# games.atplay.taxonomy.mechanic

> Published by [atplay.games](https://lexicon.garden/identity/did:plc:xawtkr77srkxlwhxjf7whbml)

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## Definitions

### `games.atplay.taxonomy.mechanic#bias`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#race`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#tags`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#bingo`

**Type**: `token`

Players mark off matching values on personal cards as they are drawn or called, racing to complete a winning pattern.

Players mark off matching values on personal cards as they are drawn or called, racing to complete a winning pattern.

### `games.atplay.taxonomy.mechanic#loans`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#acting`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#events`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#follow`

**Type**: `token`

When one player takes an action, others may pay to follow and take a weaker version of the same action out of turn.

When one player takes an action, others may pay to follow and take a weaker version of the same action out of turn.

### `games.atplay.taxonomy.mechanic#income`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#market`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#memory`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#rondel`

**Type**: `token`

Actions are laid out in a circular track; players move a marker around it, paying more to reach actions further ahead.

Actions are laid out in a circular track; players move a marker around it, paying more to reach actions further ahead.

### `games.atplay.taxonomy.mechanic#voting`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#bribery`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#drawing`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#mancala`

**Type**: `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.

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.

### `games.atplay.taxonomy.mechanic#singing`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#trading`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#chaining`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#flicking`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#layering`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#matching`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#ordering`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#realTime`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#spelling`

**Type**: `token`

Players form words by arranging letters as a core mechanic.

Players form words by arranging letters as a core mechanic.

### `games.atplay.taxonomy.mechanic#takeThat`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#tugOfWar`

**Type**: `token`

A single marker slides along a track between two sides, with each side trying to drag it toward their end.

A single marker slides along a track between two sides, with each side trying to drag it toward their end.

### `games.atplay.taxonomy.mechanic#alliances`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#contracts`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#cubeTower`

**Type**: `token`

Cubes representing units are dropped into a tower; only the cubes that fall through are resolved, with others held back for later.

Cubes representing units are dropped into a tower; only the cubes that fall through are resolved, with others held back for later.

### `games.atplay.taxonomy.mechanic#deduction`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#enclosure`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#hotPotato`

**Type**: `token`

A dangerous item or effect is passed rapidly among players, and whoever holds it when it triggers suffers the consequence.

A dangerous item or effect is passed rapidly among players, and whoever holds it when it triggers suffers the consequence.

### `games.atplay.taxonomy.mechanic#induction`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#killSteal`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#loseATurn`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#ownership`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#slidePush`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#interrupts`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#investment`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#legacyGame`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#simulation`

**Type**: `token`

The game models a real-world system (historical, scientific, economic) with rules that attempt to reflect how it actually behaves.

The game models a real-world system (historical, scientific, economic) with rules that attempt to reflect how it actually behaves.

### `games.atplay.taxonomy.mechanic#squareGrid`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#actionEvent`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#actionQueue`

**Type**: `token`

Players line up a sequence of actions in advance and then execute them in order, often committing before seeing how the situation develops.

Players line up a sequence of actions in advance and then execute them in order, often committing before seeing how the situation develops.

### `games.atplay.taxonomy.mechanic#actionTimer`

**Type**: `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.

An action is only valid for a limited real-time window, forcing quick decisions or delayed effects tied to a clock or sand-timer.

### `games.atplay.taxonomy.mechanic#areaImpulse`

**Type**: `token`

Players alternate activating single areas or groups instead of moving everything at once, producing an interleaved, reactive flow of play.

Players alternate activating single areas or groups instead of moving everything at once, producing an interleaved, reactive flow of play.

### `games.atplay.taxonomy.mechanic#connections`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#diceRolling`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#hexagonGrid`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#hiddenRoles`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#lineDrawing`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#lineOfSight`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#mapAddition`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#negotiation`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#piecesAsMap`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#playerJudge`

**Type**: `token`

One player acts as a judge who chooses a winning submission from the others, with the judge role rotating between rounds.

One player acts as a judge who chooses a winning submission from the others, with the judge role rotating between rounds.

### `games.atplay.taxonomy.mechanic#rolePlaying`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#traitorGame`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#trickTaking`

**Type**: `token`

Players each contribute one card to a trick and the highest or best-matching card wins, typically with a suit-led structure.

Players each contribute one card to a trick and the highest or best-matching card wins, typically with a suit-led structure.

### `games.atplay.taxonomy.mechanic#actionPoints`

**Type**: `token`

On their turn, a player spends a budget of points among a menu of possible actions, each with its own cost.

On their turn, a player spends a budget of points among a menu of possible actions, each with its own cost.

### `games.atplay.taxonomy.mechanic#areaMovement`

**Type**: `token`

The board is divided into irregular areas and pieces move between adjacent areas rather than along a fixed grid or path.

The board is divided into irregular areas and pieces move between adjacent areas rather than along a fixed grid or path.

### `games.atplay.taxonomy.mechanic#auctionDutch`

**Type**: `token`

The asking price starts high and ticks down until a player accepts it; the first to accept wins at the current price.

The asking price starts high and ticks down until a player accepts it; the first to accept wins at the current price.

### `games.atplay.taxonomy.mechanic#bidsAsWagers`

**Type**: `token`

Bids also function as wagers on success: players stake resources on their ability to achieve something and win or lose the stake accordingly.

Bids also function as wagers on success: players stake resources on their ability to achieve something and win or lose the stake accordingly.

### `games.atplay.taxonomy.mechanic#commandCards`

**Type**: `token`

A hand of cards dictates what units, regions, or sections of the board a player may command on a given turn.

A hand of cards dictates what units, regions, or sections of the board a player may command on a given turn.

### `games.atplay.taxonomy.mechanic#finaleEnding`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#gridCoverage`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#gridMovement`

**Type**: `token`

Pieces move from cell to cell on a regular grid.

Pieces move from cell to cell on a regular grid.

### `games.atplay.taxonomy.mechanic#mapReduction`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#modularBoard`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#multipleMaps`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#openDrafting`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#pushYourLuck`

**Type**: `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.

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.

### `games.atplay.taxonomy.mechanic#stockHolding`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#storytelling`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#iCutYouChoose`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#kingOfTheHill`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#multiUseCards`

**Type**: `token`

Cards can be played for more than one effect (e.g. resource, action, or worker), forcing meaningful tradeoffs on every play.

Cards can be played for more than one effect (e.g. resource, action, or worker), forcing meaningful tradeoffs on every play.

### `games.atplay.taxonomy.mechanic#neighborScope`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#orderCounters`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#predictiveBid`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#resourceQueue`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#setCollection`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#speedMatching`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#staticCapture`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#targetedClues`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#teamBasedGame`

**Type**: `token`

Players are organized into formal teams that win or lose together, typically with team-specific rules for communication or scoring.

Players are organized into formal teams that win or lose together, typically with team-specific rules for communication or scoring.

### `games.atplay.taxonomy.mechanic#tilePlacement`

**Type**: `token`

Players add tiles to the board during play, building the game area as they go and scoring based on placement.

Players add tiles to the board during play, building the game area as they go and scoring based on placement.

### `games.atplay.taxonomy.mechanic#trackMovement`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#variableSetUp`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#zoneOfControl`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#actionDrafting`

**Type**: `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.

Players pick actions from a shared, limited pool; once an action is taken it may become unavailable or more expensive for the next player.

### `games.atplay.taxonomy.mechanic#advantageToken`

**Type**: `token`

A single movable token confers a benefit (extra action, priority, bonus) and passes from player to player under defined rules.

A single movable token confers a benefit (extra action, priority, bonus) and passes from player to player under defined rules.

### `games.atplay.taxonomy.mechanic#auctionBidding`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#auctionEnglish`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#catchTheLeader`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#chitPullSystem`

**Type**: `token`

Chits, tiles, or markers are drawn from a cup to determine what activates, injecting fog-of-war into activation order.

Chits, tiles, or markers are drawn from a cup to determine what activates, injecting fog-of-war into activation order.

### `games.atplay.taxonomy.mechanic#closedDrafting`

**Type**: `token`

Players draft cards from a hand that is then passed face-down to the next player, so choices are made privately.

Players draft cards from a hand that is then passed face-down to the next player, so choices are made privately.

### `games.atplay.taxonomy.mechanic#endGameBonuses`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#handManagement`

**Type**: `token`

Success depends on how a player plays, holds, and sequences the cards in their hand, where order and timing matter.

Success depends on how a player plays, holds, and sequences the cards in their hand, where order and timing matter.

### `games.atplay.taxonomy.mechanic#hiddenMovement`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#ladderClimbing`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#mapDeformation`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#movementPoints`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#paperAndPencil`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#resourceToMove`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#actionRetrieval`

**Type**: `token`

Actions (often cards) become spent or exhausted when used and must be deliberately recovered later before they can be used again.

Actions (often cards) become spent or exhausted when used and must be deliberately recovered later before they can be used again.

### `games.atplay.taxonomy.mechanic#cooperativeGame`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#delayedPurchase`

**Type**: `token`

Items are paid for now but received later, forcing players to plan ahead without immediate access to what they bought.

Items are paid for now but received later, forcing players to plan ahead without immediate access to what they bought.

### `games.atplay.taxonomy.mechanic#forceCommitment`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#impulseMovement`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#moveThroughDeck`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#patternBuilding`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#patternMovement`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#physicalRemoval`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#rollSpinAndMove`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#singleLoserGame`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#turnOrderRandom`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#workerPlacement`

**Type**: `token`

Players place limited worker tokens on action spaces to claim those actions; each space is typically usable by only one player per round.

Players place limited worker tokens on action spaces to claim those actions; each space is typically usable by only one player per round.

### `games.atplay.taxonomy.mechanic#auctionDexterity`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#auctionSealedBid`

**Type**: `token`

Players secretly commit to bids that are revealed simultaneously, so no one can react to what others offered.

Players secretly commit to bids that are revealed simultaneously, so no one can react to what others offered.

### `games.atplay.taxonomy.mechanic#crayonRailSystem`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#deckConstruction`

**Type**: `token`

Each player builds a personal deck of cards from a collection before play begins, then uses that deck during the game.

Each player builds a personal deck of cards from a collection before play begins, then uses that deck during the game.

### `games.atplay.taxonomy.mechanic#movementTemplate`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#pickUpAndDeliver`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#prisonersDilemma`

**Type**: `token`

Players simultaneously choose to cooperate or defect, with payoffs structured so that mutual cooperation is collectively best but individually tempting to betray.

Players simultaneously choose to cooperate or defect, with payoffs structured so that mutual cooperation is collectively best but individually tempting to betray.

### `games.atplay.taxonomy.mechanic#randomProduction`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#relativeMovement`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#turnOrderAuction`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#auctionOnceAround`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#dieIconResolution`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#minimapResolution`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#passedActionToken`

**Type**: `token`

A token passes to another player each time an action is taken, changing who has priority or access to a power.

A token passes to another player each time an action is taken, changing who has priority or access to a power.

### `games.atplay.taxonomy.mechanic#playerElimination`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#rockPaperScissors`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#scoreAndResetGame`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#selectionOrderBid`

**Type**: `token`

Players bid not for a specific item but for the right to pick first (or in a chosen position) from the offered items.

Players bid not for a specific item but for the right to pick first (or in a chosen position) from the offered items.

### `games.atplay.taxonomy.mechanic#soloSolitaireGame`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#suddenDeathEnding`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#auctionMultipleLot`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#bettingAndBluffing`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#constrainedBidding`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#meldingAndSplaying`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#patternRecognition`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#programmedMovement`

**Type**: `token`

Players secretly program a sequence of moves in advance and then execute it, often with humorous or chaotic results when plans collide.

Players secretly program a sequence of moves in advance and then execute it, often with humorous or chaotic results when plans collide.

### `games.atplay.taxonomy.mechanic#turnOrderPassOrder`

**Type**: `token`

The order of turns in the next round is set by the order in which players passed in the current round.

The order of turns in the next round is set by the order in which players passed in the current round.

### `games.atplay.taxonomy.mechanic#turnOrderRoleOrder`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#turnOrderStatBased`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#turnOrderTimeTrack`

**Type**: `token`

Turn order is governed by positions on a time track: whoever is furthest behind acts next, with actions costing variable amounts of time.

Turn order is governed by positions on a time track: whoever is furthest behind acts next, with actions costing variable amounts of time.

### `games.atplay.taxonomy.mechanic#variablePhaseOrder`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#auctionCompensation`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#communicationLimits`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#hiddenVictoryPoints`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#measurementMovement`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#movingMultipleUnits`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#questionsAndAnswers`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#reRollingAndLocking`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#semiCooperativeGame`

**Type**: `token`

Players cooperate against the game but ultimately have individual objectives, so only some or one may win even when the team succeeds.

Players cooperate against the game but ultimately have individual objectives, so only some or one may win even when the team succeeds.

### `games.atplay.taxonomy.mechanic#statCheckResolution`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#techTreesTechTracks`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#auctionDutchPriority`

**Type**: `token`

A Dutch-style descending auction variant where player priority or turn order determines who may accept a falling price first.

A Dutch-style descending auction variant where player priority or turn order determines who may accept a falling price first.

### `games.atplay.taxonomy.mechanic#closedEconomyAuction`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#commoditySpeculation`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#highestLowestScoring`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#oncePerGameAbilities`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#pointToPointMovement`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#secretUnitDeployment`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#stackingAndBalancing`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#turnOrderClaimAction`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#turnOrderProgressive`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#variablePlayerPowers`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#areaMajorityInfluence`

**Type**: `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.

Players compete to have the most presence in defined regions, and scoring is based on relative majorities in each region rather than exclusive control.

### `games.atplay.taxonomy.mechanic#auctionFixedPlacement`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#differentDiceMovement`

**Type**: `token`

Players roll different dice (size or type) depending on the unit or situation, tying movement or action range to the die type.

Players roll different dice (size or type) depending on the unit or situation, tying movement or action range to the die type.

### `games.atplay.taxonomy.mechanic#elapsedRealTimeEnding`

**Type**: `token`

The game ends when a real-world timer runs out rather than at a specific turn or game-state condition.

The game ends when a real-world timer runs out rather than at a specific turn or game-state condition.

### `games.atplay.taxonomy.mechanic#deckBagAndPoolBuilding`

**Type**: `token`

Players acquire cards, tokens, or dice mid-game that join their personal deck/bag/pool, gradually reshaping the draws they make each turn.

Players acquire cards, tokens, or dice mid-game that join their personal deck/bag/pool, gradually reshaping the draws they make each turn.

### `games.atplay.taxonomy.mechanic#automaticResourceGrowth`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#criticalHitsAndFailures`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#networkAndRouteBuilding`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#ratioCombatResultsTable`

**Type**: `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.

Combat outcomes are looked up on a results table indexed by the ratio of attacker to defender strength, often modified by a die roll.

### `games.atplay.taxonomy.mechanic#campaignBattleCardDriven`

**Type**: `token`

Activation, movement, and events are driven by playing cards from a limited hand, coupling strategic plans to the cards you happen to hold.

Activation, movement, and events are driven by playing cards from a limited hand, coupling strategic plans to the cards you happen to hold.

### `games.atplay.taxonomy.mechanic#narrativeChoiceParagraph`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#threeDimensionalMovement`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#victoryPointsAsAResource`

**Type**: `token`

Victory points can also be spent as a currency to buy effects, creating hard tradeoffs between spending and keeping them.

Victory points can also be spent as a currency to buy effects, creating hard tradeoffs between spending and keeping them.

### `games.atplay.taxonomy.mechanic#auctionTurnOrderUntilPass`

**Type**: `token`

Players bid in strict turn order and a pass eliminates that player from the auction; the last remaining bidder wins.

Players bid in strict turn order and a pass eliminates that player from the auction; the last remaining bidder wins.

### `games.atplay.taxonomy.mechanic#cardPlayConflictResolution`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#scenarioMissionCampaignGame`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#simultaneousActionSelection`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#rolesWithAsymmetricInformation`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#workerPlacementWithDiceWorkers`

**Type**: `token`

Worker placement where the workers are dice, and the die face affects which spaces they can occupy or how effective they are.

Worker placement where the workers are dice, and the die face affects which spaces they can occupy or how effective they are.

### `games.atplay.taxonomy.mechanic#increaseValueOfUnchosenResources`

**Type**: `token`

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

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

### `games.atplay.taxonomy.mechanic#workerPlacementDifferentWorkerTypes`

**Type**: `token`

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

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

## Raw Schema

```json
{
  "id": "games.atplay.taxonomy.mechanic",
  "defs": {
    "bias": {
      "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."
    },
    "race": {
      "type": "token",
      "name:en": "Race",
      "description": "Players compete to be first to reach a physical or metaphorical finish line."
    },
    "tags": {
      "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."
    },
    "bingo": {
      "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."
    },
    "loans": {
      "type": "token",
      "name:en": "Loans",
      "description": "Players can borrow money now at the cost of interest or penalties later."
    },
    "acting": {
      "type": "token",
      "name:en": "Acting",
      "description": "Players physically act out, mime, or perform something so that others can guess or judge it."
    },
    "events": {
      "type": "token",
      "name:en": "Events",
      "description": "Scheduled or triggered happenings interrupt normal play and impose effects on one or more players."
    },
    "follow": {
      "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."
    },
    "income": {
      "type": "token",
      "name:en": "Income",
      "description": "Players receive a regular payment of resources or currency at set intervals."
    },
    "market": {
      "type": "token",
      "name:en": "Market",
      "description": "A shared marketplace of goods or cards is available for purchase, with the offering refreshing over time."
    },
    "memory": {
      "type": "token",
      "name:en": "Memory",
      "description": "Players must remember information that was once visible but is now hidden, with better recall providing an advantage."
    },
    "rondel": {
      "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."
    },
    "voting": {
      "type": "token",
      "name:en": "Voting",
      "description": "Players vote to decide an outcome, often resolving ties or choosing among presented options."
    },
    "bribery": {
      "type": "token",
      "name:en": "Bribery",
      "description": "Players can pay other players or neutral parties to influence decisions, outcomes, or turn resolution."
    },
    "drawing": {
      "type": "token",
      "name:en": "Drawing",
      "description": "Players sketch or draw pictures as a core part of play, often for others to interpret or guess."
    },
    "mancala": {
      "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."
    },
    "singing": {
      "type": "token",
      "name:en": "Singing",
      "description": "Players sing as part of play, whether to identify songs, perform prompts, or compete directly."
    },
    "trading": {
      "type": "token",
      "name:en": "Trading",
      "description": "Players exchange resources, goods, or cards with each other through free or structured trades."
    },
    "chaining": {
      "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."
    },
    "flicking": {
      "type": "token",
      "name:en": "Flicking",
      "description": "Players physically flick pieces across the play surface to move, attack, or score."
    },
    "layering": {
      "type": "token",
      "name:en": "Layering",
      "description": "Pieces or tiles are stacked on top of each other during play, and the visible top determines state."
    },
    "matching": {
      "type": "token",
      "name:en": "Matching",
      "description": "Players pair items, cards, or symbols to score or trigger effects."
    },
    "ordering": {
      "type": "token",
      "name:en": "Ordering",
      "description": "Players arrange items, events, or values into the correct sequence as part of scoring or succeeding."
    },
    "realTime": {
      "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."
    },
    "spelling": {
      "type": "token",
      "name:en": "Spelling",
      "description": "Players form words by arranging letters as a core mechanic."
    },
    "takeThat": {
      "type": "token",
      "name:en": "Take That",
      "description": "Players can directly attack or hinder specific opponents through targeted effects."
    },
    "tugOfWar": {
      "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."
    },
    "alliances": {
      "type": "token",
      "name:en": "Alliances",
      "description": "Players form temporary or binding partnerships, cooperating with some opponents while competing with others."
    },
    "contracts": {
      "type": "token",
      "name:en": "Contracts",
      "description": "Players fulfil public or private contracts for goods, deliveries, or goals to earn rewards."
    },
    "cubeTower": {
      "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."
    },
    "deduction": {
      "type": "token",
      "name:en": "Deduction",
      "description": "Players use logical reasoning about partial or hidden information to narrow down secret answers."
    },
    "enclosure": {
      "type": "token",
      "name:en": "Enclosure",
      "description": "Players claim territory by surrounding regions with their own pieces, scoring based on what they enclose."
    },
    "hotPotato": {
      "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."
    },
    "induction": {
      "type": "token",
      "name:en": "Induction",
      "description": "Players work from specific observations toward general rules, inferring hidden patterns from revealed examples."
    },
    "killSteal": {
      "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."
    },
    "loseATurn": {
      "type": "token",
      "name:en": "Lose a Turn",
      "description": "Certain outcomes cause a player to skip their next turn entirely."
    },
    "ownership": {
      "type": "token",
      "name:en": "Ownership",
      "description": "Properties or areas have owners who gain benefits (rent, income, control) whenever others interact with them."
    },
    "slidePush": {
      "type": "token",
      "name:en": "Slide / Push",
      "description": "Adding a piece can slide or push adjacent pieces along a row, column, or path."
    },
    "interrupts": {
      "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": {
      "type": "token",
      "name:en": "Investment",
      "description": "Players commit resources into entities that yield increasing returns over time."
    },
    "legacyGame": {
      "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."
    },
    "simulation": {
      "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."
    },
    "squareGrid": {
      "type": "token",
      "name:en": "Square Grid",
      "description": "Uses a square grid as its board, for movement or adjacency."
    },
    "actionEvent": {
      "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."
    },
    "actionQueue": {
      "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."
    },
    "actionTimer": {
      "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."
    },
    "areaImpulse": {
      "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."
    },
    "connections": {
      "type": "token",
      "name:en": "Connections",
      "description": "Players score or win by linking points on a board into continuous connected networks."
    },
    "diceRolling": {
      "type": "token",
      "name:en": "Dice Rolling",
      "description": "Dice are rolled to produce random outcomes that drive actions, combat, or events."
    },
    "hexagonGrid": {
      "type": "token",
      "name:en": "Hexagon Grid",
      "description": "Uses a hexagonal grid as its board, giving each cell six equal neighbours."
    },
    "hiddenRoles": {
      "type": "token",
      "name:en": "Hidden Roles",
      "description": "Players are secretly assigned allegiances or identities that influence their objectives and alliances."
    },
    "lineDrawing": {
      "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": {
      "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."
    },
    "mapAddition": {
      "type": "token",
      "name:en": "Map Addition",
      "description": "New areas or tiles are added to the map as the game progresses, expanding the playable space."
    },
    "negotiation": {
      "type": "token",
      "name:en": "Negotiation",
      "description": "Players openly discuss and bargain with each other over trades, alliances, or actions."
    },
    "piecesAsMap": {
      "type": "token",
      "name:en": "Pieces as Map",
      "description": "Game pieces themselves form the map: their positions and adjacencies constitute the terrain."
    },
    "playerJudge": {
      "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."
    },
    "rolePlaying": {
      "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."
    },
    "traitorGame": {
      "type": "token",
      "name:en": "Traitor Game",
      "description": "One or more players have secretly been assigned to sabotage a nominally cooperative group."
    },
    "trickTaking": {
      "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."
    },
    "actionPoints": {
      "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."
    },
    "areaMovement": {
      "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."
    },
    "auctionDutch": {
      "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."
    },
    "bidsAsWagers": {
      "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."
    },
    "commandCards": {
      "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."
    },
    "finaleEnding": {
      "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."
    },
    "gridCoverage": {
      "type": "token",
      "name:en": "Grid Coverage",
      "description": "Players compete to cover cells on a grid with their pieces, scoring based on coverage patterns."
    },
    "gridMovement": {
      "type": "token",
      "name:en": "Grid Movement",
      "description": "Pieces move from cell to cell on a regular grid."
    },
    "mapReduction": {
      "type": "token",
      "name:en": "Map Reduction",
      "description": "The playable area shrinks over time, removing options and squeezing players together."
    },
    "modularBoard": {
      "type": "token",
      "name:en": "Modular Board",
      "description": "The board is assembled from interchangeable tiles or modules, producing a different layout each game."
    },
    "multipleMaps": {
      "type": "token",
      "name:en": "Multiple Maps",
      "description": "Play spans more than one map or board, and positions on one may affect the others."
    },
    "openDrafting": {
      "type": "token",
      "name:en": "Open Drafting",
      "description": "Players pick from a public display of available cards or items, with each choice visible to everyone."
    },
    "pushYourLuck": {
      "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."
    },
    "stockHolding": {
      "type": "token",
      "name:en": "Stock Holding",
      "description": "Players buy and sell shares in companies or factions whose value changes during play."
    },
    "storytelling": {
      "type": "token",
      "name:en": "Storytelling",
      "description": "Players invent or extend narratives as a core activity, with the story itself being much of the point."
    },
    "iCutYouChoose": {
      "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."
    },
    "kingOfTheHill": {
      "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."
    },
    "multiUseCards": {
      "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."
    },
    "neighborScope": {
      "type": "token",
      "name:en": "Neighbor Scope",
      "description": "Interactions are restricted to adjacent players at the table rather than affecting everyone equally."
    },
    "orderCounters": {
      "type": "token",
      "name:en": "Order Counters",
      "description": "Players place face-down counters assigning orders to units, revealed and executed in a later phase."
    },
    "predictiveBid": {
      "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."
    },
    "resourceQueue": {
      "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."
    },
    "setCollection": {
      "type": "token",
      "name:en": "Set Collection",
      "description": "Players score by gathering specific combinations of items, cards, or tokens."
    },
    "speedMatching": {
      "type": "token",
      "name:en": "Speed Matching",
      "description": "Players race to find matching items, cards, or symbols as quickly as possible."
    },
    "staticCapture": {
      "type": "token",
      "name:en": "Static Capture",
      "description": "Pieces are captured based on static board conditions (such as being surrounded) rather than through active attacks."
    },
    "targetedClues": {
      "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": {
      "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."
    },
    "tilePlacement": {
      "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": {
      "type": "token",
      "name:en": "Track Movement",
      "description": "Pieces move along linear tracks used to record scores, rounds, or other progress indicators."
    },
    "variableSetUp": {
      "type": "token",
      "name:en": "Variable Set-up",
      "description": "Initial conditions (tiles, resources, goals) change from game to game to produce different starting positions."
    },
    "zoneOfControl": {
      "type": "token",
      "name:en": "Zone of Control",
      "description": "Pieces project influence into adjacent spaces, restricting how enemy pieces may move through or near them."
    },
    "actionDrafting": {
      "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."
    },
    "advantageToken": {
      "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."
    },
    "auctionBidding": {
      "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."
    },
    "auctionEnglish": {
      "type": "token",
      "name:en": "Auction: English",
      "description": "Bids rise openly and competitively; the highest bid when no one raises further wins the lot."
    },
    "catchTheLeader": {
      "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."
    },
    "chitPullSystem": {
      "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": {
      "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."
    },
    "endGameBonuses": {
      "type": "token",
      "name:en": "End Game Bonuses",
      "description": "Additional scoring is awarded during final scoring based on sets, goals, or patterns players have built."
    },
    "handManagement": {
      "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."
    },
    "hiddenMovement": {
      "type": "token",
      "name:en": "Hidden Movement",
      "description": "One or more players' positions or movements are hidden from others, who must deduce where they are."
    },
    "ladderClimbing": {
      "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."
    },
    "mapDeformation": {
      "type": "token",
      "name:en": "Map Deformation",
      "description": "The shape or connectivity of the map changes during play, altering distances, adjacencies, or possible routes."
    },
    "movementPoints": {
      "type": "token",
      "name:en": "Movement Points",
      "description": "Pieces have a movement budget they spend to enter spaces, with different terrain costing different amounts."
    },
    "paperAndPencil": {
      "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."
    },
    "resourceToMove": {
      "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."
    },
    "actionRetrieval": {
      "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."
    },
    "cooperativeGame": {
      "type": "token",
      "name:en": "Cooperative Game",
      "description": "All players play as a team against the game itself and either win together or lose together."
    },
    "delayedPurchase": {
      "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."
    },
    "forceCommitment": {
      "type": "token",
      "name:en": "Force Commitment",
      "description": "Players must commit forces or resources in advance, unable to reallocate once combat or resolution begins."
    },
    "impulseMovement": {
      "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."
    },
    "moveThroughDeck": {
      "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."
    },
    "patternBuilding": {
      "type": "token",
      "name:en": "Pattern Building",
      "description": "Players arrange pieces or cards to form specific patterns or shapes, usually for scoring."
    },
    "patternMovement": {
      "type": "token",
      "name:en": "Pattern Movement",
      "description": "Movement follows specific geometric patterns (L-shape, straight lines, etc.) as in chess-like games."
    },
    "physicalRemoval": {
      "type": "token",
      "name:en": "Physical Removal",
      "description": "Pieces are physically removed from the play area through actions like knocking, flicking, or lifting."
    },
    "rollSpinAndMove": {
      "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."
    },
    "singleLoserGame": {
      "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."
    },
    "turnOrderRandom": {
      "type": "token",
      "name:en": "Turn Order: Random",
      "description": "Turn order each round is determined randomly rather than by a fixed rule."
    },
    "workerPlacement": {
      "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."
    },
    "auctionDexterity": {
      "type": "token",
      "name:en": "Auction: Dexterity",
      "description": "Bidding is resolved through a physical skill challenge rather than pure numerical offers."
    },
    "auctionSealedBid": {
      "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."
    },
    "crayonRailSystem": {
      "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."
    },
    "deckConstruction": {
      "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."
    },
    "movementTemplate": {
      "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."
    },
    "pickUpAndDeliver": {
      "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."
    },
    "prisonersDilemma": {
      "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."
    },
    "randomProduction": {
      "type": "token",
      "name:en": "Random Production",
      "description": "Resource production each round is determined randomly, making planning probabilistic."
    },
    "relativeMovement": {
      "type": "token",
      "name:en": "Relative Movement",
      "description": "Movement is tracked relative to other pieces or frames of reference rather than on absolute board coordinates."
    },
    "turnOrderAuction": {
      "type": "token",
      "name:en": "Turn Order: Auction",
      "description": "Players bid each round to decide the order in which they will take their turns."
    },
    "auctionOnceAround": {
      "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."
    },
    "dieIconResolution": {
      "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."
    },
    "minimapResolution": {
      "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."
    },
    "passedActionToken": {
      "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."
    },
    "playerElimination": {
      "type": "token",
      "name:en": "Player Elimination",
      "description": "Players can be knocked out of the game before it ends, leaving the remaining players to continue."
    },
    "rockPaperScissors": {
      "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."
    },
    "scoreAndResetGame": {
      "type": "token",
      "name:en": "Score-and-Reset Game",
      "description": "The game periodically scores progress and then resets components while scores persist across rounds."
    },
    "selectionOrderBid": {
      "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."
    },
    "soloSolitaireGame": {
      "type": "token",
      "name:en": "Solo / Solitaire Game",
      "description": "The game supports or is designed for a single player versus the game system."
    },
    "suddenDeathEnding": {
      "type": "token",
      "name:en": "Sudden Death Ending",
      "description": "A specific triggering event abruptly ends the game, potentially mid-round."
    },
    "auctionMultipleLot": {
      "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."
    },
    "bettingAndBluffing": {
      "type": "token",
      "name:en": "Betting and Bluffing",
      "description": "Players wager based on uncertain or hidden information, leaning on misdirection and reading opponents to succeed."
    },
    "constrainedBidding": {
      "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."
    },
    "meldingAndSplaying": {
      "type": "token",
      "name:en": "Melding and Splaying",
      "description": "Cards are arranged in overlapping stacks where the direction of overlap reveals different information or abilities."
    },
    "patternRecognition": {
      "type": "token",
      "name:en": "Pattern Recognition",
      "description": "Players must quickly spot matching patterns, shapes, or arrangements within a shared display."
    },
    "programmedMovement": {
      "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."
    },
    "turnOrderPassOrder": {
      "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."
    },
    "turnOrderRoleOrder": {
      "type": "token",
      "name:en": "Turn Order: Role Order",
      "description": "Turn order is dictated by the roles players have chosen or been assigned."
    },
    "turnOrderStatBased": {
      "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": {
      "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": {
      "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."
    },
    "auctionCompensation": {
      "type": "token",
      "name:en": "Auction Compensation",
      "description": "Losing bidders in an auction receive some form of consolation prize, softening the sting of not winning."
    },
    "communicationLimits": {
      "type": "token",
      "name:en": "Communication Limits",
      "description": "Rules restrict what information players may share, often during cooperative play, forcing careful or oblique communication."
    },
    "hiddenVictoryPoints": {
      "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."
    },
    "measurementMovement": {
      "type": "token",
      "name:en": "Measurement Movement",
      "description": "Movement distances are measured physically with rulers or templates rather than counted in grid cells."
    },
    "movingMultipleUnits": {
      "type": "token",
      "name:en": "Moving Multiple Units",
      "description": "A single movement action affects a group of units, letting players efficiently reposition armies or fleets."
    },
    "questionsAndAnswers": {
      "type": "token",
      "name:en": "Questions and Answers",
      "description": "Gameplay revolves around posing and answering questions, typically trivia or prompts."
    },
    "reRollingAndLocking": {
      "type": "token",
      "name:en": "Re-rolling and Locking",
      "description": "Players can reroll some dice while setting others aside, refining results across multiple rolls."
    },
    "semiCooperativeGame": {
      "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."
    },
    "statCheckResolution": {
      "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."
    },
    "techTreesTechTracks": {
      "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."
    },
    "auctionDutchPriority": {
      "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."
    },
    "closedEconomyAuction": {
      "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."
    },
    "commoditySpeculation": {
      "type": "token",
      "name:en": "Commodity Speculation",
      "description": "Players buy and sell goods whose prices fluctuate, attempting to profit by timing the market."
    },
    "highestLowestScoring": {
      "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."
    },
    "oncePerGameAbilities": {
      "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."
    },
    "pointToPointMovement": {
      "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."
    },
    "secretUnitDeployment": {
      "type": "token",
      "name:en": "Secret Unit Deployment",
      "description": "Players secretly place units whose identities or values are hidden from opponents until combat reveals them."
    },
    "stackingAndBalancing": {
      "type": "token",
      "name:en": "Stacking and Balancing",
      "description": "Players physically stack or balance pieces without them falling; physical instability creates tension."
    },
    "turnOrderClaimAction": {
      "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."
    },
    "turnOrderProgressive": {
      "type": "token",
      "name:en": "Turn Order: Progressive",
      "description": "Turn order advances by one seat each round, giving every player a chance at each position."
    },
    "variablePlayerPowers": {
      "type": "token",
      "name:en": "Variable Player Powers",
      "description": "Each player has a unique ability, faction, or rules variant, giving them asymmetric capabilities."
    },
    "areaMajorityInfluence": {
      "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."
    },
    "auctionFixedPlacement": {
      "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."
    },
    "differentDiceMovement": {
      "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."
    },
    "elapsedRealTimeEnding": {
      "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."
    },
    "deckBagAndPoolBuilding": {
      "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."
    },
    "automaticResourceGrowth": {
      "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."
    },
    "criticalHitsAndFailures": {
      "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."
    },
    "networkAndRouteBuilding": {
      "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."
    },
    "ratioCombatResultsTable": {
      "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."
    },
    "campaignBattleCardDriven": {
      "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."
    },
    "narrativeChoiceParagraph": {
      "type": "token",
      "name:en": "Narrative Choice / Paragraph",
      "description": "Players read paragraphs of story text and choose among branching options, shaping the game's narrative."
    },
    "threeDimensionalMovement": {
      "type": "token",
      "name:en": "Three Dimensional Movement",
      "description": "Movement occurs in three dimensions (altitude, depth, or stacking) rather than on a flat plane."
    },
    "victoryPointsAsAResource": {
      "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."
    },
    "auctionTurnOrderUntilPass": {
      "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."
    },
    "cardPlayConflictResolution": {
      "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."
    },
    "scenarioMissionCampaignGame": {
      "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."
    },
    "simultaneousActionSelection": {
      "type": "token",
      "name:en": "Simultaneous Action Selection",
      "description": "All players secretly choose their actions at the same time and reveal them together, rewarding anticipation."
    },
    "rolesWithAsymmetricInformation": {
      "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."
    },
    "workerPlacementWithDiceWorkers": {
      "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."
    },
    "increaseValueOfUnchosenResources": {
      "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."
    },
    "workerPlacementDifferentWorkerTypes": {
      "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."
    }
  },
  "$type": "com.atproto.lexicon.schema",
  "lexicon": 1
}
```
