movement action affects a group of units, letting players efficiently reposition armies or fleets.
Referencegames.atplay.taxonomy.mechanic#movingMultipleUnits
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View raw schema
{
"type": "token",
"name:en": "Moving Multiple Units",
"description": "A single movement action affects a group of units, letting players efficiently reposition armies or fleets."
}
Cards can be played for more than one effect (e.g. resource, action, or worker), forcing meaningful tradeoffs on every play.
Referencegames.atplay.taxonomy.mechanic#multiUseCards
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View raw schema
{
"type": "token",
"name:en": "Multi-Use Cards",
"description": "Cards can be played for more than one effect (e.g. resource, action, or worker), forcing meaningful tradeoffs on every play."
}
Play spans more than one map or board, and positions on one may affect the others.
Referencegames.atplay.taxonomy.mechanic#multipleMaps
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View raw schema
{
"type": "token",
"name:en": "Multiple Maps",
"description": "Play spans more than one map or board, and positions on one may affect the others."
}
Players read paragraphs of story text and choose among branching options, shaping the game's narrative.
Referencegames.atplay.taxonomy.mechanic#narrativeChoiceParagraph
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View raw schema
{
"type": "token",
"name:en": "Narrative Choice / Paragraph",
"description": "Players read paragraphs of story text and choose among branching options, shaping the game's narrative."
}
Players openly discuss and bargain with each other over trades, alliances, or actions.
Referencegames.atplay.taxonomy.mechanic#negotiation
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View raw schema
{
"type": "token",
"name:en": "Negotiation",
"description": "Players openly discuss and bargain with each other over trades, alliances, or actions."
}
Interactions are restricted to adjacent players at the table rather than affecting everyone equally.
Referencegames.atplay.taxonomy.mechanic#neighborScope
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View raw schema
{
"type": "token",
"name:en": "Neighbor Scope",
"description": "Interactions are restricted to adjacent players at the table rather than affecting everyone equally."
}
Players build connected networks of routes between locations to score or to move goods along them.
Referencegames.atplay.taxonomy.mechanic#networkAndRouteBuilding
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View raw schema
{
"type": "token",
"name:en": "Network and Route Building",
"description": "Players build connected networks of routes between locations to score or to move goods along them."
}
Players have powerful abilities that can each be used only a single time over the course of the game.
Referencegames.atplay.taxonomy.mechanic#oncePerGameAbilities
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View raw schema
{
"type": "token",
"name:en": "Once-Per-Game Abilities",
"description": "Players have powerful abilities that can each be used only a single time over the course of the game."
}
Players pick from a public display of available cards or items, with each choice visible to everyone.
Referencegames.atplay.taxonomy.mechanic#openDrafting
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View raw schema
{
"type": "token",
"name:en": "Open Drafting",
"description": "Players pick from a public display of available cards or items, with each choice visible to everyone."
}
Players place face-down counters assigning orders to units, revealed and executed in a later phase.
Referencegames.atplay.taxonomy.mechanic#orderCounters
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View raw schema
{
"type": "token",
"name:en": "Order Counters",
"description": "Players place face-down counters assigning orders to units, revealed and executed in a later phase."
}
Players arrange items, events, or values into the correct sequence as part of scoring or succeeding.
Referencegames.atplay.taxonomy.mechanic#ordering
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View raw schema
{
"type": "token",
"name:en": "Ordering",
"description": "Players arrange items, events, or values into the correct sequence as part of scoring or succeeding."
}
Properties or areas have owners who gain benefits (rent, income, control) whenever others interact with them.
Referencegames.atplay.taxonomy.mechanic#ownership
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View raw schema
{
"type": "token",
"name:en": "Ownership",
"description": "Properties or areas have owners who gain benefits (rent, income, control) whenever others interact with them."
}
Core play happens by writing or marking on paper sheets rather than by manipulating physical components on a board.
Referencegames.atplay.taxonomy.mechanic#paperAndPencil
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View raw schema
{
"type": "token",
"name:en": "Paper-and-Pencil",
"description": "Core play happens by writing or marking on paper sheets rather than by manipulating physical components on a board."
}
A token passes to another player each time an action is taken, changing who has priority or access to a power.
Referencegames.atplay.taxonomy.mechanic#passedActionToken
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{
"type": "token",
"name:en": "Passed Action Token",
"description": "A token passes to another player each time an action is taken, changing who has priority or access to a power."
}
Players arrange pieces or cards to form specific patterns or shapes, usually for scoring.
Referencegames.atplay.taxonomy.mechanic#patternBuilding
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View raw schema
{
"type": "token",
"name:en": "Pattern Building",
"description": "Players arrange pieces or cards to form specific patterns or shapes, usually for scoring."
}
Movement follows specific geometric patterns (L-shape, straight lines, etc.) as in chess-like games.
Referencegames.atplay.taxonomy.mechanic#patternMovement
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View raw schema
{
"type": "token",
"name:en": "Pattern Movement",
"description": "Movement follows specific geometric patterns (L-shape, straight lines, etc.) as in chess-like games."
}
Players must quickly spot matching patterns, shapes, or arrangements within a shared display.
Referencegames.atplay.taxonomy.mechanic#patternRecognition
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View raw schema
{
"type": "token",
"name:en": "Pattern Recognition",
"description": "Players must quickly spot matching patterns, shapes, or arrangements within a shared display."
}
Pieces are physically removed from the play area through actions like knocking, flicking, or lifting.
Referencegames.atplay.taxonomy.mechanic#physicalRemoval
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View raw schema
{
"type": "token",
"name:en": "Physical Removal",
"description": "Pieces are physically removed from the play area through actions like knocking, flicking, or lifting."
}
Players collect goods from one location and deliver them to another for reward, planning efficient routes.
Referencegames.atplay.taxonomy.mechanic#pickUpAndDeliver
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{
"type": "token",
"name:en": "Pick-up and Deliver",
"description": "Players collect goods from one location and deliver them to another for reward, planning efficient routes."
}
Game pieces themselves form the map: their positions and adjacencies constitute the terrain.
Referencegames.atplay.taxonomy.mechanic#piecesAsMap
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View raw schema
{
"type": "token",
"name:en": "Pieces as Map",
"description": "Game pieces themselves form the map: their positions and adjacencies constitute the terrain."
}
Players can be knocked out of the game before it ends, leaving the remaining players to continue.
Referencegames.atplay.taxonomy.mechanic#playerElimination
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{
"type": "token",
"name:en": "Player Elimination",
"description": "Players can be knocked out of the game before it ends, leaving the remaining players to continue."
}
One player acts as a judge who chooses a winning submission from the others, with the judge role rotating between rounds.
Referencegames.atplay.taxonomy.mechanic#playerJudge
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View raw schema
{
"type": "token",
"name:en": "Player Judge",
"description": "One player acts as a judge who chooses a winning submission from the others, with the judge role rotating between rounds."
}
Movement is along a network of connected points rather than across a continuous grid or area.
Referencegames.atplay.taxonomy.mechanic#pointToPointMovement
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View raw schema
{
"type": "token",
"name:en": "Point to Point Movement",
"description": "Movement is along a network of connected points rather than across a continuous grid or area."
}
Players bid by predicting how well they'll perform, and they're rewarded only if they hit their prediction.
Referencegames.atplay.taxonomy.mechanic#predictiveBid
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{
"type": "token",
"name:en": "Predictive Bid",
"description": "Players bid by predicting how well they'll perform, and they're rewarded only if they hit their prediction."
}
Players simultaneously choose to cooperate or defect, with payoffs structured so that mutual cooperation is collectively best but individually tempting to betray.
Referencegames.atplay.taxonomy.mechanic#prisonersDilemma
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{
"type": "token",
"name:en": "Prisoner's Dilemma",
"description": "Players simultaneously choose to cooperate or defect, with payoffs structured so that mutual cooperation is collectively best but individually tempting to betray."
}
Players secretly program a sequence of moves in advance and then execute it, often with humorous or chaotic results when plans collide.
Referencegames.atplay.taxonomy.mechanic#programmedMovement
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View raw schema
{
"type": "token",
"name:en": "Programmed Movement",
"description": "Players secretly program a sequence of moves in advance and then execute it, often with humorous or chaotic results when plans collide."
}
Players choose whether to continue taking risks for greater rewards or stop and bank what they've earned, with the chance of losing it all.
Referencegames.atplay.taxonomy.mechanic#pushYourLuck
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View raw schema
{
"type": "token",
"name:en": "Push Your Luck",
"description": "Players choose whether to continue taking risks for greater rewards or stop and bank what they've earned, with the chance of losing it all."
}
Gameplay revolves around posing and answering questions, typically trivia or prompts.
Referencegames.atplay.taxonomy.mechanic#questionsAndAnswers
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View raw schema
{
"type": "token",
"name:en": "Questions and Answers",
"description": "Gameplay revolves around posing and answering questions, typically trivia or prompts."
}
Players compete to be first to reach a physical or metaphorical finish line.
Referencegames.atplay.taxonomy.mechanic#race
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{
"type": "token",
"name:en": "Race",
"description": "Players compete to be first to reach a physical or metaphorical finish line."
}
Resource production each round is determined randomly, making planning probabilistic.
Referencegames.atplay.taxonomy.mechanic#randomProduction
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View raw schema
{
"type": "token",
"name:en": "Random Production",
"description": "Resource production each round is determined randomly, making planning probabilistic."
}
Combat outcomes are looked up on a results table indexed by the ratio of attacker to defender strength, often modified by a die roll.
Referencegames.atplay.taxonomy.mechanic#ratioCombatResultsTable
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View raw schema
{
"type": "token",
"name:en": "Ratio / Combat Results Table",
"description": "Combat outcomes are looked up on a results table indexed by the ratio of attacker to defender strength, often modified by a die roll."
}
Players can reroll some dice while setting others aside, refining results across multiple rolls.
Referencegames.atplay.taxonomy.mechanic#reRollingAndLocking
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{
"type": "token",
"name:en": "Re-rolling and Locking",
"description": "Players can reroll some dice while setting others aside, refining results across multiple rolls."
}
Play happens continuously without turns; players act whenever they're ready, with real time as the central constraint.
Referencegames.atplay.taxonomy.mechanic#realTime
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View raw schema
{
"type": "token",
"name:en": "Real-Time",
"description": "Play happens continuously without turns; players act whenever they're ready, with real time as the central constraint."
}
Movement is tracked relative to other pieces or frames of reference rather than on absolute board coordinates.
Referencegames.atplay.taxonomy.mechanic#relativeMovement
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View raw schema
{
"type": "token",
"name:en": "Relative Movement",
"description": "Movement is tracked relative to other pieces or frames of reference rather than on absolute board coordinates."
}
Resources enter and exit a queue in order, forcing players to consider timing and sequence as they manage them.
Referencegames.atplay.taxonomy.mechanic#resourceQueue
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View raw schema
{
"type": "token",
"name:en": "Resource Queue",
"description": "Resources enter and exit a queue in order, forcing players to consider timing and sequence as they manage them."
}
Movement is paid for by spending consumable resources (fuel, cards, energy) rather than drawn from a fixed allowance.
Referencegames.atplay.taxonomy.mechanic#resourceToMove
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View raw schema
{
"type": "token",
"name:en": "Resource to Move",
"description": "Movement is paid for by spending consumable resources (fuel, cards, energy) rather than drawn from a fixed allowance."
}
Conflicts are resolved by a cyclical counter system where each option beats one other and loses to another.
Referencegames.atplay.taxonomy.mechanic#rockPaperScissors
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{
"type": "token",
"name:en": "Rock-Paper-Scissors",
"description": "Conflicts are resolved by a cyclical counter system where each option beats one other and loses to another."
}
Players take on characters and make decisions from that character's perspective as a core part of play.
Referencegames.atplay.taxonomy.mechanic#rolePlaying
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View raw schema
{
"type": "token",
"name:en": "Role Playing",
"description": "Players take on characters and make decisions from that character's perspective as a core part of play."
}
Different roles start with access to different information, so cooperation and conflict are shaped by what each player knows.
Referencegames.atplay.taxonomy.mechanic#rolesWithAsymmetricInformation
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View raw schema
{
"type": "token",
"name:en": "Roles with Asymmetric Information",
"description": "Different roles start with access to different information, so cooperation and conflict are shaped by what each player knows."
}
A die or spinner produces a number and the player moves that many spaces along a track.
Referencegames.atplay.taxonomy.mechanic#rollSpinAndMove
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{
"type": "token",
"name:en": "Roll / Spin and Move",
"description": "A die or spinner produces a number and the player moves that many spaces along a track."
}
Actions are laid out in a circular track; players move a marker around it, paying more to reach actions further ahead.
Referencegames.atplay.taxonomy.mechanic#rondel
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{
"type": "token",
"name:en": "Rondel",
"description": "Actions are laid out in a circular track; players move a marker around it, paying more to reach actions further ahead."
}
Play is structured as scenarios or missions, possibly forming a connected campaign where outcomes carry over.
Referencegames.atplay.taxonomy.mechanic#scenarioMissionCampaignGame
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View raw schema
{
"type": "token",
"name:en": "Scenario / Mission / Campaign Game",
"description": "Play is structured as scenarios or missions, possibly forming a connected campaign where outcomes carry over."
}
The game periodically scores progress and then resets components while scores persist across rounds.
Referencegames.atplay.taxonomy.mechanic#scoreAndResetGame
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View raw schema
{
"type": "token",
"name:en": "Score-and-Reset Game",
"description": "The game periodically scores progress and then resets components while scores persist across rounds."
}
Players secretly place units whose identities or values are hidden from opponents until combat reveals them.
Referencegames.atplay.taxonomy.mechanic#secretUnitDeployment
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View raw schema
{
"type": "token",
"name:en": "Secret Unit Deployment",
"description": "Players secretly place units whose identities or values are hidden from opponents until combat reveals them."
}
Players bid not for a specific item but for the right to pick first (or in a chosen position) from the offered items.
Referencegames.atplay.taxonomy.mechanic#selectionOrderBid
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View raw schema
{
"type": "token",
"name:en": "Selection Order Bid",
"description": "Players bid not for a specific item but for the right to pick first (or in a chosen position) from the offered items."
}
Players cooperate against the game but ultimately have individual objectives, so only some or one may win even when the team succeeds.
Referencegames.atplay.taxonomy.mechanic#semiCooperativeGame
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{
"type": "token",
"name:en": "Semi-Cooperative Game",
"description": "Players cooperate against the game but ultimately have individual objectives, so only some or one may win even when the team succeeds."
}
Players score by gathering specific combinations of items, cards, or tokens.
Referencegames.atplay.taxonomy.mechanic#setCollection
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View raw schema
{
"type": "token",
"name:en": "Set Collection",
"description": "Players score by gathering specific combinations of items, cards, or tokens."
}
The game models a real-world system (historical, scientific, economic) with rules that attempt to reflect how it actually behaves.
Referencegames.atplay.taxonomy.mechanic#simulation
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View raw schema
{
"type": "token",
"name:en": "Simulation",
"description": "The game models a real-world system (historical, scientific, economic) with rules that attempt to reflect how it actually behaves."
}
All players secretly choose their actions at the same time and reveal them together, rewarding anticipation.
Referencegames.atplay.taxonomy.mechanic#simultaneousActionSelection
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View raw schema
{
"type": "token",
"name:en": "Simultaneous Action Selection",
"description": "All players secretly choose their actions at the same time and reveal them together, rewarding anticipation."
}
Players sing as part of play, whether to identify songs, perform prompts, or compete directly.
Referencegames.atplay.taxonomy.mechanic#singing
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View raw schema
{
"type": "token",
"name:en": "Singing",
"description": "Players sing as part of play, whether to identify songs, perform prompts, or compete directly."
}
Rather than a winner, one player is identified as the loser while everyone else is considered to have succeeded.
Referencegames.atplay.taxonomy.mechanic#singleLoserGame
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{
"type": "token",
"name:en": "Single Loser Game",
"description": "Rather than a winner, one player is identified as the loser while everyone else is considered to have succeeded."
}
Adding a piece can slide or push adjacent pieces along a row, column, or path.
Referencegames.atplay.taxonomy.mechanic#slidePush
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View raw schema
{
"type": "token",
"name:en": "Slide / Push",
"description": "Adding a piece can slide or push adjacent pieces along a row, column, or path."
}
The game supports or is designed for a single player versus the game system.
Referencegames.atplay.taxonomy.mechanic#soloSolitaireGame
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View raw schema
{
"type": "token",
"name:en": "Solo / Solitaire Game",
"description": "The game supports or is designed for a single player versus the game system."
}
Players race to find matching items, cards, or symbols as quickly as possible.
Referencegames.atplay.taxonomy.mechanic#speedMatching
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View raw schema
{
"type": "token",
"name:en": "Speed Matching",
"description": "Players race to find matching items, cards, or symbols as quickly as possible."
}
Players form words by arranging letters as a core mechanic.
Referencegames.atplay.taxonomy.mechanic#spelling
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View raw schema
{
"type": "token",
"name:en": "Spelling",
"description": "Players form words by arranging letters as a core mechanic."
}
Uses a square grid as its board, for movement or adjacency.
Referencegames.atplay.taxonomy.mechanic#squareGrid
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{
"type": "token",
"name:en": "Square Grid",
"description": "Uses a square grid as its board, for movement or adjacency."
}
Players physically stack or balance pieces without them falling; physical instability creates tension.
Referencegames.atplay.taxonomy.mechanic#stackingAndBalancing
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View raw schema
{
"type": "token",
"name:en": "Stacking and Balancing",
"description": "Players physically stack or balance pieces without them falling; physical instability creates tension."
}
Actions resolve by comparing a character or unit stat to a target number, usually with a die roll modifier.
Referencegames.atplay.taxonomy.mechanic#statCheckResolution
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View raw schema
{
"type": "token",
"name:en": "Stat Check Resolution",
"description": "Actions resolve by comparing a character or unit stat to a target number, usually with a die roll modifier."
}
Pieces are captured based on static board conditions (such as being surrounded) rather than through active attacks.
Referencegames.atplay.taxonomy.mechanic#staticCapture
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View raw schema
{
"type": "token",
"name:en": "Static Capture",
"description": "Pieces are captured based on static board conditions (such as being surrounded) rather than through active attacks."
}
Players buy and sell shares in companies or factions whose value changes during play.
Referencegames.atplay.taxonomy.mechanic#stockHolding
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View raw schema
{
"type": "token",
"name:en": "Stock Holding",
"description": "Players buy and sell shares in companies or factions whose value changes during play."
}
Players invent or extend narratives as a core activity, with the story itself being much of the point.
Referencegames.atplay.taxonomy.mechanic#storytelling
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View raw schema
{
"type": "token",
"name:en": "Storytelling",
"description": "Players invent or extend narratives as a core activity, with the story itself being much of the point."
}
A specific triggering event abruptly ends the game, potentially mid-round.
Referencegames.atplay.taxonomy.mechanic#suddenDeathEnding
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{
"type": "token",
"name:en": "Sudden Death Ending",
"description": "A specific triggering event abruptly ends the game, potentially mid-round."
}
Cards or pieces carry keyword tags that interact with other tags via rules, letting effects chain off shared properties.
Referencegames.atplay.taxonomy.mechanic#tags
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View raw schema
{
"type": "token",
"name:en": "Tags",
"description": "Cards or pieces carry keyword tags that interact with other tags via rules, letting effects chain off shared properties."
}
Players can directly attack or hinder specific opponents through targeted effects.
Referencegames.atplay.taxonomy.mechanic#takeThat
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View raw schema
{
"type": "token",
"name:en": "Take That",
"description": "Players can directly attack or hinder specific opponents through targeted effects."
}
One player gives clues aimed at specific other players based on what those players know or need to guess.
Referencegames.atplay.taxonomy.mechanic#targetedClues
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View raw schema
{
"type": "token",
"name:en": "Targeted Clues",
"description": "One player gives clues aimed at specific other players based on what those players know or need to guess."
}
Players are organized into formal teams that win or lose together, typically with team-specific rules for communication or scoring.
Referencegames.atplay.taxonomy.mechanic#teamBasedGame
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View raw schema
{
"type": "token",
"name:en": "Team-Based Game",
"description": "Players are organized into formal teams that win or lose together, typically with team-specific rules for communication or scoring."
}
Players advance along branching or linear technology tracks, unlocking new abilities and options as they progress.
Referencegames.atplay.taxonomy.mechanic#techTreesTechTracks
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View raw schema
{
"type": "token",
"name:en": "Tech Trees / Tech Tracks",
"description": "Players advance along branching or linear technology tracks, unlocking new abilities and options as they progress."
}
Movement occurs in three dimensions (altitude, depth, or stacking) rather than on a flat plane.
Referencegames.atplay.taxonomy.mechanic#threeDimensionalMovement
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View raw schema
{
"type": "token",
"name:en": "Three Dimensional Movement",
"description": "Movement occurs in three dimensions (altitude, depth, or stacking) rather than on a flat plane."
}
Players add tiles to the board during play, building the game area as they go and scoring based on placement.
Referencegames.atplay.taxonomy.mechanic#tilePlacement
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View raw schema
{
"type": "token",
"name:en": "Tile Placement",
"description": "Players add tiles to the board during play, building the game area as they go and scoring based on placement."
}
Pieces move along linear tracks used to record scores, rounds, or other progress indicators.
Referencegames.atplay.taxonomy.mechanic#trackMovement
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View raw schema
{
"type": "token",
"name:en": "Track Movement",
"description": "Pieces move along linear tracks used to record scores, rounds, or other progress indicators."
}
Players exchange resources, goods, or cards with each other through free or structured trades.
Referencegames.atplay.taxonomy.mechanic#trading
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View raw schema
{
"type": "token",
"name:en": "Trading",
"description": "Players exchange resources, goods, or cards with each other through free or structured trades."
}
One or more players have secretly been assigned to sabotage a nominally cooperative group.
Referencegames.atplay.taxonomy.mechanic#traitorGame
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View raw schema
{
"type": "token",
"name:en": "Traitor Game",
"description": "One or more players have secretly been assigned to sabotage a nominally cooperative group."
}
Players each contribute one card to a trick and the highest or best-matching card wins, typically with a suit-led structure.
Referencegames.atplay.taxonomy.mechanic#trickTaking
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View raw schema
{
"type": "token",
"name:en": "Trick-taking",
"description": "Players each contribute one card to a trick and the highest or best-matching card wins, typically with a suit-led structure."
}
A single marker slides along a track between two sides, with each side trying to drag it toward their end.
Referencegames.atplay.taxonomy.mechanic#tugOfWar
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View raw schema
{
"type": "token",
"name:en": "Tug of War",
"description": "A single marker slides along a track between two sides, with each side trying to drag it toward their end."
}
Players bid each round to decide the order in which they will take their turns.
Referencegames.atplay.taxonomy.mechanic#turnOrderAuction
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View raw schema
{
"type": "token",
"name:en": "Turn Order: Auction",
"description": "Players bid each round to decide the order in which they will take their turns."
}
Taking a particular action automatically determines or shifts your position in the next turn's order.
Referencegames.atplay.taxonomy.mechanic#turnOrderClaimAction
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View raw schema
{
"type": "token",
"name:en": "Turn Order: Claim Action",
"description": "Taking a particular action automatically determines or shifts your position in the next turn's order."
}
The order of turns in the next round is set by the order in which players passed in the current round.
Referencegames.atplay.taxonomy.mechanic#turnOrderPassOrder
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View raw schema
{
"type": "token",
"name:en": "Turn Order: Pass Order",
"description": "The order of turns in the next round is set by the order in which players passed in the current round."
}
Turn order advances by one seat each round, giving every player a chance at each position.
Referencegames.atplay.taxonomy.mechanic#turnOrderProgressive
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View raw schema
{
"type": "token",
"name:en": "Turn Order: Progressive",
"description": "Turn order advances by one seat each round, giving every player a chance at each position."
}
Turn order each round is determined randomly rather than by a fixed rule.
Referencegames.atplay.taxonomy.mechanic#turnOrderRandom
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View raw schema
{
"type": "token",
"name:en": "Turn Order: Random",
"description": "Turn order each round is determined randomly rather than by a fixed rule."
}
Turn order is dictated by the roles players have chosen or been assigned.
Referencegames.atplay.taxonomy.mechanic#turnOrderRoleOrder
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View raw schema
{
"type": "token",
"name:en": "Turn Order: Role Order",
"description": "Turn order is dictated by the roles players have chosen or been assigned."
}
Turn order is determined by comparing a specific player stat or resource, often changing as that stat shifts.
Referencegames.atplay.taxonomy.mechanic#turnOrderStatBased
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View raw schema
{
"type": "token",
"name:en": "Turn Order: Stat-Based",
"description": "Turn order is determined by comparing a specific player stat or resource, often changing as that stat shifts."
}
Turn order is governed by positions on a time track: whoever is furthest behind acts next, with actions costing variable amounts of time.
Referencegames.atplay.taxonomy.mechanic#turnOrderTimeTrack
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View raw schema
{
"type": "token",
"name:en": "Turn Order: Time Track",
"description": "Turn order is governed by positions on a time track: whoever is furthest behind acts next, with actions costing variable amounts of time."
}
The order of phases within a round is not fixed and may change based on player choices or events.
Referencegames.atplay.taxonomy.mechanic#variablePhaseOrder
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View raw schema
{
"type": "token",
"name:en": "Variable Phase Order",
"description": "The order of phases within a round is not fixed and may change based on player choices or events."
}
Each player has a unique ability, faction, or rules variant, giving them asymmetric capabilities.
Referencegames.atplay.taxonomy.mechanic#variablePlayerPowers
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View raw schema
{
"type": "token",
"name:en": "Variable Player Powers",
"description": "Each player has a unique ability, faction, or rules variant, giving them asymmetric capabilities."
}
Initial conditions (tiles, resources, goals) change from game to game to produce different starting positions.
Referencegames.atplay.taxonomy.mechanic#variableSetUp
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View raw schema
{
"type": "token",
"name:en": "Variable Set-up",
"description": "Initial conditions (tiles, resources, goals) change from game to game to produce different starting positions."
}
Victory points can also be spent as a currency to buy effects, creating hard tradeoffs between spending and keeping them.
Referencegames.atplay.taxonomy.mechanic#victoryPointsAsAResource
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{
"type": "token",
"name:en": "Victory Points as a Resource",
"description": "Victory points can also be spent as a currency to buy effects, creating hard tradeoffs between spending and keeping them."
}
Players vote to decide an outcome, often resolving ties or choosing among presented options.
Referencegames.atplay.taxonomy.mechanic#voting
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View raw schema
{
"type": "token",
"name:en": "Voting",
"description": "Players vote to decide an outcome, often resolving ties or choosing among presented options."
}
Players place limited worker tokens on action spaces to claim those actions; each space is typically usable by only one player per round.
Referencegames.atplay.taxonomy.mechanic#workerPlacement
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View raw schema
{
"type": "token",
"name:en": "Worker Placement",
"description": "Players place limited worker tokens on action spaces to claim those actions; each space is typically usable by only one player per round."
}
Worker placement where workers come in distinct types, each able to claim different kinds of action spaces.
Referencegames.atplay.taxonomy.mechanic#workerPlacementDifferentWorkerTypes
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View raw schema
{
"type": "token",
"name:en": "Worker Placement, Different Worker Types",
"description": "Worker placement where workers come in distinct types, each able to claim different kinds of action spaces."
}
Worker placement where the workers are dice, and the die face affects which spaces they can occupy or how effective they are.
Referencegames.atplay.taxonomy.mechanic#workerPlacementWithDiceWorkers
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View raw schema
{
"type": "token",
"name:en": "Worker Placement with Dice Workers",
"description": "Worker placement where the workers are dice, and the die face affects which spaces they can occupy or how effective they are."
}
Pieces project influence into adjacent spaces, restricting how enemy pieces may move through or near them.
Referencegames.atplay.taxonomy.mechanic#zoneOfControl
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{
"type": "token",
"name:en": "Zone of Control",
"description": "Pieces project influence into adjacent spaces, restricting how enemy pieces may move through or near them."
}