All board game mechanics: Victory/Scoring Mechanisms

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.


End Game Bonuses: Players earn (or lose!) bonus Victory Points (VPs) at the end of the game based on meeting victory conditions.

Highest-Lowest Scoring: Each player’s score is equal to the lowest value of several categories. Whoever has the highest lowest value is the winner.

This system is normally known as Knizia scoring. Tigris & Euphrates is an early example of this mechanism. Players are collecting four different color cubes – red, green, blue, and yellow – and their score is the color that they have the least of. A player with 12 red, 10 green, 6 blue, and 2 yellow has a final score of 2. This forces players to not be too specialized in which cubes they collect.

Highest-Lowest Scoring is a special case of Set Collection, where only complete sets are counted.

Kill Steal: Players contribute towards completing a task, but only the player who finally completes it gets a particular benefit or bonus reward (even if others share in the base level benefit).

Legacy Game: A multi-session game in which the state of each subsequent session irreversibly builds on the legacy of the previous one. Permanent and irreversible changes to the game state carry over to future plays. Components can be written on with permanent ink, torn apart, covered with stickers, and more. This mechanism was introduced in Risk Legacy. This should not be confused with the mechanism, which modifies the state between sessions, but the state can be reversed (e.g. Campaign Games). Games with reversible states existed much earlier.

Victory Points as a Resource: Victory Points (VPs) may be spent as a currency to impact the game state.

Business or Economic games that use currency and give the win to the players with the most money are common examples of this mechanism. However games with other themes like Small World also use this mechanism. Games where currency (or other resources) can contribute in a minor fashion as extra VPs at the end game (usually at some discount rate) should not be tagged with this mechanism, but rather as End Game Bonuses.

All board game mechanics: Technology/Progression

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.

All board game mechanics: Resource Management

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.


Automatic Resource Growth: The automatic increase of a resource triggered by a particular, conditional, deterministic (not random) game state.

Example 1. Unacquired resources in Agricola:

  • Uncollected wood from the wood-collection action space (condition) will offer +1 wood (result) on the following round (game state).

Example 2. Acquired resources in Agricola:

  • Two pigs in your farm, in an area with space enough for 3 pigs (condition) will automatically produce a 3rd pig (result) during the breeding phase of that round (game state).

Counter-example 1. Income in Monopoly:

  • Collect $200 (result) when passing “GO” (game state).
  • There is no condition (ex: if you own 1 or more properties)

Counter-example 2. Random Production in Catan:

The production is random not deterministic.

Players collect resources at the beginning of each turn based on a die roll.

Deck / Bag / Pool Building: Players play cards out of individual decks, seeking to acquire new cards and to play through their decks iteratively, improving them over time through card acquisition or card elimination.

It may include a “random-draw” to form a hand from the deck for the current round (as in Star Realms) and the deck is automatically reset once the draw pile is exhausted; or it may allow access to all available cards at once (as in Concordia) until the discards are retrieved. The latter may embody the Action Retrieval mechanic, where the card use activate actions.

This category also covers Bag Building, Pool Building, and related mechanisms (using chits, dice, etc).

Dominion pioneered this mechanism.

Hand Management: Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an “optimal” sequence.

Income: Players gain resources at defined times.

Increase Value of Unchosen Resources: If players do not select certain Actions or Resources, then they increase in value. Puerto Rico is a classic example of this technique, as unchosen roles have a coin placed on them. This mechanism is a simple way for designers to balance different options. The money may either come from the bank, as in Puerto Rico, or from the players themselves, as is done in Small World, where players must place a coin on factions that are skipped.

Loans: Players may take a Loan from the bank to get more money.

Examples include Monopoly where players can mortgage properties, and Age of Steam, where taking loans is a key strategic consideration.

Multi-Dimensional Resource Constraints: Resources exist in multiple dimensions or aspects simultaneously, and different actions require specific configurations across these dimensions. For example, a resource might have quantity, quality, and accessibility attributes, with different actions requiring different combinations of these attributes.

Resource Conversion Chains: Resources must be converted through a series of sequential transformations to become more valuable or useful. This creates a supply chain management challenge where players must balance efficiency against flexibility. Players may specialize in different parts of the chain, creating interdependencies. Examples include raw materials that must be refined, then manufactured, then distributed to be worth maximum points.

Resource Queue: Resources are in an ordered queue, and can only be pulled from one end, or rarely, both ends, but not the middle.

Resource to Move: Players expend a Resource to Move. This is commonly themed as fuel, but other games use money or other commodities.

All board game mechanics: Player Interaction/Negotiation

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.


Alliances: Players have formal relationships that may change over the course of the game. This differs from Negotiation in that these relationships are governed by specific game rules. For example, in Dune, players may form alliances at each Nexus phase, which last until the next Nexus. During that time the players win together, may not attack each other, and grant their ally a special power. In Struggle of Empires players bid for the right to select their ally for that round, which is governed by similar rules.

Cooperative Game: Players coordinate their actions to achieve a common win condition or conditions. Players all win or lose the game together.

Bribery: Players offer bribes to other players to get them to perform specific actions. Typically players will place bribes on certain actions, and if another player selects that choice they get the bribe. Otherwise it is returned to the player. Santiago and Tonga Bonga operate this way. Bribery can also be a part of a Negotiation mechanism, as players may offer bribes which may or may not be binding. Intrigue is an example of the latter.

Collaborative Control: Multiple players jointly control a single game element (like a powerful neutral faction) and must coordinate or negotiate how to use it. This differs from fully cooperative games in that players still have individual goals, but share control over certain powerful elements. The shared element may provide significant advantages, but requires agreement among the controlling players to direct effectively.

Communication Limits: Games may limit players from communicating with one another openly. These restrictions can be absolute as they relate to certain specific pieces of information, or they may restrict certain types of communication, such as speaking.

Neighbor Scope: Actions, resources, or resolution are shared between neighbors.

Negotiation: Players make agreements about coordinating action, beyond simply Trading.

Agreements may be either binding or non-binding. Diplomacy is a notable example of the latter.

Risk Pooling: Players can join forces to mitigate risks by contributing to shared insurance mechanisms or joint ventures. When negative events occur, the pooled resources absorb the impact, but players must negotiate or follow predetermined rules for sharing the benefits when positive outcomes occur. This creates interesting dynamics where rational self-interest must be balanced against collective security.

Role Playing: Some board games incorporate elements of role playing. It can be that players control a character that improves over time. It can also be a game that encourages or inspires Storytelling. This mechanic can be viewed as an extension of Variable Player Powers.

Semi-cooperative Game: A game in which players are cooperating and competing with each other throughout the game, while trying to complete a common objective. There have been several ways to implement this. One classification is Grand Winner format. A Grand Winner game has two possible outcomes: A) One or more players win ) No players win. A game where players sometimes cooperate and sometimes compete but one always wins is not semi-cooperative. It is a Competitive game with a Negotiation mechanism. Other formats of semi-cooperative games proceed similar to cooperative games but winning and losing objectives are triggered individually such that the outcome may be that no players win, all players win or some players win and some lose. The individual win/loss games have shown to be far less controversial than the Grand Winner format.

Social Capital System: Beyond just resources, players build reputation and influence with different factions in the game. This social capital functions differently than regular resources – it’s gained through consistent behavior patterns and can collapse rapidly if players act against established expectations. Example Implementation: A political game where maintaining consistent ideological positions builds trust with certain factions, providing increasing benefits, but flip-flopping causes rapid reputation collapse.

Take That: Competitive maneuvers that directly target one opponent’s progress toward victory, but do not directly eliminate any characters or components representing the opponent. Such mechanics include stealing, nullifying, or force-discarding of one opponent’s resources, actions, or abilities. A take-that maneuver often results in a dramatic change in the players’ position of power over a relatively short period of time.

It is unclear whether this includes 2 player games (as every action inhibits your one opponent’s victory).

Team-based Game: In team-based games, teams of players compete with one another to obtain victory. There are a variety of possible team structures, including symmetrical teams like 2v2 and 3v3, multiple sides like 2v2v2, and even One vs. All.

Trading: Players may Trade assets directly with each other, rather than via a Market.

Traitor Game: A traitor game can be seen as a kind of team game, or as a cooperative game with a betrayal mechanism. The traitors typically win by triggering a failure condition for the players. For this mechanism, a traitor game is characterized by traitors that begin the game with hidden identities, or are assigned them during the game.

All board game mechanics: Player Elimination/Catch-up

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.


Catch the Leader: The game systems advantage players that are behind or disadvantage players that are ahead.

Hot Potato: A single item is bad for players to have, and players strive to pass it to other players or avoid it so they are not holding it at game end or some other defined time. Example games include Old Maid, Exploding Kittens, and Catch Phrase!.

Lose a Turn: This is a meta-mechanism that can be applied to a variety of turn structures. A player who “Loses a Turn” must skip their next opportunity for a turn, and will go to the next round, or the next time their turn arises.

Once-Per-Game Abilities: Players have a special ability that they can use one time per game. These may be unique to them, like ‘feats’ in Warmachine, or common to all players, like the special power chits in Finca. Often players will receive bonus Victory Points if they do not use their one-time abilities during the game.

Player Elimination: A player can be removed from the game, no longer participating.

In some such games, all of an eliminated player’s material is removed from the game as well; in other such games this material may remain in play as neutral material. (E.g. an eliminated player’s armies and cities on a map might disappear, or might be become neutral armies and cities.)

In most games, an eliminated player cannot win, but this is not necessarily true. (E.g. in some games with victory based on scores, an eliminated player’s score is still eligible for victory.)

In most games with player elimination, a player is eliminated involuntarily. But in some games a player can choose to drop out (with hope that their score suffices to win (e.g. Wooly Wars).

In some games, player elimination is possible, but rare in practice and does not happen in a “typical session” (e.g. Age of Steam).

In some games, player elimination is common. In the extreme case, all players but one (the sole surviver = eventual winner) are eliminated during a session (e.g. Titan). In many player elimination games, typically some players are eliminated but multiple other players are not (e.g. Werewolf and BANG!).

Player elimination does not include two-player-only games where the goal is to defeat the opponent, e.g., Chess.

All board game mechanics: Placement/Building

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.


Crayon Rail System: The Crayon Rail System is a subcategory of Route/Network Building. Types of these games use crayon or other non-permanent methods of making connecting lines on a board, often eraseable. The most popular Crayon Rail games are part of the Empire Builder system.

Layering: Components are placed above other components, partially covering the ones below, or overlapping in various ways. Only the topmost visible icons/areas are active.

Examples include Patchistory and Smartphone Inc. using cards, and Taluva using tiles.

Modular Board: Play occurs upon a modular board that is composed of multiple pieces, often tiles or cards.

In many games, board placement is randomized, leading to different possibilities for strategy and exploration.

Some games in this category have multiple boards which are not used simultaneously, preserving table space. Unused boards remain out of play until they are required.

Tile Placement: Tile Placement games feature placing a piece to score VPs or trigger actions, often based on adjacent pieces or pieces in the same group/cluster, or keying off non-spatial properties like color, “feature completion”, cluster size etc.

A classic example is Carcassonne, where a player randomly draws a tile, places it next to other tiles (along with a meeple), in order to complete map features.

All board game mechanics: Physical/Party Game Elements

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.


Drawing: Players draw a picture and other players guess what the picture is intended to depict.

Flicking: A Physical Action needs to be performed by one or more players to determine the outcome of the action.

Ordering: The objective of the game is to rearrange a group of game elements from a disordered to an ordered state.

Paper-and-Pencil: The game is developed using paper and pen/pencil to mark and save responses or attributes that, at the end of the game, are used to score points and determine the winner.

A game that merely keeps track of score on a sheet of paper does not use a paper-and-pencil mechanism.

Physical Removal: Pieces are removed from a structure, and play is affected by things that fall (as in Ker Plunk), or a complete collapse of the structure (as in Jenga).

Speed Matching: A pattern is revealed, typically through a card flip, and players try to be the first to find a match with other game elements on the table, or see if a match exists.

Stacking and balancing: Players must physically stack and balance pieces. Junk Art and Bandu are examples.

Storytelling: In storytelling games, players are provided with conceptual, written, or pictorial stimuli which must be incorporated into a story of the players’ creation. Once Upon a Time uses a selection of words while Rory’s Story Cubes include ambiguous symbols. Some games like Snake Oil and Big Idea prompt players to pitch a product, which frequently takes the form of a brief story or vignette.

Other storytelling games include titles such as Tales of the Arabian Nights and Above and Below, game designs in which players don’t create their own stories, but instead experience a story from the inside as one of the participants. Games along those lines might present players with a particular narrative situation, after which the player will make a choice that affects which end to the narrative is told — with the results of this narrative affecting the player’s standing in the game.

All board game mechanics: Pattern Recognition/Creation

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.


Dynamic Environment: The game board or environment changes independently of player actions, requiring adaptation to evolving circumstances. This may include weather patterns affecting movement, economic cycles changing the value of actions, or neutral elements that move according to predetermined rules. Players must anticipate these changes and incorporate them into their strategic planning.

Example Implementation: A farming game where climate patterns shift throughout play, requiring players to adapt crop selections and farming techniques to upcoming conditions rather than current ones.

Induction: Players are attempting to determine the rules governing a situation. In a typical induction games, a game master creates a hidden rule. Players then create patterns and are advised by the game master whether they match the rule or not.

Line Drawing: Games using the line drawing mechanic involve the drawing of lines in one way or another. Lines may be used to connect objects as in Sprouts, to isolate objects, or to create areas as in the classic Dots and Dashes, also known as Square-it.

Drawing of symbols or pictures is more properly classified as Drawing or Mechanism: Drawing

Mancala: In a typical Mancala mechanism, players pick up the tokens in one space, and then place them one-by-one in spaces in a specific direction around a circle, with the last space placed in having special significance.

In addition to its namesake game Kalah, this mechanism can be seen in modern games such as Finca and Theseus: The Dark Orbit.

Matching: Players must make their next play by matching a feature on the previous play. This is frequently used in shedding games like UNO or Crazy Eights, where number or color/suit need to be matched. In some implementations the next play needs to be in a number range based on the last. For example, in L.L.A.M.A. the play must be the same or one higher than the last. In Spit!, it must be one higher or lower.

Melding and Splaying: A set of cards in a specific relationship to one another that allows them to be played to a table or scored as a meld. When laying these cards down, the way the cards splay, or overlap one another, may sometimes reveal or conceal certain abilities or attributes. Rummy games have players placing combinations of cards or tiles on the table to score. Innovation is a good example of the Splaying side, where players can spread cards out to show particular sets of icons to empower abilities.

Pattern Building: Players must configure game components in sophisticated patterns in order to score or trigger actions, as would be typical for games in the Puzzle category. Azul is a modern classic designed around this mechanic. The common mechanism of Tile Placement can be considered as including pattern building via “feature completion” of connecting tiles. Sometimes the players cover a grid or fill a space using a variety of shapes, such as Components: Polyominoes. This includes the coverage of areas defined (by shape or color) on the board itself with pieces or tiles. Sometimes called a “Tetris mechanism”, this challenges players to use shapes efficiently. It can either be the primary point of the game, as in Ubongo, or as a secondary mechanism to force players to plan and restrict their options, as in The Princes of Florence.

Pattern Recognition: Players must recognize a known or emergent pattern created by the game components to gain objectives or win the game. This could for instance involve markers, typically with a color or symbol, placed to certain locations on a board, or relative to the other markers, forming an abstract or meaningful pattern, requiring deductive reasoning by players to determine its significance.

Spelling: Players arrange cards, tiles, or other components that represent an individual letter or small group of letters to create words. Examples include Scrabble and Boggle.

All board game mechanics: Movement/Spatial

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.


Area Movement: The game board is divided into irregularly shaped areas to determine adjacency and movement. This can be contrasted to point to point movement (which may be isomorphic to area movement but does not have to be) and grid movement (which uses regular shapes). An example of point to point maps not being isomorphic to each other would be a map of Europe with air travel. France and Ireland share no borders and would not be adjacent on an area map but a point to point could easily contain an air route.

Bias: Pieces automatically move in a certain direction, or it is easier to move in a certain direction, or some directional/environmental vector has game play effects.

This is commonly used to simulate wind (Yacht Race), currents (Primordial Soup), gravity (Demon’s Run), conveyor belts (RoboRally), sun angle (Photosynthesis) or other environmental features.

Chaining: Pieces are stationary but are built out in chains. This can give a dynamic sense of motion to the game, even though the pieces do not move.

Connections: Players are trying to form connections between different points on the board. Essentially, this is a specialized kind of Set Collection in which the sets collected represent ties between nodes, often represented as routes between destinations.

This mechanism includes games like Hex, TransAmerica, and Ta Yü.

Grid Movement: Grid Movement occurs when pawns move on the grid in many directions. The grid may be square (like in Chess) or hexagonal (like in the classic wargames). In a game there can be many pawns (like in Chess or Checkers) or only one (like the bishop in Fresco).

Hexagon Grid: Previously this category was known as “hex and counter.” While the Hexagon Grid mechanic now covers a wider range of games, the original description highlights important facets of a large class of games that fall under this mechanic: Classic wargame mechanic, played with ‘counters’ on a map with a hexagonal grid. The hex grid allowed for equidistant movement of counters in more directions (6) than a square grid, and avoided the simulation issues caused by diagonal movement on a square grid (i.e. diagonal moves being further in distance than orthogonal moves). + Pieces are placed on a board tessellated with hexagons, which is used for adjacency and/or movement + Counters are commonly thick cardboard chits, with printed attributes and identification. + Many of these games include a concept called “zone of control” (now a separate mechanic) which hinders or stops movement when units move or start next to an opposing unit. The exact effects vary, depending upon the era being simulated and other design concerns.

Line of Sight: Units may only see certain areas. Mechanically this can be dealt with in a variety of ways, ranging from True Line of Sight, as measured by a string (as in Advanced Squad Leader) to color-coded regions showing what can be see what, as in Tannhäuser.

Map Addition: The map is added to as it is explored. Examples include Mississippi Queen and Eclipse: New Dawn for the Galaxy.

Map Deformation: The map is modified during the course of the game through rotation or shifts. Examples include Wiz-War and Dungeon Twister.

Map Reduction: Over the course of the game, the map shrinks.

Measurement Movement: Pieces may be moved up to a certain distance, measured by a ruler.

This is typically used in miniatures games such as Warhammer 40,000 (Third Edition). Because of precision issues it can sometimes lead to disagreements between players about true range.

Note that this mechanism differs from Movement Template, where players place templates and must move the length of the template, rather than the infinitely-variable placement noted here.

Minimap Resolution: When a conflict is initiated, pieces are moved to a separate board for resolution.

Moving Multiple Units: Actions may Move one or Multiple Units.

This mechanism was first introduced in Top Race. Players place wagers on cars in a race, and so have a vested interest in certain ones winning. However the cards they need to play move many cars, including those they want to lose. So they need to time the play of the cards when they will be most advantageous to the cars they control, and minimize the movement of the other cars.

This mechanism does not apply when players simply have the choice to move multiple units on their turn (for example, by dividing movement points among different units).

Movement Points: A piece is given a number of points to spend on movement. This is common in a variety of games, but particularly war games, where spaces can cost different amounts depending on the terrain. This is distinct from Action Points in that it is a property of the particular piece or terrain, rather than player options (which may ‘’include’’ movement).

Multiple Maps: The game takes place on Multiple Maps which are connected at defined points.

Several examples stand out. The fantasy rail game Iron Dragon has a surface and cavern map, and players can build and connect tracks in both.

Khronos has three boards representing the same space at different times. Building on the older board impacts history on the future boards.

Fische Fluppen Frikadellen allows up to 15 players to trade goods across three separate boards at different areas of the room. Players may leave and physically move between boards at defined times, taking their money and goods with them.

Network and Route Building: The game involves the development of connected routes and nodes, often represented as routes between destinations. This is differentiated from Connections in that it provides some in-game effect beyond merely scoring, such as the ability to trigger actions, or requiring maintenance costs.

There are a variety of implementations of this system, most prominently in train-themed games. 1830: Railways & Robber Barons uses tiles with pre-printed tracks. Empire Builder has players draw lines on the map with crayons or dry-erase markers. In Power Grid the development of your network has economic impacts. Hansa Teutonica generates bonus effects as you complete connections in your trading network.

Pattern Movement: Pieces move in a specific pattern relative to the board grid. Classic games like Chess and Shogi use this mechanism, as well as modern games like The Duke.

Pieces as Map: The Pieces themselves compose the Map. This is distinct from Tile Placement in that the map elements remain “pieces” after placement, and accordingly continue to have agency in the game mechanics.

Point To Point Movement: On a board of a game with point-to-point movement, there are certain spots that can be occupied by markers or figurines, e. g. cities on a map. These points are connected by lines, and movement can only happen along these lines. It is not enough that two points are next to or close to each other; if there is no connecting line between them, a player cannot move his or her piece from one to the other. Examples for point-to-point movement: Nine Men’s Morris, Kensington, Friedrich: Anniversary Edition. Non-intuitive example for point-to-point movement: Risk. While Risk is also an Area Movement game, like Axis & Allies, it encompasses point-to-point movement as well. This is due to the lines connecting various areas through the otherwise impassable water areas (e.g. Greenland, Japan, Iceland, Madagascar).

Portal Movement: Pieces can instantly move between non-adjacent spaces through designated portals, wormholes, or teleportation devices. This creates strategic opportunities for rapid redeployment and surprise actions. Portal placement may be fixed at game setup, or players may be able to create and destroy portals during play, adding a layer of strategic depth to spatial control.

Relative Movement: The precise location of units is not tracked. Only their Relative Position is important. This mechanism has been used in a variety of racing games, including Formula Motor Racing and RoadKill, and other themes, like escaping from shark in Get Bit!.

Roll / Spin and Move: Roll / Spin and move games are games where players roll dice or spin spinners and move playing pieces in accordance with the roll. This term is often used derogatorily to imply that there is no thought involved. Roll and move games like Backgammon, however, contain tactical elements.

Slide / Push: Players push or slide a token, and other tokens ahead of it are also pushed.

Square Grid: Pieces are placed on a board tessellated with squares, which is used for adjacency and/or movement.

Three Dimensional Movement: Position and movement of pieces is in three dimensions. This can either be represented by a multi-level play surface, or some token or indicator of the height above or below a two-dimensional play surface.

Examples include Chopper Strike, which physically has two layers for tanks and helicopters to move on, or Attack Vector: Tactical, which includes tiles to show height above or below the play surface.

Track Movement: Pieces are moved along a linear track (not necessarily straight – it may turn, curve or loop). This may include simple branches such as Tokaido or Jamaica, and tracks with limited width as is typical of racing games such as: Flamme Rouge, Downforce, or Monza. Examples include classic roll-and-move games of the Backgammon or Pachisi variety, or contemporary board games such as Lewis & Clark: The Expedition or Viva Topo!.

Zone of Control: Spaces adjacent to a unit impact the ability of opposing units to move or attack.

This is a very common mechanism in wargames, such as The Russian Campaign. There are many variations, including “Locking ZOCs”, where units are frozen and cannot leave, “Soft ZOCs”, where units can move from ZOC to ZOC, but at some penalty, and others.

All board game mechanics: Miscellaneous

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.


Bingo: Items are selected at random, and each player needs to use the items for their own player boards.

Other than Bingo, examples include Take it Easy!, Rise of Augustus, and Super-Skill Pinball: 4-Cade; it is often the basis for the game genres of Mechanism: Roll-and-Write and Mechanism: Flip-and-Write.

Chit-Pull System: Used in wargames to address the problem of simulating simultaneous action on the battlefield and issues of “Command and Control”. In such a system the current player randomly draws a chit or counter identifying a group of units which may now be moved. Schemes include moving any units commanded by a particular leader, moving units of a particular quality or activating units not for movement but for fighting.

Bolt Action is an example of such mechanics.

Cube Tower: Actions are resolved by dropping cubes of various colors into a tower and seeing which emerge out the bottom. Cubes that do not emerge may come out in future actions, and impact those. This is in essence a particular form of a shared Deck, Bag, and Pool Building as implemented by a Components: Drop Tower.

Wallenstein is an early example.

Events: Actions occur outside the control of players that cause an immediate effect, change the state of the game, or impact subsequent actions.

Ladder Climbing: Players play one card, or a set of related cards. Subsequently, players must play cards of an equal or higher value of the same set already played. The last player to successfully play wins the right to start a new round of Climbing. This mechanism originated in East Asia, and is represented by modern games such as Tichu and The Great Dalmuti.

Narrative Choice / Paragraph: Multiple action options are presented to the players via a narrative format. These can be presented in a book with numbered paragraphs as in Tales of the Arabian Nights or Above and Below, or via cards as in Dead of Winter: A Crossroads Game.

Player Judge: One player, the judge, decides the outcome of the Action. This is a common mechanism in party games, including Apples to Apples and Cards Against Humanity.

Predictive Bid: Players make a prediction about what they will do in a future part of the game, and may score points based on how well they match the prediction. This is most frequently seen in trick taking games like Bridge, Spades, and Sluff Off!. It is also notably seen in Dune, as the Bene Gesserit player may steal victory from another player by successfully predicting that they will win on a particular turn.

Rock-Paper-Scissors: There are three possible options, and they are cyclically superior (A beats B, B beats C, and C beats A).

The name derives from the well-known children’s game where
Scissors cuts Paper
Paper covers Rock
Rock crushes Scissors

But can refer to any game with non-transitive mechanisms.

Targeted Clues: A player gives clues that they want some, but not all, players to guess.

This is frequently used in party games, such as Barbarossa and Dixit.

Trick-Taking: Players play cards from their hand to the table in a series of rounds, or “tricks” which are each evaluated separately to determine a winner and to apply other potential effects.

The most common way to win a trick is by having the card with highest value of the suit that was led, but many classical card games use the “trump” system (where the certain cards, usually those of a designated suit, will win the trick if they are played.) Occasionally there is a round of bidding to determine this trump suit.

In many trick taking games (though not all), players are required to “follow suit”, i.e. play a card of the same suit as was led if they have one. If they do not have a matching card, they must play another card from their hand.

Cards are played sequentially, not simultaneously.

Tug of War: A marker is moved up and back on a track towards or away from a neutral position. Twilight Struggle implements this as a way of determining victory, and also acting as a Sudden Death mechanism if either player reaches the end of the track. Churchill implements a 3-player tug-of-war to resolve the issues being debated throughout the game.

Variable Player Powers: Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players. To illustrate, here are some notable examples.

In Ogre, one player controls a single powerful piece, and the other plays many weaker units. The net effect is a balanced game.

In Cosmic Encounter, each player is assigned a random special ability at the beginning of the game. Although each player has the same victory goal (establish colonies on five planets in other players’ systems), their abilities enable differing means to the end.

In Here I Stand, each player controls a political power with unique ways to score victory points. Some focus on military conquest, some on religious influence, etc.

Player powers may change throughout the game, as in Small World or Sunrise City.

Voting: Players vote on whether a proposed action will occur or not.

In most games with this mechanism each player has one vote. However several, like Junta, give players different numbers of votes depending on their board position or the issue being voted on.