Adam J Purcell

Tabletop Games - Mechanisms List

  1. Acting
  2. Action Drafting
  3. Action Points
  4. Action Queue
  5. Action Retrieval
  6. Area Majority / Influence
  7. Area Movement
  8. Auction / Bidding
  9. Auction: Fixed Placement
  10. Auction: Multiple Lot
  11. Auction: Turn Order Until Pass
  12. Automatic Resource Growth
  13. Betting and Bluffing
  14. Bias
  15. Bids As Wagers
  16. Bribery
  17. Campaign / Battle Card Driven
  18. Card Play Conflict Resolution
  19. Catch the Leader
  20. Chaining
  21. Chit-Pull System
  22. Closed Drafting
  23. Commodity Speculation
  24. Communication Limits
  25. Connections
  26. Constrained Bidding
  27. Contracts
  28. Cooperative Game
  29. Critical Hits and Failures
  30. Deck Construction
  31. Deck, Bag, and Pool Building
  32. Deduction
  33. Delayed Purchase
  34. Dice Rolling
  35. Die Icon Resolution
  36. Elapsed Real Time Ending
  37. Enclosure
  38. End Game Bonuses
  39. Events
  40. Finale Ending
  41. Flicking
  42. Follow
  43. Force Commitment
  44. Grid Coverage
  45. Grid Movement
  46. Hand Management
  47. Hexagon Grid
  48. Hidden Movement
  49. Hidden Roles
  50. Hidden Victory Points
  51. Highest-Lowest Scoring
  52. Hot Potato
  53. I Cut, You Choose
  54. Impulse Movement
  55. Income
  56. Increase Value of Unchosen Resources
  57. Interrupts
  58. Investment
  59. Kill Steal
  60. King of the Hill
  61. Ladder Climbing
  62. Line of Sight
  63. Loans
  64. Lose a Turn
  65. Map Addition
  66. Map Reduction
  67. Market
  68. Matching
  69. Measurement Movement
  70. Melding and Splaying
  71. Memory
  72. Modular Board
  73. Move Through Deck
  74. Movement Points
  75. Movement Template
  76. Multi-Use Cards
  77. Multiple Maps
  78. Narrative Choice / Paragraph
  79. Negotiation
  80. Neighbor Scope
  81. Network and Route Building
  82. Once-Per-Game Abilities
  83. Open Drafting
  84. Ordering
  85. Ownership
  86. Paper-and-Pencil
  87. Pattern Building
  88. Pattern Movement
  89. Pattern Recognition
  90. Physical Removal
  91. Pick-up and Deliver
  92. Pieces as Map
  93. Player Elimination
  94. Player Judge
  95. Point to Point Movement
  96. Predictive Bid
  97. Prisoner's Dilemma
  98. Programmed Movement
  99. Push Your Luck
  100. Questions and Answers
  101. Race
  102. Random Production
  103. Re-rolling and Locking
  104. Real-Time
  105. Relative Movement
  106. Resource to Move
  107. Rock-Paper-Scissors
  108. Role Playing
  109. Roles with Asymmetric Information
  110. Roll / Spin and Move
  111. Rondel
  112. Scenario / Mission / Campaign Game
  113. Score-and-Reset Game
  114. Secret Unit Deployment
  115. Selection Order Bid
  116. Semi-Cooperative Game
  117. Set Collection
  118. Simulation
  119. Simultaneous Action Selection
  120. Singing
  121. Single Loser Game
  122. Slide / Push
  123. Solo / Solitaire Game
  124. Square Grid
  125. Stacking and Balancing
  126. Static Capture
  127. Stock Holding
  128. Storytelling
  129. Sudden Death Ending
  130. Tags
  131. Take That
  132. Targeted Clues
  133. Team-Based Game
  134. Tech Trees / Tech Tracks
  135. Three Dimensional Movement
  136. Tile Placement
  137. Track Movement
  138. Trading
  139. Traitor Game
  140. Trick-taking
  141. Tug of War
  142. Turn Order: Auction
  143. Turn Order: Claim Action
  144. Turn Order: Progressive
  145. Turn Order: Role Order
  146. Turn Order: Stat-Based
  147. Turn Order: Time Track
  148. Variable Phase Order
  149. Variable Player Powers
  150. Variable Set-up
  151. Victory Points as a Resource
  152. Voting
  153. Worker Placement
  154. Worker Placement with Dice Workers
  155. Worker Placement, Different Worker Types