Acting
Action Drafting
Action / Event
Action Points
Action Queue
Action Retrieval
Action Table (table determines action outcomes)
Action Timer
Advantage Token
Alliances
Area-Impulse
Area Majority / Influence
Area Movement
Attribute/Stat Based (STR, CON, PER, etc)
Auction / Bidding
Auction Compensation
Auction: Dexterity
Auction: Dutch
Auction: Dutch Priority
Auction: English
Auction: Fixed Placement
Auction: Multiple Lot
Auction: Once Around
Auction: Sealed Bid
Auction: Turn Order Until Pass
Automatic Resource Growth
Betting and Bluffing
Bias
Bids As Wagers
Bingo
Bribery
Campaign / Battle Card Driven
Card Play Conflict Resolution
Cards (Specialized)
Cards (Standard French-suited deck)
Cards (Tarot deck)
Catch the Leader
Chaining
Chit-Pull System
Class Based (Pilot, Wizard, Scientist, etc)
Closed Drafting
Closed Economy Auction
Command Cards
Commodity Speculation
Communication Limits
Competitive (players compete against each other to win)
Connections
Constrained Bidding
Contracts
Cooperative Game
Crayon Rail System
Critical Hits and Failures
Cube Tower
Deck, Bag, and Pool Building
Deck Construction
Deduction
Delayed Purchase
Description Based (Narrative more so than Dice)
Dexterity-based (e.g. Jenga tower)
'Diceless' (does not use dice or other randomizer)
Dice (Percentile)
Dice Pool (Roll multiple dice vs target)
Dice (Primarily d10)
Dice (Primarily d12)
Dice (Primarily d16)
Dice (Primarily d20)
Dice (Primarily d2/coin)
Dice (Primarily d4)
Dice (Primarily d6)
Dice (Primarily d8)
Dice (Primarily Fudge/dF)
Dice Rolling
Dice (Specialized)
Dice Step (variable dice vs. static target)
Dice (Various)
Die Icon Resolution
Different Dice Movement
Drawing
Elapsed Real Time Ending
Enclosure
End Game Bonuses
Events
Exploding Dice (Die may 'explode' into a second roll)
Finale Ending
Flicking
Follow
Force Commitment
Free-form (minimal or no rules - think improv theatre)
GM-less (No gamemaster needed to play)
Grid-based (uses square terrain for move/combat)
Grid Coverage
Grid Movement
Hand Management
Hexagon Grid
Hex-based (uses hex terrain for move/combat)
Hidden Movement
Hidden Roles
Hidden Victory Points
Highest-Lowest Scoring
Hot Potato
I Cut, You Choose
Impulse Movement
Income
Increase Value of Unchosen Resources
Induction
Interrupts
Investment
Journaling
Kill Steal
King of the Hill
Ladder Climbing
LARP (Live-Action-Role-Playing)
Layering
Legacy Game
Level Based (Earn XP and level up)
Lifepath Character Generation (Character starts at birth)
Line Drawing
Line of Sight
Loans
Lose a Turn
Mancala
Map Addition
Map Deformation
Map Reduction
Market
Matching
Measurement Movement
Melding and Splaying
Memory
Minimap Resolution
Modular Board
Movement Points
Movement Template
Move Through Deck
Moving Multiple Units
Multiple Maps
Multi-Use Cards
Narrative Choice / Paragraph
Negotiation
Neighbor Scope
Network and Route Building
Once-Per-Game Abilities
Open Drafting
Order Counters
Ordering
Ownership
Paper-and-Pencil
Passed Action Token
Pattern Building
Pattern Movement
Pattern Recognition
Physical Object
Physical Removal
Pick-up and Deliver
Pieces as Map
Play-by-Mail (PBM)
Player Elimination
Player Judge
Point Based (allocate points to get skills, powers, etc)
Point to Point Movement
Predictive Bid
Prisoner's Dilemma
Programmed Movement
Progression Tree (Skills, professions, magic abilities, etc.)
Push Your Luck
Questions and Answers
Race
Race Based (Player Race/Species affects gameplay)
Random Attribute Generation (during Character Creation)
Random Production
Ratio / Combat Results Table
Reading (for Periodicals, Adventure Books, etc)
Real-Time
Relative Movement
Re-rolling and Locking
Resource Queue
Resource to Move
Rock-Paper-Scissors
Role Playing
Roles with Asymmetric Information
Roll and keep (4k2 means roll 4 and keep 2)
Roll / Spin and Move
Rondel
Scenario / Mission / Campaign Game
Score-and-Reset Game
Secret Unit Deployment
Selection Order Bid
Semi-Cooperative Game
Set Collection
Simulation
Simultaneous Action Selection
Singing
Single Loser Game
Skill Based (buy or gain skills)
Slide / Push
Solo / Solitaire Game
Speed Matching
Spelling
Square Grid
Stacking and Balancing
Stat Check Resolution
Static Capture
Stock Holding
Storytelling
Sudden Death Ending
Tags
Take That
Targeted Clues
Team-Based Game
Tech Trees / Tech Tracks
Three Dimensional Movement
Tile Placement
Track Movement
Trading
Trait / Aspect Based (personality affects gameplay)
Traitor Game
Trick-taking
Tug of War
Turn Order: Auction
Turn Order: Claim Action
Turn Order: Pass Order
Turn Order: Progressive
Turn Order: Random
Turn Order: Role Order
Turn Order: Stat-Based
Turn Order: Time Track
Unusual Randomizer (not using dice or cards)
Variable Phase Order
Variable Player Powers
Variable Set-up
Victory Points as a Resource
Voting
Wagering / Betting (wagering during play)
Worker Placement
Worker Placement, Different Worker Types
Worker Placement with Dice Workers
Zone of Control