The following is a list of all board game mechanics I know in this category, and that aren’t too niche. Card game mechanics are also included. I’m posting this mainly for my own reference.
Algorithm Creation: Players design sequences of conditional operations or “programs” that execute automatically once set in motion. Success depends on anticipating how these algorithms will interact with a changing game state and with other players’ algorithms. This might involve programming the movement and actions of units, creating economic systems that operate independently, or establishing decision trees that respond to certain triggers.
Deck Construction: As the first step, or prior to playing the game, players create the deck they will use.
Knowledge Threshold Unlocking: Players accumulate specific types of knowledge or expertise during gameplay, which are tracked separately from other resources. When players reach certain knowledge thresholds in specific domains, new actions or strategies become available. This differs from tech trees in that knowledge accumulation happens gradually through many small actions rather than through discrete purchases or advancements.
Momentum Tracks: Actions build momentum when repeated in consecutive turns. Higher momentum provides increasing benefits for continuing the same strategy but creates penalties for switching. Players must decide when to pivot versus when to commit deeper. Example Implementation: An economic game where continued investment in specific industries creates increasing returns but also increasing risk of market collapse, requiring careful timing of strategy shifts.
Move Through Deck: Players Move Through a Deck of cards. Typically the goal is to reach the bottom (One Deck Dungeon), find and defeat a boss (Chainsaw Warrior), or simply know when to quit (Incan Gold).
Tech Trees/Tech Tracks: During the course of the game, new Actions become available to specific players, or existing Actions are improved. These are often themed as Technologies, but do not need to be. Sometimes this is expressed as a Tree, where gaining one Tech unlocks multiple other Techs. Or it can be a track, where advancing along the track unlocks upgraded or new Actions.