Board game mechanics
Every mechanic in the MeeplePick database — how a game actually plays — with the number of ranked games in each.
- Dice Rolling2194
- Hand Management2049
- Set Collection1286
- Variable Player Powers1043
- Card Drafting903
- Area Majority / Influence831
- Modular Board819
- Tile Placement748
- Grid Movement647
- Cooperative Game641
- Action Points544
- Auction/Bidding507
- Hexagon Grid501
- Area Movement496
- Simultaneous Action Selection483
- Simulation463
- Take That427
- Team-Based Game410
- Worker Placement402
- Deck399
- Push Your Luck378
- Roll / Spin and Move353
- Point to Point Movement343
- Solo / Solitaire Game343
- Network and Route Building300
- Pattern Building292
- Memory277
- Player Elimination266
- Pick-up and Deliver266
- Role Playing243
- Campaign / Battle Card Driven234
- Trading220
- Secret Unit Deployment199
- Paper-and-Pencil198
- Action Queue190
- Pattern Recognition166
- Betting and Bluffing149
- Storytelling145
- Voting142
- Events137
- Commodity Speculation128
- Scenario / Mission / Campaign Game127
- Movement Points127
- Variable Phase Order124
- Trick-taking120
- End Game Bonuses115
- Stock Holding108
- Enclosure98
- Race92
- Card Game92
- Drafting82
- Contracts81
- Line of Sight79
- Square Grid77
- Acting73
- Action / Dexterity67
- Communication Limits65
- Ratio / Combat Results Table64
- Rock-Paper-Scissors59
- Income56
- Time Track55
- Party Game55
- Line Drawing54
- Variable Set-up52
- Deduction52
- Hidden Roles48
- Action Retrieval48
- Chit-Pull System48
- Market45
- Rondel45
- Card Play Conflict Resolution43
- Real-Time43
- Childrens Game42
- Hidden Movement39
- Connections35
- Traitor Game34
- Stacking and Balancing34
- Trivia34
- Layering33
- Grid Coverage33
- Re-rolling and Locking33
- Flicking33
- Bias32
- Follow30
- Catch the Leader30
- Ownership30
- Increase Value of Unchosen Resources29
- Track Movement27
- Map Addition25
- Die Icon Resolution25
- Worker Placement with Dice Workers25
- Bingo25
- Measurement Movement25
- Turn Order: Progressive24
- Mancala24
- Zone of Control24
- Abstract Strategy24
- Action Drafting23
- Negotiation23
- Deck Construction23
- Ladder Climbing23
- Single Loser Game23
- Investment22
- Melding and Splaying21
- Critical Hits and Failures21
- Word Game21
- Move Through Deck20
- Humor20
- Legacy Game19
- Tech Trees / Tech Tracks19
- Narrative Choice / Paragraph19
- Loans19
- Auction: Dutch19
- Programmed Movement19
- Area-Impulse19
- I Cut19
- Turn Order: Stat-Based18
- Once-Per-Game Abilities18
- Alliances18
- Animals18
- Turn Order: Claim Action17
- Highest-Lowest Scoring17
- Resource to Move17
- Educational17
- Hidden Victory Points16
- Action/Event16
- Constrained Bidding16
- Victory Points as a Resource16
- Map Reduction16
- Targeted Clues16
- Elapsed Real Time Ending16
- Crayon Rail System16
- Movies / TV / Radio theme16
- Fantasy16
- Interrupts15
- Static Capture15
- Movement Template15
- Real-time15
- Science Fiction15
- Advantage Token14
- Score-and-Reset Game14
- Roles with Asymmetric Information14
- Semi-Cooperative Game14
- Chaining14
- Bribery13
- Random Production13
- Singing13
- Bluffing13
- Delayed Purchase12
- Automatic Resource Growth12
- Auction: Turn Order Until Pass12
- Three Dimensional Movement12
- Command Cards12
- Speed Matching12
- Minimap Resolution12
- Racing12
- Lose a Turn11
- Relative Movement11
- Auction: Sealed Bid11
- Player Judge11
- Physical Removal11
- Map Deformation11
- Sudden Death Ending10
- Tug of War10
- Finale Ending10
- Stat Check Resolution10
- Action Timer10
- King of the Hill9
- Auction: Once Around9
- Cube Tower9
- Multiple Maps9
- Political9
- Sports9
- Adventure9
- Force Commitment8
- Prisoners Dilemma8
- Turn Order: Pass Order8
- Kill Steal8
- Auction: Fixed Placement8
- Pirates8