games.atplay.taxonomy.mechanic

atplay.games

Documentation

acting token

Players physically act out, mime, or perform something so that others can guess or judge it.

Referencegames.atplay.taxonomy.mechanic#acting

Tokens have no data representation. Use the reference string as a value.

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."
}
actionDrafting token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
actionEvent token

Cards or tiles trigger one-off events or effects when drawn or played, rather than granting ongoing abilities.

Referencegames.atplay.taxonomy.mechanic#actionEvent

Tokens have no data representation. Use the reference string as a value.

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."
}
actionPoints token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
actionQueue token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
actionRetrieval token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
actionTimer token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
advantageToken token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
alliances token

Players form temporary or binding partnerships, cooperating with some opponents while competing with others.

Referencegames.atplay.taxonomy.mechanic#alliances

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Alliances",
  "description": "Players form temporary or binding partnerships, cooperating with some opponents while competing with others."
}
areaImpulse token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
areaMajorityInfluence token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
areaMovement token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
auctionBidding token

Items, advantages, or turn order are allocated by players bidding against each other using currency or other resources.

Referencegames.atplay.taxonomy.mechanic#auctionBidding

Tokens have no data representation. Use the reference string as a value.

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."
}
auctionCompensation token

Losing bidders in an auction receive some form of consolation prize, softening the sting of not winning.

Referencegames.atplay.taxonomy.mechanic#auctionCompensation

Tokens have no data representation. Use the reference string as a value.

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."
}
auctionDexterity token

Bidding is resolved through a physical skill challenge rather than pure numerical offers.

Referencegames.atplay.taxonomy.mechanic#auctionDexterity

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Auction: Dexterity",
  "description": "Bidding is resolved through a physical skill challenge rather than pure numerical offers."
}
auctionDutch token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
auctionDutchPriority token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
auctionEnglish token

Bids rise openly and competitively; the highest bid when no one raises further wins the lot.

Referencegames.atplay.taxonomy.mechanic#auctionEnglish

Tokens have no data representation. Use the reference string as a value.

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."
}
auctionFixedPlacement token

Players place bidding markers on fixed slots or lots, and each placement commits them at a predetermined price.

Referencegames.atplay.taxonomy.mechanic#auctionFixedPlacement

Tokens have no data representation. Use the reference string as a value.

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."
}
auctionMultipleLot token

Several items are auctioned simultaneously, with players distributing bids across lots rather than focusing on one at a time.

Referencegames.atplay.taxonomy.mechanic#auctionMultipleLot

Tokens have no data representation. Use the reference string as a value.

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."
}
auctionOnceAround token

Each player gets exactly one opportunity to bid or raise as the auction passes around the table once.

Referencegames.atplay.taxonomy.mechanic#auctionOnceAround

Tokens have no data representation. Use the reference string as a value.

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."
}
auctionSealedBid token

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."
}
auctionTurnOrderUntilPass token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
automaticResourceGrowth token

Resources accumulate on the board or on player holdings on a schedule without needing direct actions to produce them.

Referencegames.atplay.taxonomy.mechanic#automaticResourceGrowth

Tokens have no data representation. Use the reference string as a value.

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."
}
bettingAndBluffing token

Players wager based on uncertain or hidden information, leaning on misdirection and reading opponents to succeed.

Referencegames.atplay.taxonomy.mechanic#bettingAndBluffing

Tokens have no data representation. Use the reference string as a value.

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."
}
bias token

Players are asked to guess or predict how other players will rate or choose, rewarding social awareness and empathy.

Referencegames.atplay.taxonomy.mechanic#bias

Tokens have no data representation. Use the reference string as a value.

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."
}
bidsAsWagers token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
bingo token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
bribery token

Players can pay other players or neutral parties to influence decisions, outcomes, or turn resolution.

Referencegames.atplay.taxonomy.mechanic#bribery

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Bribery",
  "description": "Players can pay other players or neutral parties to influence decisions, outcomes, or turn resolution."
}
campaignBattleCardDriven token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
cardPlayConflictResolution token

Combat or contested outcomes are resolved by simultaneously or sequentially revealing cards rather than rolling dice.

Referencegames.atplay.taxonomy.mechanic#cardPlayConflictResolution

Tokens have no data representation. Use the reference string as a value.

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."
}
catchTheLeader token

Trailing players get advantages, or the leader is penalized, to keep the game tight and the outcome uncertain.

Referencegames.atplay.taxonomy.mechanic#catchTheLeader

Tokens have no data representation. Use the reference string as a value.

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."
}
chaining token

Actions or plays trigger additional actions in a chain, letting a well-set-up turn cascade into many effects.

Referencegames.atplay.taxonomy.mechanic#chaining

Tokens have no data representation. Use the reference string as a value.

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."
}
chitPullSystem token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
closedDrafting token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
closedEconomyAuction token

Auction proceeds flow back to the players (not to the bank), keeping the total currency in the system constant.

Referencegames.atplay.taxonomy.mechanic#closedEconomyAuction

Tokens have no data representation. Use the reference string as a value.

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."
}
commandCards token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
commoditySpeculation token

Players buy and sell goods whose prices fluctuate, attempting to profit by timing the market.

Referencegames.atplay.taxonomy.mechanic#commoditySpeculation

Tokens have no data representation. Use the reference string as a value.

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."
}
communicationLimits token

Rules restrict what information players may share, often during cooperative play, forcing careful or oblique communication.

Referencegames.atplay.taxonomy.mechanic#communicationLimits

Tokens have no data representation. Use the reference string as a value.

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."
}
connections token

Players score or win by linking points on a board into continuous connected networks.

Referencegames.atplay.taxonomy.mechanic#connections

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Connections",
  "description": "Players score or win by linking points on a board into continuous connected networks."
}
constrainedBidding token

Bids must be formed from limited combinations of tokens or values, restricting exactly what bid amounts are possible.

Referencegames.atplay.taxonomy.mechanic#constrainedBidding

Tokens have no data representation. Use the reference string as a value.

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."
}
contracts token

Players fulfil public or private contracts for goods, deliveries, or goals to earn rewards.

Referencegames.atplay.taxonomy.mechanic#contracts

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Contracts",
  "description": "Players fulfil public or private contracts for goods, deliveries, or goals to earn rewards."
}
cooperativeGame token

All players play as a team against the game itself and either win together or lose together.

Referencegames.atplay.taxonomy.mechanic#cooperativeGame

Tokens have no data representation. Use the reference string as a value.

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."
}
crayonRailSystem token

Players draw rail lines directly on the board with erasable markers, then run trains along what they've drawn.

Referencegames.atplay.taxonomy.mechanic#crayonRailSystem

Tokens have no data representation. Use the reference string as a value.

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."
}
criticalHitsAndFailures token

Extreme dice results (typically highest or lowest) produce outsized positive or negative effects beyond the normal scale.

Referencegames.atplay.taxonomy.mechanic#criticalHitsAndFailures

Tokens have no data representation. Use the reference string as a value.

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."
}
cubeTower token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
deckBagAndPoolBuilding token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
deckConstruction token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
deduction token

Players use logical reasoning about partial or hidden information to narrow down secret answers.

Referencegames.atplay.taxonomy.mechanic#deduction

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Deduction",
  "description": "Players use logical reasoning about partial or hidden information to narrow down secret answers."
}
delayedPurchase token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
diceRolling token

Dice are rolled to produce random outcomes that drive actions, combat, or events.

Referencegames.atplay.taxonomy.mechanic#diceRolling

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Dice Rolling",
  "description": "Dice are rolled to produce random outcomes that drive actions, combat, or events."
}
dieIconResolution token

Custom dice display symbols that are interpreted directly as results, rather than numbers that feed into a calculation.

Referencegames.atplay.taxonomy.mechanic#dieIconResolution

Tokens have no data representation. Use the reference string as a value.

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."
}
differentDiceMovement token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
drawing token

Players sketch or draw pictures as a core part of play, often for others to interpret or guess.

Referencegames.atplay.taxonomy.mechanic#drawing

Tokens have no data representation. Use the reference string as a value.

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."
}
elapsedRealTimeEnding token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
enclosure token

Players claim territory by surrounding regions with their own pieces, scoring based on what they enclose.

Referencegames.atplay.taxonomy.mechanic#enclosure

Tokens have no data representation. Use the reference string as a value.

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."
}
endGameBonuses token

Additional scoring is awarded during final scoring based on sets, goals, or patterns players have built.

Referencegames.atplay.taxonomy.mechanic#endGameBonuses

Tokens have no data representation. Use the reference string as a value.

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."
}
events token

Scheduled or triggered happenings interrupt normal play and impose effects on one or more players.

Referencegames.atplay.taxonomy.mechanic#events

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Events",
  "description": "Scheduled or triggered happenings interrupt normal play and impose effects on one or more players."
}
finaleEnding token

The last round (or a clearly demarcated final phase) runs under modified rules to produce a climactic ending.

Referencegames.atplay.taxonomy.mechanic#finaleEnding

Tokens have no data representation. Use the reference string as a value.

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."
}
flicking token

Players physically flick pieces across the play surface to move, attack, or score.

Referencegames.atplay.taxonomy.mechanic#flicking

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Flicking",
  "description": "Players physically flick pieces across the play surface to move, attack, or score."
}
follow token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
forceCommitment token

Players must commit forces or resources in advance, unable to reallocate once combat or resolution begins.

Referencegames.atplay.taxonomy.mechanic#forceCommitment

Tokens have no data representation. Use the reference string as a value.

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."
}
gridCoverage token

Players compete to cover cells on a grid with their pieces, scoring based on coverage patterns.

Referencegames.atplay.taxonomy.mechanic#gridCoverage

Tokens have no data representation. Use the reference string as a value.

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."
}
gridMovement token

Pieces move from cell to cell on a regular grid.

Referencegames.atplay.taxonomy.mechanic#gridMovement

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Grid Movement",
  "description": "Pieces move from cell to cell on a regular grid."
}
handManagement token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
hexagonGrid token

Uses a hexagonal grid as its board, giving each cell six equal neighbours.

Referencegames.atplay.taxonomy.mechanic#hexagonGrid

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Hexagon Grid",
  "description": "Uses a hexagonal grid as its board, giving each cell six equal neighbours."
}
hiddenMovement token

One or more players' positions or movements are hidden from others, who must deduce where they are.

Referencegames.atplay.taxonomy.mechanic#hiddenMovement

Tokens have no data representation. Use the reference string as a value.

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."
}
hiddenRoles token

Players are secretly assigned allegiances or identities that influence their objectives and alliances.

Referencegames.atplay.taxonomy.mechanic#hiddenRoles

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Hidden Roles",
  "description": "Players are secretly assigned allegiances or identities that influence their objectives and alliances."
}
hiddenVictoryPoints token

Score accumulated during the game is kept secret until final scoring, so the standings are uncertain throughout play.

Referencegames.atplay.taxonomy.mechanic#hiddenVictoryPoints

Tokens have no data representation. Use the reference string as a value.

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."
}
highestLowestScoring token

A player's score is determined by their weakest or strongest category, encouraging balanced development or extreme specialization.

Referencegames.atplay.taxonomy.mechanic#highestLowestScoring

Tokens have no data representation. Use the reference string as a value.

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."
}
hotPotato token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
iCutYouChoose token

One player divides a set of items into groups and the other players choose first, incentivizing fair division.

Referencegames.atplay.taxonomy.mechanic#iCutYouChoose

Tokens have no data representation. Use the reference string as a value.

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."
}
impulseMovement token

Activation happens in small alternating bursts rather than full player turns, giving a granular back-and-forth rhythm.

Referencegames.atplay.taxonomy.mechanic#impulseMovement

Tokens have no data representation. Use the reference string as a value.

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."
}
income token

Players receive a regular payment of resources or currency at set intervals.

Referencegames.atplay.taxonomy.mechanic#income

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Income",
  "description": "Players receive a regular payment of resources or currency at set intervals."
}
increaseValueOfUnchosenResources token

Resources left untaken become more valuable over time, pressuring players away from always grabbing the obvious pick.

Referencegames.atplay.taxonomy.mechanic#increaseValueOfUnchosenResources

Tokens have no data representation. Use the reference string as a value.

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."
}
induction token

Players work from specific observations toward general rules, inferring hidden patterns from revealed examples.

Referencegames.atplay.taxonomy.mechanic#induction

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Induction",
  "description": "Players work from specific observations toward general rules, inferring hidden patterns from revealed examples."
}
interrupts token

Players can play cards or use abilities to interject during another player's turn, disrupting or modifying their action.

Referencegames.atplay.taxonomy.mechanic#interrupts

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "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."
}
investment token

Players commit resources into entities that yield increasing returns over time.

Referencegames.atplay.taxonomy.mechanic#investment

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Investment",
  "description": "Players commit resources into entities that yield increasing returns over time."
}
killSteal token

The rewards for defeating an enemy go to whoever lands the killing blow rather than being shared among attackers.

Referencegames.atplay.taxonomy.mechanic#killSteal

Tokens have no data representation. Use the reference string as a value.

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."
}
kingOfTheHill token

Players fight to occupy a single central location, scoring or benefiting from each round they control it.

Referencegames.atplay.taxonomy.mechanic#kingOfTheHill

Tokens have no data representation. Use the reference string as a value.

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."
}
ladderClimbing token

Each play must beat the previous one in rank or combination, as in many trick-based card games.

Referencegames.atplay.taxonomy.mechanic#ladderClimbing

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "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."
}
layering token

Pieces or tiles are stacked on top of each other during play, and the visible top determines state.

Referencegames.atplay.taxonomy.mechanic#layering

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Layering",
  "description": "Pieces or tiles are stacked on top of each other during play, and the visible top determines state."
}
legacyGame token

The game permanently changes between sessions (stickers, destroyed cards, new rules) so its state carries forward across plays.

Referencegames.atplay.taxonomy.mechanic#legacyGame

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "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."
}
lineDrawing token

Players draw lines on the board as their actions, with the lines themselves becoming the relevant game state.

Referencegames.atplay.taxonomy.mechanic#lineDrawing

Tokens have no data representation. Use the reference string as a value.

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."
}
lineOfSight token

Targeting or interaction is restricted to pieces that can see each other according to explicit sight rules.

Referencegames.atplay.taxonomy.mechanic#lineOfSight

Tokens have no data representation. Use the reference string as a value.

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."
}
loans token

Players can borrow money now at the cost of interest or penalties later.

Referencegames.atplay.taxonomy.mechanic#loans

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Loans",
  "description": "Players can borrow money now at the cost of interest or penalties later."
}
loseATurn token

Certain outcomes cause a player to skip their next turn entirely.

Referencegames.atplay.taxonomy.mechanic#loseATurn

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Lose a Turn",
  "description": "Certain outcomes cause a player to skip their next turn entirely."
}
mancala token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
mapAddition token

New areas or tiles are added to the map as the game progresses, expanding the playable space.

Referencegames.atplay.taxonomy.mechanic#mapAddition

Tokens have no data representation. Use the reference string as a value.

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."
}
mapDeformation token

The shape or connectivity of the map changes during play, altering distances, adjacencies, or possible routes.

Referencegames.atplay.taxonomy.mechanic#mapDeformation

Tokens have no data representation. Use the reference string as a value.

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."
}
mapReduction token

The playable area shrinks over time, removing options and squeezing players together.

Referencegames.atplay.taxonomy.mechanic#mapReduction

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Map Reduction",
  "description": "The playable area shrinks over time, removing options and squeezing players together."
}
market token

A shared marketplace of goods or cards is available for purchase, with the offering refreshing over time.

Referencegames.atplay.taxonomy.mechanic#market

Tokens have no data representation. Use the reference string as a value.

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."
}
matching token

Players pair items, cards, or symbols to score or trigger effects.

Referencegames.atplay.taxonomy.mechanic#matching

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Matching",
  "description": "Players pair items, cards, or symbols to score or trigger effects."
}
measurementMovement token

Movement distances are measured physically with rulers or templates rather than counted in grid cells.

Referencegames.atplay.taxonomy.mechanic#measurementMovement

Tokens have no data representation. Use the reference string as a value.

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."
}
meldingAndSplaying token

Cards are arranged in overlapping stacks where the direction of overlap reveals different information or abilities.

Referencegames.atplay.taxonomy.mechanic#meldingAndSplaying

Tokens have no data representation. Use the reference string as a value.

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."
}
memory token

Players must remember information that was once visible but is now hidden, with better recall providing an advantage.

Referencegames.atplay.taxonomy.mechanic#memory

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Memory",
  "description": "Players must remember information that was once visible but is now hidden, with better recall providing an advantage."
}
minimapResolution token

Battles or encounters are resolved on a separate, smaller tactical board rather than directly on the main map.

Referencegames.atplay.taxonomy.mechanic#minimapResolution

Tokens have no data representation. Use the reference string as a value.

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."
}
modularBoard token

The board is assembled from interchangeable tiles or modules, producing a different layout each game.

Referencegames.atplay.taxonomy.mechanic#modularBoard

Tokens have no data representation. Use the reference string as a value.

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."
}
moveThroughDeck token

Players progress by advancing through a deck of cards, experiencing each card in order as a form of movement.

Referencegames.atplay.taxonomy.mechanic#moveThroughDeck

Tokens have no data representation. Use the reference string as a value.

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."
}
movementPoints token

Pieces have a movement budget they spend to enter spaces, with different terrain costing different amounts.

Referencegames.atplay.taxonomy.mechanic#movementPoints

Tokens have no data representation. Use the reference string as a value.

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."
}
movementTemplate token

Movement follows the shape of a physical template placed on the table, as commonly seen in tabletop miniatures games.

Referencegames.atplay.taxonomy.mechanic#movementTemplate

Tokens have no data representation. Use the reference string as a value.

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."
}
movingMultipleUnits token

A single movement action affects a group of units, letting players efficiently reposition armies or fleets.

Referencegames.atplay.taxonomy.mechanic#movingMultipleUnits

Tokens have no data representation. Use the reference string as a value.

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."
}
multiUseCards token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
multipleMaps token

Play spans more than one map or board, and positions on one may affect the others.

Referencegames.atplay.taxonomy.mechanic#multipleMaps

Tokens have no data representation. Use the reference string as a value.

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."
}
narrativeChoiceParagraph token

Players read paragraphs of story text and choose among branching options, shaping the game's narrative.

Referencegames.atplay.taxonomy.mechanic#narrativeChoiceParagraph

Tokens have no data representation. Use the reference string as a value.

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."
}
negotiation token

Players openly discuss and bargain with each other over trades, alliances, or actions.

Referencegames.atplay.taxonomy.mechanic#negotiation

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Negotiation",
  "description": "Players openly discuss and bargain with each other over trades, alliances, or actions."
}
neighborScope token

Interactions are restricted to adjacent players at the table rather than affecting everyone equally.

Referencegames.atplay.taxonomy.mechanic#neighborScope

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Neighbor Scope",
  "description": "Interactions are restricted to adjacent players at the table rather than affecting everyone equally."
}
networkAndRouteBuilding token

Players build connected networks of routes between locations to score or to move goods along them.

Referencegames.atplay.taxonomy.mechanic#networkAndRouteBuilding

Tokens have no data representation. Use the reference string as a value.

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."
}
oncePerGameAbilities token

Players have powerful abilities that can each be used only a single time over the course of the game.

Referencegames.atplay.taxonomy.mechanic#oncePerGameAbilities

Tokens have no data representation. Use the reference string as a value.

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."
}
openDrafting token

Players pick from a public display of available cards or items, with each choice visible to everyone.

Referencegames.atplay.taxonomy.mechanic#openDrafting

Tokens have no data representation. Use the reference string as a value.

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."
}
orderCounters token

Players place face-down counters assigning orders to units, revealed and executed in a later phase.

Referencegames.atplay.taxonomy.mechanic#orderCounters

Tokens have no data representation. Use the reference string as a value.

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."
}
ordering token

Players arrange items, events, or values into the correct sequence as part of scoring or succeeding.

Referencegames.atplay.taxonomy.mechanic#ordering

Tokens have no data representation. Use the reference string as a value.

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."
}
ownership token

Properties or areas have owners who gain benefits (rent, income, control) whenever others interact with them.

Referencegames.atplay.taxonomy.mechanic#ownership

Tokens have no data representation. Use the reference string as a value.

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."
}
paperAndPencil token

Core play happens by writing or marking on paper sheets rather than by manipulating physical components on a board.

Referencegames.atplay.taxonomy.mechanic#paperAndPencil

Tokens have no data representation. Use the reference string as a value.

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."
}
passedActionToken token

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

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "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."
}
patternBuilding token

Players arrange pieces or cards to form specific patterns or shapes, usually for scoring.

Referencegames.atplay.taxonomy.mechanic#patternBuilding

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Pattern Building",
  "description": "Players arrange pieces or cards to form specific patterns or shapes, usually for scoring."
}
patternMovement token

Movement follows specific geometric patterns (L-shape, straight lines, etc.) as in chess-like games.

Referencegames.atplay.taxonomy.mechanic#patternMovement

Tokens have no data representation. Use the reference string as a value.

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."
}
patternRecognition token

Players must quickly spot matching patterns, shapes, or arrangements within a shared display.

Referencegames.atplay.taxonomy.mechanic#patternRecognition

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Pattern Recognition",
  "description": "Players must quickly spot matching patterns, shapes, or arrangements within a shared display."
}
physicalRemoval token

Pieces are physically removed from the play area through actions like knocking, flicking, or lifting.

Referencegames.atplay.taxonomy.mechanic#physicalRemoval

Tokens have no data representation. Use the reference string as a value.

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."
}
pickUpAndDeliver token

Players collect goods from one location and deliver them to another for reward, planning efficient routes.

Referencegames.atplay.taxonomy.mechanic#pickUpAndDeliver

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "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."
}
piecesAsMap token

Game pieces themselves form the map: their positions and adjacencies constitute the terrain.

Referencegames.atplay.taxonomy.mechanic#piecesAsMap

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Pieces as Map",
  "description": "Game pieces themselves form the map: their positions and adjacencies constitute the terrain."
}
playerElimination token

Players can be knocked out of the game before it ends, leaving the remaining players to continue.

Referencegames.atplay.taxonomy.mechanic#playerElimination

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Player Elimination",
  "description": "Players can be knocked out of the game before it ends, leaving the remaining players to continue."
}
playerJudge token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
pointToPointMovement token

Movement is along a network of connected points rather than across a continuous grid or area.

Referencegames.atplay.taxonomy.mechanic#pointToPointMovement

Tokens have no data representation. Use the reference string as a value.

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."
}
predictiveBid token

Players bid by predicting how well they'll perform, and they're rewarded only if they hit their prediction.

Referencegames.atplay.taxonomy.mechanic#predictiveBid

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "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."
}
prisonersDilemma token

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

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "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."
}
programmedMovement token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
pushYourLuck token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
questionsAndAnswers token

Gameplay revolves around posing and answering questions, typically trivia or prompts.

Referencegames.atplay.taxonomy.mechanic#questionsAndAnswers

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Questions and Answers",
  "description": "Gameplay revolves around posing and answering questions, typically trivia or prompts."
}
race token

Players compete to be first to reach a physical or metaphorical finish line.

Referencegames.atplay.taxonomy.mechanic#race

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Race",
  "description": "Players compete to be first to reach a physical or metaphorical finish line."
}
randomProduction token

Resource production each round is determined randomly, making planning probabilistic.

Referencegames.atplay.taxonomy.mechanic#randomProduction

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Random Production",
  "description": "Resource production each round is determined randomly, making planning probabilistic."
}
ratioCombatResultsTable token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
reRollingAndLocking token

Players can reroll some dice while setting others aside, refining results across multiple rolls.

Referencegames.atplay.taxonomy.mechanic#reRollingAndLocking

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Re-rolling and Locking",
  "description": "Players can reroll some dice while setting others aside, refining results across multiple rolls."
}
realTime token

Play happens continuously without turns; players act whenever they're ready, with real time as the central constraint.

Referencegames.atplay.taxonomy.mechanic#realTime

Tokens have no data representation. Use the reference string as a value.

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."
}
relativeMovement token

Movement is tracked relative to other pieces or frames of reference rather than on absolute board coordinates.

Referencegames.atplay.taxonomy.mechanic#relativeMovement

Tokens have no data representation. Use the reference string as a value.

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."
}
resourceQueue token

Resources enter and exit a queue in order, forcing players to consider timing and sequence as they manage them.

Referencegames.atplay.taxonomy.mechanic#resourceQueue

Tokens have no data representation. Use the reference string as a value.

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."
}
resourceToMove token

Movement is paid for by spending consumable resources (fuel, cards, energy) rather than drawn from a fixed allowance.

Referencegames.atplay.taxonomy.mechanic#resourceToMove

Tokens have no data representation. Use the reference string as a value.

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."
}
rockPaperScissors token

Conflicts are resolved by a cyclical counter system where each option beats one other and loses to another.

Referencegames.atplay.taxonomy.mechanic#rockPaperScissors

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "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."
}
rolePlaying token

Players take on characters and make decisions from that character's perspective as a core part of play.

Referencegames.atplay.taxonomy.mechanic#rolePlaying

Tokens have no data representation. Use the reference string as a value.

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."
}
rolesWithAsymmetricInformation token

Different roles start with access to different information, so cooperation and conflict are shaped by what each player knows.

Referencegames.atplay.taxonomy.mechanic#rolesWithAsymmetricInformation

Tokens have no data representation. Use the reference string as a value.

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."
}
rollSpinAndMove token

A die or spinner produces a number and the player moves that many spaces along a track.

Referencegames.atplay.taxonomy.mechanic#rollSpinAndMove

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "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."
}
rondel token

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

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "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."
}
scenarioMissionCampaignGame token

Play is structured as scenarios or missions, possibly forming a connected campaign where outcomes carry over.

Referencegames.atplay.taxonomy.mechanic#scenarioMissionCampaignGame

Tokens have no data representation. Use the reference string as a value.

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."
}
scoreAndResetGame token

The game periodically scores progress and then resets components while scores persist across rounds.

Referencegames.atplay.taxonomy.mechanic#scoreAndResetGame

Tokens have no data representation. Use the reference string as a value.

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."
}
secretUnitDeployment token

Players secretly place units whose identities or values are hidden from opponents until combat reveals them.

Referencegames.atplay.taxonomy.mechanic#secretUnitDeployment

Tokens have no data representation. Use the reference string as a value.

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."
}
selectionOrderBid token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
semiCooperativeGame token

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

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "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."
}
setCollection token

Players score by gathering specific combinations of items, cards, or tokens.

Referencegames.atplay.taxonomy.mechanic#setCollection

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Set Collection",
  "description": "Players score by gathering specific combinations of items, cards, or tokens."
}
simulation token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
simultaneousActionSelection token

All players secretly choose their actions at the same time and reveal them together, rewarding anticipation.

Referencegames.atplay.taxonomy.mechanic#simultaneousActionSelection

Tokens have no data representation. Use the reference string as a value.

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."
}
singing token

Players sing as part of play, whether to identify songs, perform prompts, or compete directly.

Referencegames.atplay.taxonomy.mechanic#singing

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Singing",
  "description": "Players sing as part of play, whether to identify songs, perform prompts, or compete directly."
}
singleLoserGame token

Rather than a winner, one player is identified as the loser while everyone else is considered to have succeeded.

Referencegames.atplay.taxonomy.mechanic#singleLoserGame

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "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."
}
slidePush token

Adding a piece can slide or push adjacent pieces along a row, column, or path.

Referencegames.atplay.taxonomy.mechanic#slidePush

Tokens have no data representation. Use the reference string as a value.

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."
}
soloSolitaireGame token

The game supports or is designed for a single player versus the game system.

Referencegames.atplay.taxonomy.mechanic#soloSolitaireGame

Tokens have no data representation. Use the reference string as a value.

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."
}
speedMatching token

Players race to find matching items, cards, or symbols as quickly as possible.

Referencegames.atplay.taxonomy.mechanic#speedMatching

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Speed Matching",
  "description": "Players race to find matching items, cards, or symbols as quickly as possible."
}
spelling token

Players form words by arranging letters as a core mechanic.

Referencegames.atplay.taxonomy.mechanic#spelling

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Spelling",
  "description": "Players form words by arranging letters as a core mechanic."
}
squareGrid token

Uses a square grid as its board, for movement or adjacency.

Referencegames.atplay.taxonomy.mechanic#squareGrid

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Square Grid",
  "description": "Uses a square grid as its board, for movement or adjacency."
}
stackingAndBalancing token

Players physically stack or balance pieces without them falling; physical instability creates tension.

Referencegames.atplay.taxonomy.mechanic#stackingAndBalancing

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Stacking and Balancing",
  "description": "Players physically stack or balance pieces without them falling; physical instability creates tension."
}
statCheckResolution token

Actions resolve by comparing a character or unit stat to a target number, usually with a die roll modifier.

Referencegames.atplay.taxonomy.mechanic#statCheckResolution

Tokens have no data representation. Use the reference string as a value.

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."
}
staticCapture token

Pieces are captured based on static board conditions (such as being surrounded) rather than through active attacks.

Referencegames.atplay.taxonomy.mechanic#staticCapture

Tokens have no data representation. Use the reference string as a value.

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."
}
stockHolding token

Players buy and sell shares in companies or factions whose value changes during play.

Referencegames.atplay.taxonomy.mechanic#stockHolding

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Stock Holding",
  "description": "Players buy and sell shares in companies or factions whose value changes during play."
}
storytelling token

Players invent or extend narratives as a core activity, with the story itself being much of the point.

Referencegames.atplay.taxonomy.mechanic#storytelling

Tokens have no data representation. Use the reference string as a value.

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."
}
suddenDeathEnding token

A specific triggering event abruptly ends the game, potentially mid-round.

Referencegames.atplay.taxonomy.mechanic#suddenDeathEnding

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Sudden Death Ending",
  "description": "A specific triggering event abruptly ends the game, potentially mid-round."
}
tags token

Cards or pieces carry keyword tags that interact with other tags via rules, letting effects chain off shared properties.

Referencegames.atplay.taxonomy.mechanic#tags

Tokens have no data representation. Use the reference string as a value.

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."
}
takeThat token

Players can directly attack or hinder specific opponents through targeted effects.

Referencegames.atplay.taxonomy.mechanic#takeThat

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Take That",
  "description": "Players can directly attack or hinder specific opponents through targeted effects."
}
targetedClues token

One player gives clues aimed at specific other players based on what those players know or need to guess.

Referencegames.atplay.taxonomy.mechanic#targetedClues

Tokens have no data representation. Use the reference string as a value.

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."
}
teamBasedGame token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
techTreesTechTracks token

Players advance along branching or linear technology tracks, unlocking new abilities and options as they progress.

Referencegames.atplay.taxonomy.mechanic#techTreesTechTracks

Tokens have no data representation. Use the reference string as a value.

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."
}
threeDimensionalMovement token

Movement occurs in three dimensions (altitude, depth, or stacking) rather than on a flat plane.

Referencegames.atplay.taxonomy.mechanic#threeDimensionalMovement

Tokens have no data representation. Use the reference string as a value.

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."
}
tilePlacement token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
trackMovement token

Pieces move along linear tracks used to record scores, rounds, or other progress indicators.

Referencegames.atplay.taxonomy.mechanic#trackMovement

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Track Movement",
  "description": "Pieces move along linear tracks used to record scores, rounds, or other progress indicators."
}
trading token

Players exchange resources, goods, or cards with each other through free or structured trades.

Referencegames.atplay.taxonomy.mechanic#trading

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Trading",
  "description": "Players exchange resources, goods, or cards with each other through free or structured trades."
}
traitorGame token

One or more players have secretly been assigned to sabotage a nominally cooperative group.

Referencegames.atplay.taxonomy.mechanic#traitorGame

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Traitor Game",
  "description": "One or more players have secretly been assigned to sabotage a nominally cooperative group."
}
trickTaking token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
tugOfWar token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
turnOrderAuction token

Players bid each round to decide the order in which they will take their turns.

Referencegames.atplay.taxonomy.mechanic#turnOrderAuction

Tokens have no data representation. Use the reference string as a value.

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."
}
turnOrderClaimAction token

Taking a particular action automatically determines or shifts your position in the next turn's order.

Referencegames.atplay.taxonomy.mechanic#turnOrderClaimAction

Tokens have no data representation. Use the reference string as a value.

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."
}
turnOrderPassOrder token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
turnOrderProgressive token

Turn order advances by one seat each round, giving every player a chance at each position.

Referencegames.atplay.taxonomy.mechanic#turnOrderProgressive

Tokens have no data representation. Use the reference string as a value.

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."
}
turnOrderRandom token

Turn order each round is determined randomly rather than by a fixed rule.

Referencegames.atplay.taxonomy.mechanic#turnOrderRandom

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Turn Order: Random",
  "description": "Turn order each round is determined randomly rather than by a fixed rule."
}
turnOrderRoleOrder token

Turn order is dictated by the roles players have chosen or been assigned.

Referencegames.atplay.taxonomy.mechanic#turnOrderRoleOrder

Tokens have no data representation. Use the reference string as a value.

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."
}
turnOrderStatBased token

Turn order is determined by comparing a specific player stat or resource, often changing as that stat shifts.

Referencegames.atplay.taxonomy.mechanic#turnOrderStatBased

Tokens have no data representation. Use the reference string as a value.

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."
}
turnOrderTimeTrack token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
variablePhaseOrder token

The order of phases within a round is not fixed and may change based on player choices or events.

Referencegames.atplay.taxonomy.mechanic#variablePhaseOrder

Tokens have no data representation. Use the reference string as a value.

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."
}
variablePlayerPowers token

Each player has a unique ability, faction, or rules variant, giving them asymmetric capabilities.

Referencegames.atplay.taxonomy.mechanic#variablePlayerPowers

Tokens have no data representation. Use the reference string as a value.

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."
}
variableSetUp token

Initial conditions (tiles, resources, goals) change from game to game to produce different starting positions.

Referencegames.atplay.taxonomy.mechanic#variableSetUp

Tokens have no data representation. Use the reference string as a value.

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."
}
victoryPointsAsAResource token

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

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "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."
}
voting token

Players vote to decide an outcome, often resolving ties or choosing among presented options.

Referencegames.atplay.taxonomy.mechanic#voting

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Voting",
  "description": "Players vote to decide an outcome, often resolving ties or choosing among presented options."
}
workerPlacement token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
workerPlacementDifferentWorkerTypes token

Worker placement where workers come in distinct types, each able to claim different kinds of action spaces.

Referencegames.atplay.taxonomy.mechanic#workerPlacementDifferentWorkerTypes

Tokens have no data representation. Use the reference string as a value.

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."
}
workerPlacementWithDiceWorkers token

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

Tokens have no data representation. Use the reference string as a value.

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."
}
zoneOfControl token

Pieces project influence into adjacent spaces, restricting how enemy pieces may move through or near them.

Referencegames.atplay.taxonomy.mechanic#zoneOfControl

Tokens have no data representation. Use the reference string as a value.

View raw schema
{
  "type": "token",
  "name:en": "Zone of Control",
  "description": "Pieces project influence into adjacent spaces, restricting how enemy pieces may move through or near them."
}

Lexicon Garden

@