games.atplay.taxonomy.mechanic

Repository @atplay.games did:plc:xawtkr77srkxlwhxjf7whbml namespace authority
Details · defs
Kinddefs
Authoritytaxonomy.atplay.games
Indexed

#acting

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

#actionDrafting

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

#actionEvent

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

#actionPoints

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

#actionQueue

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

#actionRetrieval

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

#actionTimer

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

#advantageToken

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

#alliances

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

#areaImpulse

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

#areaMajorityInfluence

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

#areaMovement

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

#auctionBidding

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

#auctionCompensation

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

#auctionDexterity

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

#auctionDutch

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

#auctionDutchPriority

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

#auctionEnglish

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

#auctionFixedPlacement

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

#auctionMultipleLot

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

#auctionOnceAround

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

#auctionSealedBid

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

#auctionTurnOrderUntilPass

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

#automaticResourceGrowth

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

#bettingAndBluffing

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

#bias

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

#bidsAsWagers

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

#bingo

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

#bribery

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

#campaignBattleCardDriven

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

#cardPlayConflictResolution

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

#catchTheLeader

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

#chaining

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

#chitPullSystem

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

#closedDrafting

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

#closedEconomyAuction

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

#commandCards

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

#commoditySpeculation

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

#communicationLimits

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

#connections

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

#constrainedBidding

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

#contracts

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

#cooperativeGame

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

#crayonRailSystem

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

#criticalHitsAndFailures

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

#cubeTower

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

#deckBagAndPoolBuilding

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

#deckConstruction

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

#deduction

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

#delayedPurchase

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

#diceRolling

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

#dieIconResolution

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

#differentDiceMovement

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

#drawing

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

#elapsedRealTimeEnding

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

#enclosure

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

#endGameBonuses

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

#events

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

#finaleEnding

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

#flicking

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

#follow

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

#forceCommitment

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

#gridCoverage

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

#gridMovement

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Pieces move from cell to cell on a regular grid.

#handManagement

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

#hexagonGrid

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

#hiddenMovement

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

#hiddenRoles

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

#hiddenVictoryPoints

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

#highestLowestScoring

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

#hotPotato

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

#iCutYouChoose

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

#impulseMovement

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

#income

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

#increaseValueOfUnchosenResources

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

#induction

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

#interrupts

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

#investment

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

#killSteal

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

#kingOfTheHill

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

#ladderClimbing

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

#layering

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

#legacyGame

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

#lineDrawing

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

#lineOfSight

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

#loans

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

#loseATurn

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

#mancala

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Players pick up all pieces from one space and sow them one at a time into adjacent spaces, in the style of the mancala family of games.

#mapAddition

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

#mapDeformation

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

#mapReduction

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

#market

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

#matching

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

#measurementMovement

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

#meldingAndSplaying

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

#memory

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

#minimapResolution

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

#modularBoard

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

#moveThroughDeck

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

#movementPoints

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

#movementTemplate

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

#movingMultipleUnits

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

#multiUseCards

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

#multipleMaps

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

#narrativeChoiceParagraph

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

#negotiation

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

#neighborScope

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

#networkAndRouteBuilding

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

#oncePerGameAbilities

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

#openDrafting

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

#orderCounters

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

#ordering

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

#ownership

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

#paperAndPencil

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

#passedActionToken

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

#patternBuilding

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

#patternMovement

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

#patternRecognition

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

#physicalRemoval

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

#pickUpAndDeliver

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

#piecesAsMap

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

#playerElimination

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

#playerJudge

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

#pointToPointMovement

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

#predictiveBid

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

#prisonersDilemma

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

#programmedMovement

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

#pushYourLuck

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Players choose whether to continue taking risks for greater rewards or stop and bank what they've earned, with the chance of losing it all.

#questionsAndAnswers

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

#race

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

#randomProduction

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

#ratioCombatResultsTable

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

#reRollingAndLocking

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

#realTime

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

#relativeMovement

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

#resourceQueue

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

#resourceToMove

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

#rockPaperScissors

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

#rolePlaying

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

#rolesWithAsymmetricInformation

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

#rollSpinAndMove

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

#rondel

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

#scenarioMissionCampaignGame

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

#scoreAndResetGame

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

#secretUnitDeployment

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

#selectionOrderBid

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

#semiCooperativeGame

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

#setCollection

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

#simulation

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

#simultaneousActionSelection

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

#singing

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

#singleLoserGame

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

#slidePush

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

#soloSolitaireGame

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

#speedMatching

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

#spelling

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Players form words by arranging letters as a core mechanic.

#squareGrid

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

#stackingAndBalancing

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

#statCheckResolution

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

#staticCapture

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

#stockHolding

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

#storytelling

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

#suddenDeathEnding

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

#tags

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

#takeThat

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

#targetedClues

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

#teamBasedGame

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

#techTreesTechTracks

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

#threeDimensionalMovement

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

#tilePlacement

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

#trackMovement

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

#trading

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

#traitorGame

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

#trickTaking

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

#tugOfWar

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

#turnOrderAuction

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

#turnOrderClaimAction

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

#turnOrderPassOrder

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

#turnOrderProgressive

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

#turnOrderRandom

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

#turnOrderRoleOrder

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

#turnOrderStatBased

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

#turnOrderTimeTrack

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

#variablePhaseOrder

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

#variablePlayerPowers

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

#variableSetUp

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

#victoryPointsAsAResource

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

#voting

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

#workerPlacement

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

#workerPlacementDifferentWorkerTypes

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

#workerPlacementWithDiceWorkers

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

#zoneOfControl

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