{"$type":"com.atproto.lexicon.schema","defs":{"acting":{"description":"Players physically act out, mime, or perform something so that others can guess or judge it.","name:en":"Acting","type":"token"},"actionDrafting":{"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.","name:en":"Action Drafting","type":"token"},"actionEvent":{"description":"Cards or tiles trigger one-off events or effects when drawn or played, rather than granting ongoing abilities.","name:en":"Action / Event","type":"token"},"actionPoints":{"description":"On their turn, a player spends a budget of points among a menu of possible actions, each with its own cost.","name:en":"Action Points","type":"token"},"actionQueue":{"description":"Players line up a sequence of actions in advance and then execute them in order, often committing before seeing how the situation develops.","name:en":"Action Queue","type":"token"},"actionRetrieval":{"description":"Actions (often cards) become spent or exhausted when used and must be deliberately recovered later before they can be used again.","name:en":"Action Retrieval","type":"token"},"actionTimer":{"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.","name:en":"Action Timer","type":"token"},"advantageToken":{"description":"A single movable token confers a benefit (extra action, priority, bonus) and passes from player to player under defined rules.","name:en":"Advantage Token","type":"token"},"alliances":{"description":"Players form temporary or binding partnerships, cooperating with some opponents while competing with others.","name:en":"Alliances","type":"token"},"areaImpulse":{"description":"Players alternate activating single areas or groups instead of moving everything at once, producing an interleaved, reactive flow of play.","name:en":"Area-Impulse","type":"token"},"areaMajorityInfluence":{"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.","name:en":"Area Majority / Influence","type":"token"},"areaMovement":{"description":"The board is divided into irregular areas and pieces move between adjacent areas rather than along a fixed grid or path.","name:en":"Area Movement","type":"token"},"auctionBidding":{"description":"Items, advantages, or turn order are allocated by players bidding against each other using currency or other resources.","name:en":"Auction / Bidding","type":"token"},"auctionCompensation":{"description":"Losing bidders in an auction receive some form of consolation prize, softening the sting of not winning.","name:en":"Auction Compensation","type":"token"},"auctionDexterity":{"description":"Bidding is resolved through a physical skill challenge rather than pure numerical offers.","name:en":"Auction: Dexterity","type":"token"},"auctionDutch":{"description":"The asking price starts high and ticks down until a player accepts it; the first to accept wins at the current price.","name:en":"Auction: Dutch","type":"token"},"auctionDutchPriority":{"description":"A Dutch-style descending auction variant where player priority or turn order determines who may accept a falling price first.","name:en":"Auction: Dutch Priority","type":"token"},"auctionEnglish":{"description":"Bids rise openly and competitively; the highest bid when no one raises further wins the lot.","name:en":"Auction: English","type":"token"},"auctionFixedPlacement":{"description":"Players place bidding markers on fixed slots or lots, and each placement commits them at a predetermined price.","name:en":"Auction: Fixed Placement","type":"token"},"auctionMultipleLot":{"description":"Several items are auctioned simultaneously, with players distributing bids across lots rather than focusing on one at a time.","name:en":"Auction: Multiple Lot","type":"token"},"auctionOnceAround":{"description":"Each player gets exactly one opportunity to bid or raise as the auction passes around the table once.","name:en":"Auction: Once Around","type":"token"},"auctionSealedBid":{"description":"Players secretly commit to bids that are revealed simultaneously, so no one can react to what others offered.","name:en":"Auction: Sealed Bid","type":"token"},"auctionTurnOrderUntilPass":{"description":"Players bid in strict turn order and a pass eliminates that player from the auction; the last remaining bidder wins.","name:en":"Auction: Turn Order Until Pass","type":"token"},"automaticResourceGrowth":{"description":"Resources accumulate on the board or on player holdings on a schedule without needing direct actions to produce them.","name:en":"Automatic Resource Growth","type":"token"},"bettingAndBluffing":{"description":"Players wager based on uncertain or hidden information, leaning on misdirection and reading opponents to succeed.","name:en":"Betting and Bluffing","type":"token"},"bias":{"description":"Players are asked to guess or predict how other players will rate or choose, rewarding social awareness and empathy.","name:en":"Bias","type":"token"},"bidsAsWagers":{"description":"Bids also function as wagers on success: players stake resources on their ability to achieve something and win or lose the stake accordingly.","name:en":"Bids As Wagers","type":"token"},"bingo":{"description":"Players mark off matching values on personal cards as they are drawn or called, racing to complete a winning pattern.","name:en":"Bingo","type":"token"},"bribery":{"description":"Players can pay other players or neutral parties to influence decisions, outcomes, or turn resolution.","name:en":"Bribery","type":"token"},"campaignBattleCardDriven":{"description":"Activation, movement, and events are driven by playing cards from a limited hand, coupling strategic plans to the cards you happen to hold.","name:en":"Campaign / Battle Card Driven","type":"token"},"cardPlayConflictResolution":{"description":"Combat or contested outcomes are resolved by simultaneously or sequentially revealing cards rather than rolling dice.","name:en":"Card Play Conflict Resolution","type":"token"},"catchTheLeader":{"description":"Trailing players get advantages, or the leader is penalized, to keep the game tight and the outcome uncertain.","name:en":"Catch the Leader","type":"token"},"chaining":{"description":"Actions or plays trigger additional actions in a chain, letting a well-set-up turn cascade into many effects.","name:en":"Chaining","type":"token"},"chitPullSystem":{"description":"Chits, tiles, or markers are drawn from a cup to determine what activates, injecting fog-of-war into activation order.","name:en":"Chit-Pull System","type":"token"},"closedDrafting":{"description":"Players draft cards from a hand that is then passed face-down to the next player, so choices are made privately.","name:en":"Closed Drafting","type":"token"},"closedEconomyAuction":{"description":"Auction proceeds flow back to the players (not to the bank), keeping the total currency in the system constant.","name:en":"Closed Economy Auction","type":"token"},"commandCards":{"description":"A hand of cards dictates what units, regions, or sections of the board a player may command on a given turn.","name:en":"Command Cards","type":"token"},"commoditySpeculation":{"description":"Players buy and sell goods whose prices fluctuate, attempting to profit by timing the market.","name:en":"Commodity Speculation","type":"token"},"communicationLimits":{"description":"Rules restrict what information players may share, often during cooperative play, forcing careful or oblique communication.","name:en":"Communication Limits","type":"token"},"connections":{"description":"Players score or win by linking points on a board into continuous connected networks.","name:en":"Connections","type":"token"},"constrainedBidding":{"description":"Bids must be formed from limited combinations of tokens or values, restricting exactly what bid amounts are possible.","name:en":"Constrained Bidding","type":"token"},"contracts":{"description":"Players fulfil public or private contracts for goods, deliveries, or goals to earn rewards.","name:en":"Contracts","type":"token"},"cooperativeGame":{"description":"All players play as a team against the game itself and either win together or lose together.","name:en":"Cooperative Game","type":"token"},"crayonRailSystem":{"description":"Players draw rail lines directly on the board with erasable markers, then run trains along what they've drawn.","name:en":"Crayon Rail System","type":"token"},"criticalHitsAndFailures":{"description":"Extreme dice results (typically highest or lowest) produce outsized positive or negative effects beyond the normal scale.","name:en":"Critical Hits and Failures","type":"token"},"cubeTower":{"description":"Cubes representing units are dropped into a tower; only the cubes that fall through are resolved, with others held back for later.","name:en":"Cube Tower","type":"token"},"deckBagAndPoolBuilding":{"description":"Players acquire cards, tokens, or dice mid-game that join their personal deck/bag/pool, gradually reshaping the draws they make each turn.","name:en":"Deck, Bag, and Pool Building","type":"token"},"deckConstruction":{"description":"Each player builds a personal deck of cards from a collection before play begins, then uses that deck during the game.","name:en":"Deck Construction","type":"token"},"deduction":{"description":"Players use logical reasoning about partial or hidden information to narrow down secret answers.","name:en":"Deduction","type":"token"},"delayedPurchase":{"description":"Items are paid for now but received later, forcing players to plan ahead without immediate access to what they bought.","name:en":"Delayed Purchase","type":"token"},"diceRolling":{"description":"Dice are rolled to produce random outcomes that drive actions, combat, or events.","name:en":"Dice Rolling","type":"token"},"dieIconResolution":{"description":"Custom dice display symbols that are interpreted directly as results, rather than numbers that feed into a calculation.","name:en":"Die Icon Resolution","type":"token"},"differentDiceMovement":{"description":"Players roll different dice (size or type) depending on the unit or situation, tying movement or action range to the die type.","name:en":"Different Dice Movement","type":"token"},"drawing":{"description":"Players sketch or draw pictures as a core part of play, often for others to interpret or guess.","name:en":"Drawing","type":"token"},"elapsedRealTimeEnding":{"description":"The game ends when a real-world timer runs out rather than at a specific turn or game-state condition.","name:en":"Elapsed Real Time Ending","type":"token"},"enclosure":{"description":"Players claim territory by surrounding regions with their own pieces, scoring based on what they enclose.","name:en":"Enclosure","type":"token"},"endGameBonuses":{"description":"Additional scoring is awarded during final scoring based on sets, goals, or patterns players have built.","name:en":"End Game Bonuses","type":"token"},"events":{"description":"Scheduled or triggered happenings interrupt normal play and impose effects on one or more players.","name:en":"Events","type":"token"},"finaleEnding":{"description":"The last round (or a clearly demarcated final phase) runs under modified rules to produce a climactic ending.","name:en":"Finale Ending","type":"token"},"flicking":{"description":"Players physically flick pieces across the play surface to move, attack, or score.","name:en":"Flicking","type":"token"},"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.","name:en":"Follow","type":"token"},"forceCommitment":{"description":"Players must commit forces or resources in advance, unable to reallocate once combat or resolution begins.","name:en":"Force Commitment","type":"token"},"gridCoverage":{"description":"Players compete to cover cells on a grid with their pieces, scoring based on coverage patterns.","name:en":"Grid Coverage","type":"token"},"gridMovement":{"description":"Pieces move from cell to cell on a regular grid.","name:en":"Grid Movement","type":"token"},"handManagement":{"description":"Success depends on how a player plays, holds, and sequences the cards in their hand, where order and timing matter.","name:en":"Hand Management","type":"token"},"hexagonGrid":{"description":"Uses a hexagonal grid as its board, giving each cell six equal neighbours.","name:en":"Hexagon Grid","type":"token"},"hiddenMovement":{"description":"One or more players' positions or movements are hidden from others, who must deduce where they are.","name:en":"Hidden Movement","type":"token"},"hiddenRoles":{"description":"Players are secretly assigned allegiances or identities that influence their objectives and alliances.","name:en":"Hidden Roles","type":"token"},"hiddenVictoryPoints":{"description":"Score accumulated during the game is kept secret until final scoring, so the standings are uncertain throughout play.","name:en":"Hidden Victory Points","type":"token"},"highestLowestScoring":{"description":"A player's score is determined by their weakest or strongest category, encouraging balanced development or extreme specialization.","name:en":"Highest-Lowest Scoring","type":"token"},"hotPotato":{"description":"A dangerous item or effect is passed rapidly among players, and whoever holds it when it triggers suffers the consequence.","name:en":"Hot Potato","type":"token"},"iCutYouChoose":{"description":"One player divides a set of items into groups and the other players choose first, incentivizing fair division.","name:en":"I Cut, You Choose","type":"token"},"impulseMovement":{"description":"Activation happens in small alternating bursts rather than full player turns, giving a granular back-and-forth rhythm.","name:en":"Impulse Movement","type":"token"},"income":{"description":"Players receive a regular payment of resources or currency at set intervals.","name:en":"Income","type":"token"},"increaseValueOfUnchosenResources":{"description":"Resources left untaken become more valuable over time, pressuring players away from always grabbing the obvious pick.","name:en":"Increase Value of Unchosen Resources","type":"token"},"induction":{"description":"Players work from specific observations toward general rules, inferring hidden patterns from revealed examples.","name:en":"Induction","type":"token"},"interrupts":{"description":"Players can play cards or use abilities to interject during another player's turn, disrupting or modifying their action.","name:en":"Interrupts","type":"token"},"investment":{"description":"Players commit resources into entities that yield increasing returns over time.","name:en":"Investment","type":"token"},"killSteal":{"description":"The rewards for defeating an enemy go to whoever lands the killing blow rather than being shared among attackers.","name:en":"Kill Steal","type":"token"},"kingOfTheHill":{"description":"Players fight to occupy a single central location, scoring or benefiting from each round they control it.","name:en":"King of the Hill","type":"token"},"ladderClimbing":{"description":"Each play must beat the previous one in rank or combination, as in many trick-based card games.","name:en":"Ladder Climbing","type":"token"},"layering":{"description":"Pieces or tiles are stacked on top of each other during play, and the visible top determines state.","name:en":"Layering","type":"token"},"legacyGame":{"description":"The game permanently changes between sessions (stickers, destroyed cards, new rules) so its state carries forward across plays.","name:en":"Legacy Game","type":"token"},"lineDrawing":{"description":"Players draw lines on the board as their actions, with the lines themselves becoming the relevant game state.","name:en":"Line Drawing","type":"token"},"lineOfSight":{"description":"Targeting or interaction is restricted to pieces that can see each other according to explicit sight rules.","name:en":"Line of Sight","type":"token"},"loans":{"description":"Players can borrow money now at the cost of interest or penalties later.","name:en":"Loans","type":"token"},"loseATurn":{"description":"Certain outcomes cause a player to skip their next turn entirely.","name:en":"Lose a Turn","type":"token"},"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.","name:en":"Mancala","type":"token"},"mapAddition":{"description":"New areas or tiles are added to the map as the game progresses, expanding the playable space.","name:en":"Map Addition","type":"token"},"mapDeformation":{"description":"The shape or connectivity of the map changes during play, altering distances, adjacencies, or possible routes.","name:en":"Map Deformation","type":"token"},"mapReduction":{"description":"The playable area shrinks over time, removing options and squeezing players together.","name:en":"Map Reduction","type":"token"},"market":{"description":"A shared marketplace of goods or cards is available for purchase, with the offering refreshing over time.","name:en":"Market","type":"token"},"matching":{"description":"Players pair items, cards, or symbols to score or trigger effects.","name:en":"Matching","type":"token"},"measurementMovement":{"description":"Movement distances are measured physically with rulers or templates rather than counted in grid cells.","name:en":"Measurement Movement","type":"token"},"meldingAndSplaying":{"description":"Cards are arranged in overlapping stacks where the direction of overlap reveals different information or abilities.","name:en":"Melding and Splaying","type":"token"},"memory":{"description":"Players must remember information that was once visible but is now hidden, with better recall providing an advantage.","name:en":"Memory","type":"token"},"minimapResolution":{"description":"Battles or encounters are resolved on a separate, smaller tactical board rather than directly on the main map.","name:en":"Minimap Resolution","type":"token"},"modularBoard":{"description":"The board is assembled from interchangeable tiles or modules, producing a different layout each game.","name:en":"Modular Board","type":"token"},"moveThroughDeck":{"description":"Players progress by advancing through a deck of cards, experiencing each card in order as a form of movement.","name:en":"Move Through Deck","type":"token"},"movementPoints":{"description":"Pieces have a movement budget they spend to enter spaces, with different terrain costing different amounts.","name:en":"Movement Points","type":"token"},"movementTemplate":{"description":"Movement follows the shape of a physical template placed on the table, as commonly seen in tabletop miniatures games.","name:en":"Movement Template","type":"token"},"movingMultipleUnits":{"description":"A single movement action affects a group of units, letting players efficiently reposition armies or fleets.","name:en":"Moving Multiple Units","type":"token"},"multiUseCards":{"description":"Cards can be played for more than one effect (e.g. resource, action, or worker), forcing meaningful tradeoffs on every play.","name:en":"Multi-Use Cards","type":"token"},"multipleMaps":{"description":"Play spans more than one map or board, and positions on one may affect the others.","name:en":"Multiple Maps","type":"token"},"narrativeChoiceParagraph":{"description":"Players read paragraphs of story text and choose among branching options, shaping the game's narrative.","name:en":"Narrative Choice / Paragraph","type":"token"},"negotiation":{"description":"Players openly discuss and bargain with each other over trades, alliances, or actions.","name:en":"Negotiation","type":"token"},"neighborScope":{"description":"Interactions are restricted to adjacent players at the table rather than affecting everyone equally.","name:en":"Neighbor Scope","type":"token"},"networkAndRouteBuilding":{"description":"Players build connected networks of routes between locations to score or to move goods along them.","name:en":"Network and Route Building","type":"token"},"oncePerGameAbilities":{"description":"Players have powerful abilities that can each be used only a single time over the course of the game.","name:en":"Once-Per-Game Abilities","type":"token"},"openDrafting":{"description":"Players pick from a public display of available cards or items, with each choice visible to everyone.","name:en":"Open Drafting","type":"token"},"orderCounters":{"description":"Players place face-down counters assigning orders to units, revealed and executed in a later phase.","name:en":"Order Counters","type":"token"},"ordering":{"description":"Players arrange items, events, or values into the correct sequence as part of scoring or succeeding.","name:en":"Ordering","type":"token"},"ownership":{"description":"Properties or areas have owners who gain benefits (rent, income, control) whenever others interact with them.","name:en":"Ownership","type":"token"},"paperAndPencil":{"description":"Core play happens by writing or marking on paper sheets rather than by manipulating physical components on a board.","name:en":"Paper-and-Pencil","type":"token"},"passedActionToken":{"description":"A token passes to another player each time an action is taken, changing who has priority or access to a power.","name:en":"Passed Action Token","type":"token"},"patternBuilding":{"description":"Players arrange pieces or cards to form specific patterns or shapes, usually for scoring.","name:en":"Pattern Building","type":"token"},"patternMovement":{"description":"Movement follows specific geometric patterns (L-shape, straight lines, etc.) as in chess-like games.","name:en":"Pattern Movement","type":"token"},"patternRecognition":{"description":"Players must quickly spot matching patterns, shapes, or arrangements within a shared display.","name:en":"Pattern Recognition","type":"token"},"physicalRemoval":{"description":"Pieces are physically removed from the play area through actions like knocking, flicking, or lifting.","name:en":"Physical Removal","type":"token"},"pickUpAndDeliver":{"description":"Players collect goods from one location and deliver them to another for reward, planning efficient routes.","name:en":"Pick-up and Deliver","type":"token"},"piecesAsMap":{"description":"Game pieces themselves form the map: their positions and adjacencies constitute the terrain.","name:en":"Pieces as Map","type":"token"},"playerElimination":{"description":"Players can be knocked out of the game before it ends, leaving the remaining players to continue.","name:en":"Player Elimination","type":"token"},"playerJudge":{"description":"One player acts as a judge who chooses a winning submission from the others, with the judge role rotating between rounds.","name:en":"Player Judge","type":"token"},"pointToPointMovement":{"description":"Movement is along a network of connected points rather than across a continuous grid or area.","name:en":"Point to Point Movement","type":"token"},"predictiveBid":{"description":"Players bid by predicting how well they'll perform, and they're rewarded only if they hit their prediction.","name:en":"Predictive Bid","type":"token"},"prisonersDilemma":{"description":"Players simultaneously choose to cooperate or defect, with payoffs structured so that mutual cooperation is collectively best but individually tempting to betray.","name:en":"Prisoner's Dilemma","type":"token"},"programmedMovement":{"description":"Players secretly program a sequence of moves in advance and then execute it, often with humorous or chaotic results when plans collide.","name:en":"Programmed Movement","type":"token"},"pushYourLuck":{"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.","name:en":"Push Your Luck","type":"token"},"questionsAndAnswers":{"description":"Gameplay revolves around posing and answering questions, typically trivia or prompts.","name:en":"Questions and Answers","type":"token"},"race":{"description":"Players compete to be first to reach a physical or metaphorical finish line.","name:en":"Race","type":"token"},"randomProduction":{"description":"Resource production each round is determined randomly, making planning probabilistic.","name:en":"Random Production","type":"token"},"ratioCombatResultsTable":{"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.","name:en":"Ratio / Combat Results Table","type":"token"},"reRollingAndLocking":{"description":"Players can reroll some dice while setting others aside, refining results across multiple rolls.","name:en":"Re-rolling and Locking","type":"token"},"realTime":{"description":"Play happens continuously without turns; players act whenever they're ready, with real time as the central constraint.","name:en":"Real-Time","type":"token"},"relativeMovement":{"description":"Movement is tracked relative to other pieces or frames of reference rather than on absolute board coordinates.","name:en":"Relative Movement","type":"token"},"resourceQueue":{"description":"Resources enter and exit a queue in order, forcing players to consider timing and sequence as they manage them.","name:en":"Resource Queue","type":"token"},"resourceToMove":{"description":"Movement is paid for by spending consumable resources (fuel, cards, energy) rather than drawn from a fixed allowance.","name:en":"Resource to Move","type":"token"},"rockPaperScissors":{"description":"Conflicts are resolved by a cyclical counter system where each option beats one other and loses to another.","name:en":"Rock-Paper-Scissors","type":"token"},"rolePlaying":{"description":"Players take on characters and make decisions from that character's perspective as a core part of play.","name:en":"Role Playing","type":"token"},"rolesWithAsymmetricInformation":{"description":"Different roles start with access to different information, so cooperation and conflict are shaped by what each player knows.","name:en":"Roles with Asymmetric Information","type":"token"},"rollSpinAndMove":{"description":"A die or spinner produces a number and the player moves that many spaces along a track.","name:en":"Roll / Spin and Move","type":"token"},"rondel":{"description":"Actions are laid out in a circular track; players move a marker around it, paying more to reach actions further ahead.","name:en":"Rondel","type":"token"},"scenarioMissionCampaignGame":{"description":"Play is structured as scenarios or missions, possibly forming a connected campaign where outcomes carry over.","name:en":"Scenario / Mission / Campaign Game","type":"token"},"scoreAndResetGame":{"description":"The game periodically scores progress and then resets components while scores persist across rounds.","name:en":"Score-and-Reset Game","type":"token"},"secretUnitDeployment":{"description":"Players secretly place units whose identities or values are hidden from opponents until combat reveals them.","name:en":"Secret Unit Deployment","type":"token"},"selectionOrderBid":{"description":"Players bid not for a specific item but for the right to pick first (or in a chosen position) from the offered items.","name:en":"Selection Order Bid","type":"token"},"semiCooperativeGame":{"description":"Players cooperate against the game but ultimately have individual objectives, so only some or one may win even when the team succeeds.","name:en":"Semi-Cooperative Game","type":"token"},"setCollection":{"description":"Players score by gathering specific combinations of items, cards, or tokens.","name:en":"Set Collection","type":"token"},"simulation":{"description":"The game models a real-world system (historical, scientific, economic) with rules that attempt to reflect how it actually behaves.","name:en":"Simulation","type":"token"},"simultaneousActionSelection":{"description":"All players secretly choose their actions at the same time and reveal them together, rewarding anticipation.","name:en":"Simultaneous Action Selection","type":"token"},"singing":{"description":"Players sing as part of play, whether to identify songs, perform prompts, or compete directly.","name:en":"Singing","type":"token"},"singleLoserGame":{"description":"Rather than a winner, one player is identified as the loser while everyone else is considered to have succeeded.","name:en":"Single Loser Game","type":"token"},"slidePush":{"description":"Adding a piece can slide or push adjacent pieces along a row, column, or path.","name:en":"Slide / Push","type":"token"},"soloSolitaireGame":{"description":"The game supports or is designed for a single player versus the game system.","name:en":"Solo / Solitaire Game","type":"token"},"speedMatching":{"description":"Players race to find matching items, cards, or symbols as quickly as possible.","name:en":"Speed Matching","type":"token"},"spelling":{"description":"Players form words by arranging letters as a core mechanic.","name:en":"Spelling","type":"token"},"squareGrid":{"description":"Uses a square grid as its board, for movement or adjacency.","name:en":"Square Grid","type":"token"},"stackingAndBalancing":{"description":"Players physically stack or balance pieces without them falling; physical instability creates tension.","name:en":"Stacking and Balancing","type":"token"},"statCheckResolution":{"description":"Actions resolve by comparing a character or unit stat to a target number, usually with a die roll modifier.","name:en":"Stat Check Resolution","type":"token"},"staticCapture":{"description":"Pieces are captured based on static board conditions (such as being surrounded) rather than through active attacks.","name:en":"Static Capture","type":"token"},"stockHolding":{"description":"Players buy and sell shares in companies or factions whose value changes during play.","name:en":"Stock Holding","type":"token"},"storytelling":{"description":"Players invent or extend narratives as a core activity, with the story itself being much of the point.","name:en":"Storytelling","type":"token"},"suddenDeathEnding":{"description":"A specific triggering event abruptly ends the game, potentially mid-round.","name:en":"Sudden Death Ending","type":"token"},"tags":{"description":"Cards or pieces carry keyword tags that interact with other tags via rules, letting effects chain off shared properties.","name:en":"Tags","type":"token"},"takeThat":{"description":"Players can directly attack or hinder specific opponents through targeted effects.","name:en":"Take That","type":"token"},"targetedClues":{"description":"One player gives clues aimed at specific other players based on what those players know or need to guess.","name:en":"Targeted Clues","type":"token"},"teamBasedGame":{"description":"Players are organized into formal teams that win or lose together, typically with team-specific rules for communication or scoring.","name:en":"Team-Based Game","type":"token"},"techTreesTechTracks":{"description":"Players advance along branching or linear technology tracks, unlocking new abilities and options as they progress.","name:en":"Tech Trees / Tech Tracks","type":"token"},"threeDimensionalMovement":{"description":"Movement occurs in three dimensions (altitude, depth, or stacking) rather than on a flat plane.","name:en":"Three Dimensional Movement","type":"token"},"tilePlacement":{"description":"Players add tiles to the board during play, building the game area as they go and scoring based on placement.","name:en":"Tile Placement","type":"token"},"trackMovement":{"description":"Pieces move along linear tracks used to record scores, rounds, or other progress indicators.","name:en":"Track Movement","type":"token"},"trading":{"description":"Players exchange resources, goods, or cards with each other through free or structured trades.","name:en":"Trading","type":"token"},"traitorGame":{"description":"One or more players have secretly been assigned to sabotage a nominally cooperative group.","name:en":"Traitor Game","type":"token"},"trickTaking":{"description":"Players each contribute one card to a trick and the highest or best-matching card wins, typically with a suit-led structure.","name:en":"Trick-taking","type":"token"},"tugOfWar":{"description":"A single marker slides along a track between two sides, with each side trying to drag it toward their end.","name:en":"Tug of War","type":"token"},"turnOrderAuction":{"description":"Players bid each round to decide the order in which they will take their turns.","name:en":"Turn Order: Auction","type":"token"},"turnOrderClaimAction":{"description":"Taking a particular action automatically determines or shifts your position in the next turn's order.","name:en":"Turn Order: Claim Action","type":"token"},"turnOrderPassOrder":{"description":"The order of turns in the next round is set by the order in which players passed in the current round.","name:en":"Turn Order: Pass Order","type":"token"},"turnOrderProgressive":{"description":"Turn order advances by one seat each round, giving every player a chance at each position.","name:en":"Turn Order: Progressive","type":"token"},"turnOrderRandom":{"description":"Turn order each round is determined randomly rather than by a fixed rule.","name:en":"Turn Order: Random","type":"token"},"turnOrderRoleOrder":{"description":"Turn order is dictated by the roles players have chosen or been assigned.","name:en":"Turn Order: Role Order","type":"token"},"turnOrderStatBased":{"description":"Turn order is determined by comparing a specific player stat or resource, often changing as that stat shifts.","name:en":"Turn Order: Stat-Based","type":"token"},"turnOrderTimeTrack":{"description":"Turn order is governed by positions on a time track: whoever is furthest behind acts next, with actions costing variable amounts of time.","name:en":"Turn Order: Time Track","type":"token"},"variablePhaseOrder":{"description":"The order of phases within a round is not fixed and may change based on player choices or events.","name:en":"Variable Phase Order","type":"token"},"variablePlayerPowers":{"description":"Each player has a unique ability, faction, or rules variant, giving them asymmetric capabilities.","name:en":"Variable Player Powers","type":"token"},"variableSetUp":{"description":"Initial conditions (tiles, resources, goals) change from game to game to produce different starting positions.","name:en":"Variable Set-up","type":"token"},"victoryPointsAsAResource":{"description":"Victory points can also be spent as a currency to buy effects, creating hard tradeoffs between spending and keeping them.","name:en":"Victory Points as a Resource","type":"token"},"voting":{"description":"Players vote to decide an outcome, often resolving ties or choosing among presented options.","name:en":"Voting","type":"token"},"workerPlacement":{"description":"Players place limited worker tokens on action spaces to claim those actions; each space is typically usable by only one player per round.","name:en":"Worker Placement","type":"token"},"workerPlacementDifferentWorkerTypes":{"description":"Worker placement where workers come in distinct types, each able to claim different kinds of action spaces.","name:en":"Worker Placement, Different Worker Types","type":"token"},"workerPlacementWithDiceWorkers":{"description":"Worker placement where the workers are dice, and the die face affects which spaces they can occupy or how effective they are.","name:en":"Worker Placement with Dice Workers","type":"token"},"zoneOfControl":{"description":"Pieces project influence into adjacent spaces, restricting how enemy pieces may move through or near them.","name:en":"Zone of Control","type":"token"}},"id":"games.atplay.taxonomy.mechanic","lexicon":1}