Description
Game objects, typically cards, have icons or other identifiers that identify them as belonging to specific categories. These tags may trigger special effects and/or have values and meaning that can vary, even within the scope of a single play. Tags are additional parameters on top of the base meaning of the game element, so tags represent a means of coupling the game element with more mechanisms and systems. Tags are also bookmarks that can reference a variable set of possible rules that are encoded elsewhere, so they are also a means to modularize, or uncouple, game triggers and game effects.
Discussion
Tags sit quite close to the boundary between a mechanism and a graphical representation, and they are among the most common and useful approaches to creating interconnections between game elements and categories. A card or similar game element is a collection of parameters. Some parameters have specific game meaning, such as the speed or strength of a unit, or the color of a pawn. Other parameters may have no game meaning at all, as is often the case with the size of a pawn or marker. Some
parameters have a variable meaning based on other cards, game conditions, scenario rules, and more. Tags indicate that a card has additional implications and parameters. Suits of cards in traditional card games are a kind of tag that puts cards into one of four categories. This is an Ur-mechanism that one can find in an enormous number of games. Viewed in this way, card colors, suits, and types can all be considered tags. There is not a substantial distinction between using a card color, icon, or keyword to differentiate cards from one another, and the choice of which visual representation to use is largely a matter of usability. Color is a favorite primary method of distinguishing card categories, but as the number of parameters a card needs to store increases, tags are a handy solution. Tags are also somewhat more amenable to storing multiple values. While it is possible for a card to belong to several colors, it can be a strain to represent this clearly. Multiple tags on a card are more legible when representing a handful of parameters. Tags are useful for a few different purposes: as an additional fixed dimension of categorization of a card, creating a variable that can be defined differently in different scenarios. Tags as an additional fixed dimension are familiar features of many card-driven games. Costs for playing a card from hand are often represented with icons, as in 7 Wonders. These could be viewed as a kind of tag. Terraforming Mars builds on this idea by presenting category tags, such as Space, Plants, and Science. Some tags, like Space and Building tags, allow players to pay the cost of the associated card with an alternate resource, like titanium and steel. These are fixed attributes of these tags, which apply to all players at all times. Tags are also used in Terraforming Mars in a contingent way. Space tags have no fixed meaning on their own. However, in some games, they may contribute towards achieving certain milestones, they may be themselves the subject of a majority competition, playing a card with a Space tag may trigger some effect, and some cards may require a certain number of Space tags to be in a player’s tableau as a prerequisite. The various other tags in the game operate similarly using this consistent pattern as a language for the game’s mechanisms. This consistency in functional relationships makes it easier to grasp the rules as a system, while the sheer variety of tags and possible effects provides a large toolbox of possible effects. The combination of tag types, mechanisms that key off of the tags, and the effects themselves create a highly expressive system that
can describe many different kinds of projects, from hurling asteroids at a planet to nurturing plants under a dome to searching for microbial life in the red dust of Mars. Scenario-based games often use tags to create a similar variability from scenario to scenario. In Horrified, the symbol “!” is used to indicate that a monster’s special ability should be triggered. Each game is played with a selection of different monsters, each with its own special ability. The trigger simply says to trigger a monster’s special effect. The effect that occurs depends on the specific monsters that happen to be in the game. This type of modularity is part of the toolkit of object-oriented programming, which seeks to uncouple inputs, mechanisms, and outputs in order to create many little machines that accept a defined input, perform some basic function, and produce a defined output. The machines, or modules, can then be strung together in different ways to produce complex interactions. The game design leverages these ideas, but in many cases, the goal of the designer is to retain certain couplings and to create interesting decisions based on those couplings. The examples above demonstrate how the same method, tagging, can be used for either coupling or uncoupling. The first method, of adding parameters to a given entity, couples that new parameter with all the pre-vious parameters, uses, and values of the entity. It is one more element to consider in how to use that element to the best advantage. The last example shows how to uncouple triggers and effects, so that the designer can include greater variety and content, within a smaller set of rules and components. The second example is a masterful use of tagging for both coupling and uncoupling and demonstrates the enormous power and flexibility of the mechanism. Magic: The Gathering makes extensive use of tags. There are several varieties. “Evergreen” keywords are abilities that are common and players are expected to know, like Flying and First Strike. These typically do not include explanations of what they do on the cards. “Set” keywords are new keywords introduced with new sets, such as the Morph ability that was introduced in the Onslaught block. Set keywords are explained on each card. The keywords in this case are a shorthand for players who are familiar with them. Finally, “Reminder” tags are keywords that are generally consistent in when they trigger, but the precise effect varies from card to card. Morbid, introduced in Innistrad, is an example of this (Illustration 13.2).
Sample Games
7 Wonders (Bauza, 2010) Horrified (Uncredited, 2019) Magic: The Gathering (Garfield, 1993) Terraforming Mars (Fryxelius, 2016) Illustration 13.2 Abomination of Gudul card from Magic: The Gathering. In addition to the CREATURE and HORROR tags, the ability section includes the Evergreen FLYING keyword and Set MORPH keyword. Note that FLYING does not include an explanation, while MORPH does.

描述
游戏对象,通常是卡牌,具有图标或其他标识符,将它们识别为属于特定类别。这些标签(tags)可能会触发特殊效果和/或具有甚至在单次游戏范围内也可以变化的价值和意义。标签是游戏元素基本含义之上的附加参数,因此标签代表了一种将游戏元素与更多机制和系统耦合的手段。标签也是书签,可以引用在其他地方编码的一组可变的可能规则,因此它们也是模块化或解耦游戏触发器和游戏效果的一种手段。
讨论
标签非常接近机制和图形表示之间的边界,它们是创建游戏元素和类别之间互连的最常见和最有用的方法之一。一张卡牌或类似的游戏元素是参数的集合。有些参数具有特定的游戏含义,例如单位的速度或力量,或棋子的颜色。其他参数可能根本没有游戏含义,这通常是棋子或标记大小的情况。有些
参数具有基于其他卡牌、游戏条件、剧本规则等的可变含义。标签表明卡牌具有额外的含义和参数。传统纸牌游戏中的花色是一种标签,将卡牌分为四类之一。这是在无数游戏中都可以找到的一种原始机制。以此方式看待,卡牌颜色、花色和类型都可以被视为标签。在使用卡牌颜色、图标或关键字来区分卡牌方面没有实质性区别,选择使用哪种视觉表示主要是一个可用性问题。颜色是区分卡牌类别的最受欢迎的主要方法,但随着卡牌需要存储的参数数量增加,标签是一个方便的解决方案。标签也更适合存储多个值。虽然一张卡牌可能属于几种颜色,但这很难清晰地表示。当代表少量参数时,卡牌上的多个标签更易读。标签有几个不同的用途:作为卡牌分类的额外固定维度,创建一个可以在不同剧本中定义不同的变量。作为额外固定维度的标签是许多卡牌驱动游戏的熟悉特征。从手中打出卡牌的费用通常用图标表示,如在《七大奇迹》(7 Wonders)中。这些可以被视为一种标签。《殖民火星》(Terraforming Mars)通过呈现类别标签(如太空、植物和科学)建立在这个想法之上。有些标签,如太空和建筑标签,允许玩家用替代资源(如钛和钢)支付相关卡牌的费用。这些是这些标签的固定属性,始终适用于所有玩家。标签在《殖民火星》中也以一种视情况而定的方式使用。太空标签本身没有固定的含义。然而,在某些游戏中,它们可能有助于实现某些里程碑,它们本身可能是多数竞争的主题,打出带有太空标签的卡牌可能会触发某种效果,并且某些卡牌可能要求玩家画面中拥有一定数量的太空标签作为先决条件。游戏中的各种其他标签使用这种一致的模式作为游戏机制的语言类似地运作。这种功能关系的一致性使得将规则作为一个系统来掌握变得更容易,而标签和可能效果的纯粹多样性提供了一个巨大的可能效果工具箱。标签类型、由标签触发的机制以及效果本身的结合创造了一个高度表达性的系统,
可以描述许多不同类型的项目,从向行星投掷小行星到在圆顶下培育植物再到在火星的红尘中寻找微生物生命。基于剧本的游戏经常使用标签来创建从剧本到剧本的类似可变性。在《Horrified》中,符号“!”用于表示应触发怪物的特殊能力。每个游戏都选择不同的怪物进行游戏,每个怪物都有自己的特殊能力。触发器只是说触发怪物的特殊效果。发生的效果取决于游戏中恰好有哪些特定怪物。这种类型的模块化是面向对象编程工具包的一部分,它寻求解耦输入、机制和输出,以便创建许多接受定义输入、执行某些基本功能并产生定义输出的小机器。机器或模块随后可以以不同方式串联在一起以产生复杂的交互。游戏设计利用了这些想法,但在许多情况下,设计师的目标是保留某些耦合,并基于这些耦合做出有趣的决定。上面的例子展示了相同的方法,标记,如何用于耦合或解耦。第一种方法,向给定实体添加参数,将该新参数与实体的所有先前参数、用途和价值耦合。这是在使用该元素以获得最佳优势时要考虑的另一个元素。最后一个例子展示了如何解耦触发器和效果,以便设计师可以在更小的一组规则和组件内包含更多的多样性和内容。第二个例子是对标签进行耦合和解耦的巧妙使用,并展示了该机制的巨大力量和灵活性。《万智牌》(Magic: The Gathering)广泛使用标签。有几个品种。“常青”(Evergreen)关键字是常见的且玩家应该知道的能力,如飞行(Flying)和先攻(First Strike)。这些通常不在卡牌上包括它们做什么的解释。“系列”(Set)关键字是随新系列引入的新关键字,例如在《奥德赛》环境(Onslaught block)中引入的变身(Morph)能力。系列关键字在每张卡牌上都有解释。这种情况下的关键字是熟悉它们的玩家的速记。最后,“提示”(Reminder)标签是通常在触发时一致的关键字,但确切效果因卡牌而异。在《依尼翠》(Innistrad)中引入的阴森(Morbid)就是这方面的一个例子(插图13.2)。
游戏范例
7 Wonders (Bauza, 2010) - 《七大奇迹》 Horrified (Uncredited, 2019) - 《Horrified》 Magic: The Gathering (Garfield, 1993) - 《万智牌》 Terraforming Mars (Fryxelius, 2016) - 《殖民火星》 插图13.2 《万智牌》中的Abomination of Gudul卡牌。除了CREATURE(生物)和HORROR(惊悚/恐魔)标签外,能力部分还包括常青关键字FLYING(飞行)和系列关键字MORPH(变身)。请注意,FLYING不包括解释,而MORPH包括。

Game Index ў ў Note: This Game Index shows what mechanisms used a particular game as an example. It is not intended to be a full cross-reference of all mechanisms that each of these games includes. …and then, we held hands, Chircop and Massa, 2015: ACT-20 Layering, CAR-03 Melding 10 Days in the USA, Moon and Weissblum, 2003: VIC-21 Ordering 20 Questions, Unknown: UNC-13 Induction 25 Words or Less, Sterten, 1996: AUC-17 Bids as Wagers 6 Nimmt, Kramer, 1994: RES-22 Kill Steal The 7th Continent, Roudy and Sautter, 2017:
Combo Abilities, STR-08 Scenario/ Mission/Campaign Games 7 Wonders, Bauza, 2010: ACT-02 Action Drafting,
Scope, SET-01 Set Valuation 7 Wonders Duel, Bauza and Cathala, 2015:
Death, VIC-19 Tug of War 13th Age, Heinsoo and Tweet, 2013: RES-19 Dice Selection 1830, Tresham, 1986: ACT-15 Gating and Unlocking, ECO-03 Market, ECO11 Upgrades, ECO-14 Ownership,
Victory Points as Resource, VIC-10 Exhausting Resources 1960: The Making of the President, Leonhard and Matthews, 2007: ACT-04 Action/ Event, ARC-04 Territories and Regions 4000 ad, Doherty, 1972: MOV-24 Hidden Movement, RES-01 High Number Abalone, Lalet and Levi, 1987: ACT-21 Slide/ Push, RES-11 Static Capture Above and Below, Laukat, 2015: ACT-18 Narrative Choice Abracada…What?, Kim, 2014: UNC-05 Roles with Asymmetric Information Ace of Aces, Leonardi, 1980: MOV-11 Relative Position Acquire, Sackson, 1964: ECO-03 Markets, ECO13 Investment, ECO-14 Ownership,
Action Castle, Soren 2009: ACT-18 Narrative Choice Advanced Squad Leader, Greenwood, 1985:
Critical Hits and Failures, STR-08 Scenario/Mission/Campaign Games The Adventurers: The Temple of Chac, Blossier and Henry, 2009: MOV-14 Bias Aeon’s End, Riley, 2016: CAR-05 Deck Building,
Age of Empires III: The Age of Discovery, Drover, 2007: TRN-05 Claim Turn Order Age of Mythology: The Board Game, Drover, 2003:
Age of Steam, Wallace, 2002: AUC-10 Selection Order Bid, ECO-07 Loans, SET-04 Network Building, STR-08 Scenario/ Mission/Campaign Games, TRN-03 Bid Turn Order, VIC-04 Victory Points as a Resource, VIC-18 Catch the Leader Agricola, Rosenberg, 2007: ACT-02 Action Drafting, ACT-15 Gating and Unlocking, ECO-08 Always Available Purchase, ECO-17 Increase Value of Unchosen Resources, TRN-05 Claim Turn Order, VIC-01 Victory Points from Game State, WPL-01 Standard Worker Placement, WPL03 Acquiring and Losing Workers,
Buildings, WPL-07 Building Actions and Rewards, WPL-08 Turn Order and Resolution Order Airlines, Moon, 1990: ECO-13 Investment, VIC01 Victory Points from Game State,
Alcatraz: The Scapegoat, Cywicki, Cywicki, and Hanusz, 2011: STR-06 Single Loser Games
Game Index Alhambra, Henn, 2003: SET-02 Tile-Laying,
Alien Frontiers, Niemann, 2010: WPL-04 Workers-As-Dice, WPL-05 Adding and Blocking Buildings Ambush!, Butterfield and Smith, 1983: STR-04 Solo Games Among the Stars, Bagiartakis, 2012: CAR-06 Drafting Amun-Re, Knizia, 2003: AUC-06 Constrained Bidding, AUC-15 Fixed Placement Auction Anachrony, Amann, Peter, and Turczi, 2017:
Android, Clark and Wilson, 2008: SET04 Network Building, VIC-14 Connections Android Netrunner, Garfield and Litzsinger, 2012: ACT-01 Action Points Andean Abyss, Ruhnke, 2012: CAR-08 Multi-Use Cards Animals On Board, Sentker and zur Linde, 2016:
Animal Upon Animal, Miltenberger, 2005, RES05 Physical Action, RES-25 Stacking and Balancing Antike, Gerdts, 2005: ACT-10 Rondel Apples to Apples, Kirby and Osterhaus, 1999:
Archipelago, Boelinger, 2012: STR-05 Semi-Cooperative Games The Ares Project, Engelstein and Engelstein, 2011:
Action Speed, VIC-17 King of the Hill Arkham Horror, Krank, Launius, Petersen, and Willis, 1987: STR-02 Cooperative Games, STR-05 Semi-Cooperative Games Arkham Horror: The Card Game, French and Newman, 2016: CAR-07 Deck Construction, STR-04 Solo Games The Artemis Project, Chow and Rocchi, 2019:
Article 27: The UN Security Council Game, Baden, 2012: RES-15 Voting Ascending Empires, Cooper, 2011: RES-10 Physical Action, RES-24 Flicking Ascension: Deckbuilding Game, Fiorillo and Gary, 2010: CAR-05 Deck Building, ECO08 Always Available Purchase Asgard, Zizzi, 2012: WPL-03 Acquiring and Losing Workers Assault of the Giants, Parks, 2017: ACT03 Action Retrieval, UNC-09 Probability Management Atmosfear, Tanner, 1991: VIC-13 Elapsed Real Time Attack Vector: Tactical, Burnside, Finley, and Valle, 2004: MOV-01 Tessellation, MOV-05 Resource to Move, MOV-09 Impulse Attika, Merkle, 2003: ECO-11 Upgrades AuZtralia, Wallace, 2018: TRN-13 Time Track Ave Caesar, Riedesser, 1989: VIC-07 Race,
Axis & Allies, Harris, Jr., 1981: ARC-01 Absolute Control, ARC-03 Troop Types, RES02 Stat Check, RES-13 Minimap,
Aye, Dark Overlord, Bonifacio, Crosa, Enrico, Ferlito, and Uren, 2005: STR-06 Single Loser Games Azul, Kiesling, 2017: VIC-01 Victory Points from State, VIC-05 Hidden and Exposed Victory Points, VIC-09 Fixed Number of Rounds, VIC-11 Completing Targets B-17: Queen of the Skies, Frank and Shelley, 1981:
Backgammon, Unknown, 3000 bce: MOV-02 Roll and MoveBANG!, Sciarra, 2002:
Player Elimination Barbarossa, Teuber, 1988: RES-17 Targeted Clues Bärenpark, Walker-Harding, 2017: SET-03 Grid Coverage Baseball Highlights: 2045, Fitzgerald, 2015:
04 Solo Games Battle Cry, Borg, 2000: ACT-05 Command Cards Battle Masters, Baker, 1992: TRN-11 Random Turn Order Battleball, Baker, 2003: MOV-07 Different Dice,
BattleLore, Borg, 2006: ACT-05 Command Cards Battles of Westeros, Kouba, 2010: ACT-13 OncePer-Game Abilities Battlestar Galactica: The Board Game, Konieczka, 2008: ACT-13 Once-Per-Game Abilities, RES-15 Voting, STR-03 Team-Based Games, STR-07 Traitor Games, UNC-04 Hidden Roles,
BattleTech, Brown, Leeper, and Weisman, 1985:
Game Index Bausack, Zock, 1987: RES-10 Physical Action,
Beasts of Balance, Buckenham and Fleetwood, 2016: RES-25 Stacking and Balancing Bed, Wed, Dead: A Game of Dirty Decisions, Murray, 2016: UNC-14 Questions and Answers Belfort, Cormier and Lim, 2011: ECO-14 Ownership, WPL-01 Standard Worker Placement, WPL-02 Workers of Differing Types Ben Hur, du Poel, 1987: MOV-05 Resource to Move Best Treehouse Ever, Almes, 2015: CAR-06 Drafting Betrayal at House on the Hill, Daviau, Glassco, McQuilian, Selinker, and Woodruff, 2004: STR-07 Traitor Games Between Two Cities, O’Malley, Pedersen, and Rosset, 2015: RES-26 Neighbor Scope, SET-02 Tile-Laying, STR-04 Solo Games, VIC-20 Highest Lowest Between Two Castles of Mad King Ludwig, O’Malley and Rosset, 2018: RES-26 Neighbor Scope The Big Idea, Ernest, 2000: RES-16 Player Judge Bingo, Unknown: ACT-19 Bingo Bismarck, Roberts and Shaw, 1962: RES-13 Minimap Black Angel, Dujardin, Georges, and Orban, 2019: ACT-21 Slide/Push Blitzkrieg, Pinsky and Shaw, 1965: ARC07 Zone of Control, MOV-01 Tessellation Blockhead!, D’Arcey, 1952: RES-25 Stacking and Balancing Blokus, Tavitian, 2000: SET-03 Grid Coverage Blue Lagoon, Knizia, 2018: MOV-13 Chaining, STR-09 Score and Reset Games Bohnanza, Rosenberg, 1997: CAR-04 Card Draw, Limits, and Deck Exhaustion,
Bonfire, Feld, 2020: ACT-11 Action Selection Restrictions BONK, Harvey, 2017: STR-09 Score and Reset Games The Bottle Imp, Cornett, 1995: CAR-01 Trick Taking Brass, Wallace, 2007: ECO-05 Income, ECO-07 Loans, ECO-11 Upgrades, SET-04 Network Building Brawl, Ernest, 1999: TRN-07 Real-Time Break the Safe, Uncredited, 2003: VIC-13 Elapsed Real Time Breakout: Normandy, Greenwood and Stahler, 1992: ACT-14 Advantage Token Brew Crafters, Rosset, 2013: WPL-05 Adding and Blocking Buildings Bridge, Vanderbilt, 1908: AUC-17 Bids as Wagers, CAR-01 Trick Taking,
Brikks, Warsch, 2018: SET-03 Grid Coverage Buck Rogers: Battle for the 25th Century, Grubb, 1988: MOV-22 Multiple Maps, RES13 Minimap C&C Ancients, Napoleonics, etc., Borg, 2006– 2018: ACT-05 Command Cards Cable Car, Henn, 2009: VIC-14 Connections,
Cacao, Walker-Harding, 2015: SET-01 Set Valuation Calimala, Lopiano, 2017: ACT-11 Action Selection Restrictions Camel Up, Bogen, 2014: MOV-02 Roll and Move, UNC-01 Betting and Bluffing Camelot, Jolly, 2005: TRN-14 Passed Action Token Can’t Stop, Sackson, 1980: UNC-02 PushYour-Luck, UNC-09 Probability Management Candyland, Abbot, 1949: TRN-01 Fixed Turn Order Captain Sonar, Fraga and Lemonnier, 2016:
03 Team-Based Games, TRN-08 Punctuated Real-Time Car Wars, Irby and Jackson, 1981: MOV-09 Impulse Carcassonne, Wrede, 2000: ACT-22 Matching,
Tile-Laying, UNC-07 Unknown Information, VIC-02 Victory Points from Player Actions Cards Against Humanity, Dillon, Dranove, Halpern, Hantoot, Munk, Pinsof, Temkin, and Weinstein, 2009: RES16 Player Judge Careers, Brown, 1955: MOV-01 Tessellation Carson City, Georges, 2009: WPL-05 Adding and Blocking Buildings Cartographers, Aden, 2019: ACT-19 Bingo Castle Dice, Peterschmidt, 2013: ECO-01 Exchanging Castle Panic, De Witt, 2009: STR-05 Semi-Cooperative Games
Game Index Castles of Burgundy, Feld, 2011: VIC-09 Fixed Number of Rounds Catacombs, Amos, Kelsey, and West, 2010: RES10 Physical Action, RES-24 Flicking Catan, Teuber, 1995: CAR-06 Drafting, ECO01 Exchanging, ECO-02 Trading,
01 Set Valuation, SET-04 Network Building, UNC-10 Variable Setup,
Victory Points, VIC-07 Race Catch Phrase!, Williamson, 1994: RES-23 Hot Potato, TRN-14 Passed Action Token Catch the Moon, Riffaud and Rodriguez, 2017:
The Cave of Time, Packard, 1979: ACT-18 Narrative Choice Cave Troll, Jolley, 2002: ARC-03 Troop Types Caveman Curling, Quodbach, 2010: STR-03 Team-Based Games Caverna: The Cave Farmers, Rosenberg, 2013:
Workers Caylus, Attia, 2005: ECO-14 Ownership, TRN06 Pass Order, WPL-01 Standard Worker Placement, WPL-05 Adding and Blocking Buildings, WPL-07 Building Actions and Rewards,
Order Celebrity, Unknown: STR-03 Team-Based Games Century: Spice Road, Matsuuchi, 2017: ACT03 Action Retrieval, ECO-01 Exchanging, ECO-15 Contracts,
Resources, TRN-01 Fixed Turn Order Ceylon, Zinsli and Zinsli, 2018: ACT-08 Follow,
Chainsaw Warrior, Hand, 1987: MOV-19 Move Trough Deck Champions of Hara, Barber, VanNest, and Zimmerman, 2018: ACT-03 Action Retrieval Champions of Midgard, Steiness, 2015: UNC08 Hidden Information, WPL-04 Workers-As-Dice Charades, Unknown, early nineteenth century:
Charterstone, Stegmaier, 2017: STR-10 Legacy Games Cheat, Unknown: UNC-01 Betting and Bluffing Checkers, Unknown: ARC-06 Force Projection,
Pattern Movement, RES-11 Static Capture Chess, Unknown, ∼1200: ARC-06 Force Projection, ECO-11 Upgrades,
Pattern Movement, RES-11 Static Capture, STR-01 Competitive Games Chicago Express, Wu, 2007: AUC-02 English Auction, ECO-03 Market, ECO-13 Investment Chinatown, Hartwig, 1999: ECO-02 Trading Chinese Checkers, Monks, 1892: MOV-03 Pattern Movement Choose Your Own Adventure: House of Danger, (Uncredited, 2018): ACT-18 Narrative Choice Chopper Strike, Uncredited, 1976: MOV-01 Tessellation Churchill, Herman, 2015: VIC-19 Tug of War Chutes and Ladders, See Snakes & Ladders Circle the Wagons, Aramini, Devine, and Kluka, 2017: ACT-20 Layering, CAR-03 Melding Citadels, Faidutti, 2000: ACT-02 Action Drafting, TRN-10 Role Order Civilization, Tresham, 1980: ACT-16 Tech Trees/Tech Tracks/Tech Bonuses,
Automatic Resource Growth, ECO10 Discounts, RES-09 Alternate Removal, RES-23 Hot Potato, TRN02 Stat Turn Order Clash of Cultures, Marcussen, 2012: ACT-16 Tech Trees/Tech Tracks/Tech Bonuses Cleopatra and the Society of Architects, Cathala and Maublanc, 2006: RES-23 Hot Potato, VIC-08 Player Elimination Climb!, Michaud, 2008: RES-10 Physical Action Clue, Pratt, 1949: MOV-23 Shortcuts, UNC03 Memory, UNC-08 Hidden Information, UNC-12 Deduction Cluzzle, Hamilton, 2004: RES-17 Targeted Clues CO2, Lacerda, 2012: STR-05 Semi-Cooperative Games Coal Baron, Kiesling and Kramer, 2013: WPL05 Adding and Blocking Buildings Coaster Park, Almes, 2017: RES-25 Stacking and Balancing
Game Index Cockroach Poker, Zeimet, 2004: STR-06 Single Loser Games, UNC-01 Betting and Bluffing Cockroach Salad, Zeimet, 2007: ACT-22 Matching Codenames, Chvátil, 2015: VIC-02 Victory Points from Player Actions, UNC-12 Deduction Coimbra, Brasini and Gigli, 2018: ACT-02 Action Drafting Coloretto, Schacht, 2003: SET-05 Combo Abilities Colossal Arena, Knizia, 1997: UNC-11 Hidden Control Colt Express, Raimbault, 2014: ACT-06 Action Queue Combat Commander: Europe, Jensen, 2006:
Multi-Use Cards Command & Colors, Borg, 2006: ARC-03 Troop Types, RES-05 Die Icons Conan, Henry, Bauza, Bernard, Cathala, Croc, Maublanc, and Pouchain, 2016: STR-03 Team-Based Games Concept, Beaujannot and Rivoliet, 2013: ACT-23 Drawing Concordia, Gerdts, 2013: ACT-03 Action Retrieval, ACT-10 Rondel, ECO-01 Exchanging, ECO-03 Markets, SET04 Network Building, VIC-06 EndGame Bonuses, VIC-11 Completing Targets Conquest of the Empire, Harris, Jr., 1984: ARC05 Area Parameters Conspiracy, Solomon, 1973: UNC-11 Hidden Control Container, Delonge and Ewert, 2007: ECO-05 Income, ECO-07 Loans Copycat, Friese, 2012: WPL-01 Standard Worker Placement Core Worlds, Parks, 2011: ECO-04 Delayed Purchase, UNC-09 Probability Management Core Worlds: Galactic Orders, Parks, 2012: ACT17 Events Cosmic Encounter, Eberle, Kittredge, Norton, and Olatka, 1977: ACT-12 Variable Player Powers, ECO-18 Negotiation,
Number, RES-08 Prisoner’s Dilemma, UNC-06 Communication Limits Cosmic Kaboom, Loomis, 2016: RES-24 Flicking Cosmic Wimpout, Swilling, 1975: RES-21 Rerolling and Locking Cottage Garden, Rosenberg, 2016: SET-03 Grid Coverage Coup, Tahta, 2012: UNC-01 Betting and Bluffing, UNC-04 Hidden Roles,
Crazy Eights, Unknown: ACT-22 Matching Crazy Karts, Perret, 2016: UNC-06 Communication Limits Critical Mass, Chang, 2018: RES-20 Action Speed Crokinole, Unknown, before 1876: AUC-14 Dexterity Auction, RES-24 Flicking Crossbows & Catapults, Frigard and Sala, 1983:
Crude: The Oil Game, St. Laurent, 1974:
Production, RES-26 Neighbor Scope Cry Havoc, Rodiek, Oracz, and Walczak, 2016:
Cryptic, Duncan and Veevers, 2018: UNC-12 Deduction Custom Heroes, Clair, 2017: CAR-02 Ladder Climbing Cutthroat Caverns, Covert, 2007: RES-22 Kill Steal Cyclades, Cathala and Maublanc, 2009: AUC-06 Constrained Bidding, AUC-15 Fixed Placement Dai Senso!, Emrich, Powell, and Vasta, 2011:
Dark Moon, Derrick, 2011: UNC-04: Hidden Roles Darkover, Eberle, Kittredge, and Olatka, 1979:
Dart Wars, Reymond, 2006: RES-10 Physical Action Darter, Byrne and Conkey, 2004: MOV-14 Bias Das Letzte Paradies, Knizia, 1993: AUC-09 Second-Bid Auction Das Regeln Wir Schon, Schmiel, 1994: RES-15 Voting Daytona 500, Kramer, 1990: MOV-15 Move Multiple Units Dead Last, Grosso and Patton, 2016: RES-07 Prisoner’s Dilemma Dead of Winter: A Crossroads Game, Gilmour and Vega, 2014: ACT-18 Narrative Choice, STR-07 Traitor Games,
Games, TRN-04 Progressive Turn Order
Game Index Deckscape, Chiachierra and Sorrentino, 2017:
Games Decrypto, Dagenais-Lesperance, 2018: RES-17 Targeted Clues, UNC-12 Deduction Defenders of the Realm, Launius, 2010: STR-05 Semi-Cooperative Games Democrazy, Faidutti, 2000: RES-15 Voting Demon’s Run, Matheny, 1981: MOV-14 Bias Descent: Journeys in the Dark, (Second Edition) (Clark, Konieczka, Sadler, and Wilson, 2012) Descent: Journeys in the Dark, Wilson, 2005:
High Number, RES-05 Die Icons,
Detroit-Cleveland Grand Prix, Kramer, 1996:
Deus, Dujardin, 2014: CAR-04 Card Draw, Limits and Deck Exhaustion Diamonds, Fitzgerald, 2014: CAR-01 Trick Taking, CAR-04 Card Draw, Limits, and Deck Exhaustion Die Macher, Schmiel, 1986: VIC-09 Fixed Number of Rounds Die Speicherstadt, Feld, 2010: AUC-16 Dutch Priority Auction Dimension, Luchau, 2014: VIC-06 End Game Bonuses Diner, O’Malley, 2014: TRN-14 Passed Action Token Diplomacy, Calhamer, 1959: ARC-01 Absolute Control, ECO-18 Negotiation,
Prisoner’s Dilemma, TRN-09 Simultaneous Action Selection Diskwars, Gelle, Hardy, Jolly, and Petersen, 1999: MOV-20 Movement Template,
Divine Right, Rahman and Rahman, 1979:
Dixit, Roubira, 2008: RES-17 Targeted Clues Dominant Species, Jensen, 2010: ARC-03 Troop Types Dominion, Vaccarino, 2008: ECO-04 Delayed Purchase, ECO-08 Always Available Purchase, UNC-09 Probability Management, UNC-10 Variable Setup, VIC-10 Exhausting Resources Dominion and Expansions, Vaccarino, 2008:
Dominoes, Unknown: ACT-22 Matching Don’t Break the Ice, Uncredited, 1965: RES-10 Physical Action Don’t Tip the Waiter, Collicott, 2014: RES-25 Stacking and Balancing Down with the King, Rahman and Rahman, 1981: RES-04 Ratio/Combat Results Table Downfall of Pompeii, Wrede, 2004: MOV-12 Mancala Downforce, Daviau, Jacobson, and Kramer, 2017:
Moving Multiple Units Dracula’s Feast, Hayward, 2017: UNC-04 Hidden Roles The Dragon & Flagon, Engelstein, Engelstein, and Engelstein, 2016: ACT06 Action Queue, MOV-10 Programmed Movement, TRN-13 Time Track Dragon Castle, Hach, Ricci, and Silva, 2017:
Dragon Dice, Smith, 1995: RES-05 Die Icons Dragon Island, Fitzgerald, 2017: MOV-16 Map Addition Dragon’s Gold, Faidutti, 2001: ECO-13 Investment Drakon, Jolly, 2001: ACT-13 Once-Per-Game Abilities Draughts, See Checkers Dream Factory, Knizia, 2000: AUC-12 Closed Economy Auction, ECO-05 Income Dropzone Commander, Lewis, 2012: MOV-06 Measurement duck! duck! Go!, Nunn, 2008: MOV-10 Programmed Movement Duel in the Dark, de Pedro, 2007: MOV-24 Hidden Movement The Duke, Holcomb and Mclaughlin, 2013:
Dune, Eberle, Kittredge, and Olatka, 1979:
Map Deformation, RES-14 Force Commitment, STR-03 Team-Based Games, UNC-01 Betting and Bluffing, VIC-11 Completing Targets Dungeon Fighter, Buonfino, Silva, and Sorrentino, 2011: RES-10 Physical Action Dungeon Lords, Chvátil, 2008: ACT-02 Action Drafting Dungeon Petz, Chvátil, 2011 Dungeon Run, Bistro, 2011: RES-22 Kill Steal Dungeon Twister, Boelinger, 2004: MOV-18 Map Deformation
Game Index Dungeons & Dragons, Arneson and Gygax, 1977
Stat Check, RES-03 Critical Hits and Failures Dungeoneer, Denmark, 2003: MOV-23 Shortcuts Duplicate Bridge, Vanderbilt, 1908: ACT-19 Bingo Dystopian Wars, Fawcett, Flack, Glover, Padfield, Sammarco, and Sinclair, 2010: RES03 Critical Hits and Failures Eclipse, Tahkokallio, 2011: ACT-16 Tech Trees/ Tech Tracks/Tech Bonuses, ECO-05 Income, MOV-16 Map Addition,
Based Games, UNC-07 Unknown Information, VIC-02 Victory Points from Player Actions Eclipse (rule variant), Tahkokallio, 2011: TRN14 Passed Action Token Games Eggs & Empire, Pinchback and Riddle, 2014:
13 Reverse Auction Egizia, Acchittocca, Brasini, Gigli, Luperto, and Tinto, 2009: WPL-05 Adding and Blocking Buildings Eight-Minute Empire: Legends, Laukat, 2013:
El Grande, Kramer and Ulrich, 1995: ARC-02 Area Majority/Influence, ARC-05 Area Parameters, AUC-11 Multiple Lot Auction, MOV-01 Tessellation,
Memory, VIC-01 Victory Points from Game State Elfenland, Moon, 1998: MOV-05 Resource to Move Elementos, Katz, 2015: ARC-06 Force Projection Eleusis, Abbott, 1956: UNC-13 Induction Eminent Domain, Jaffee, 2011: ACT-08 Follow,
Empire Builder, Bromley and Fawcett, 1982:
Movement Points, SET-04 Network Building, VIC-04 Victory Points as Resource, VIC-07 Race, VIC-14 Connections Empires in Arms, Pinder and Rowland, 1983:
Empires of the Void II, Laukat, 2018: ACT-04 Action/Event Escape from Colditz, Brechin, Degas, and Reid, 1973: VIC-13 Elapsed Real Time Escape: The Curse of the Temple, Ostby, 2012:
Rerolling and Locking, TRN-07 Real-Time, VIC-13 Elapsed Real Time Ethnos, Mori, 2017: SET-01 Set Valuation, VIC01 Victory Points from Game State Euphoria: Build A Better Dystopia, Stegmaier and Stone, 2013: WPL-02 Workers of Differing Types, WPL-03 Acquiring and Losing Workers, WPL-05 Adding and Blocking Buildings Europe Engulfed, Evans and Young, 2003: RES02 Stat Check Evo, Keyaerts, 2001: ACT-17 Events Evolution: The Beginning, Crapuchetts, 2016:
Deck Exhaustion Exit: The Game, Brand and Brand, 2016: STR02 Cooperative Games, STR-08 Scenario/Mission/Campaign Games,
The Expanse Board Game, Engelstein, 2017:
Gating and Unlocking, TRN-01 Fixed Turn Order, VIC-04 Victory Points as a Resource, VIC-12 Fixed Number of Events, VIC-18 Catch the Leader Expedition, Kramer, 1996: MOV-13 Chaining,
Exploding Kittens, Inman, Lee, and Small, 2015:
Fabled Fruit, Friese, 2016: STR-10 Legacy Games, WPL-06 Single Workers,
Rewards Factory Fun, van Moorsel, 2006: ECO-01 Exchanging Fairy Tale, Nakamura, 2004: CAR-06 Drafting A Fake Artist Goes To New York, Sasaki, 2012:
with Asymmetric Information Falling, Ernest, 1998: RES-23 Hot Potato,
Fantasy Business, Boelinger, 2002: RES-08 Prisoner’s Dilemma Fantasy Sports Auctions, Unknown: AUC-03 Turn Order Until Pass Auction Favor of the Pharaoh, Lehmann, 2015: UNC-02 Push-Your-Luck A Feast for Odin, Rosenberg, 2016: SET-03 Grid Coverage
Game Index Feudum, Swanson, 2018: ACT-01 Action Points Fiji, Friese, 2006: AUC-04 Sealed-Bid Auction Finca, Sentker and zur Linde, 2009: ACT-10 Rondel, ACT-13 Once-Per-Game Abilities, MOV-12 Mancala Order First Class: All Aboard the Orient Express, Ohley, 2016: TRN-05 Claim Turn Order Fische Fluppen Frikadellen, Friese, 2002: MOV22 Multiple Maps Fist of Dragonstones, Faidutti and Schacht, 2002:
FITS, Knizia, 2009: ACT-19 Bingo, SET-03 Grid Coverage Flash Point: Fire Rescue, Lanzig, 2011: STR-04 Solo Games Movement Flick ‘em Up, Beaujannot and Monpertuis, 2015:
Flicking Flip City, Chen, 2014: ECO-11 Upgrades Flip Ships, Klenko, 2017: RES-10 Physical Action, RES-24 Flicking The Fog of War, Engelstein, 2016: ACT-14 Advantage Token, VIC-15 Circuit Breaker/Sudden Death Fold-it, Goh, 2016: ACT-20 Layering For Sale, Dorra, 1997: AUC-10 Selection Order Bid Forbidden Island, Leacock, 2010: ACT-01 Action Points, CAR-04 Card Draw, Limits, and Deck Exhaustion Forbidden Stars, Bailey, Kniffen, and Konieczka, 2015: ACT-09 Order Counters Formula De, Lavauer and Randall, 1991: MOV04 Movement Points, MOV-07 Different Dice, UNC-02 Push-YourLuck, VIC-07 Race Formula Motor Racing, Knizia, 1995: MOV-11 Relative Position Fortress America, Uncredited, 1986: RES-02 Stat Check Forum Trajanum, Feld, 2018: ACT-11 Action Selection Restrictions France 1944: The Allied Crusade in Europe, Herman, 1986: RES-04 Ratio/ Combat Results Table Counters, TRN-06 Pass Order,
Buildings, WPL-08 Turn Order and Resolution Order Frank’s Zoo, Matthäus and Nestel, 1999: RES07 Rock, Paper, Scissors French Toast, Hayward, 2021: UNC-12 Deduction Fresh Fish, Friese, 2014: AUC-11 Multiple-Lot Auction Friday, Friese, 2011: STR-04 Solo Games Furnace, Lashin, 2021: AUC-18 Auction Compensation, RES-24 Flicking The Fury of Dracula, Hand, 1987: MOV-24 Hidden Movement FUSE, Klenko, 2015: STR-02 Cooperative,
Galactic Destiny, Mauro, O’Maoileoin, Pulis, and Pulis, 2007: RES-15 Voting Galaxy Trucker, Chvátil, 2007: CAR-07 Deck Construction, MOV-11 Relative Position, SET-02 Tile-Laying, VIC01 Victory Points from Game State The Game, Benndorf, 2015: UNC-06 Communication Limits The Gallerist, Lacerda, 2015: WPL-06 Single Workers The Game, Benndorf, 2015: ACT-22 Matching A Game of Trones, Petersen and Wilson, 2003: ACT-09 Order Counters,
04 Sealed Bid Auction, AUC-13 Reverse Auction, AUC-18 Auction Compensation, ECO-18 Negotiation,
Turn Order, TRN-09 Simultaneous Action Selection Ganz schön clever, Warsch, 2018: STR-04 Solo Games Geography, Unknown: ACT-22 Matching Get Bit!, Chalker, 2007: MOV-11 Relative Position Get the Goods, Ado and Moon, 1996: ECO-13 Investment, VIC-12 Fixed Number of Events Gettysburg, Roberts, 1958: ARC-07 Zone of Control, RES-04 Ratio/Combat Results Table Ghost Chase, Haferkamp, 2001: MOV-24 Hidden Movement Ghost Fightin’ Treasure Hunters, Yu, 2013: VIC10 Exhausting Resources Gizmos, Walker-Harding, 2018: ECO-01 Exchanging Glass Road, Rosenberg, 2013: ECO-01 Exchanging Glen More, Cramer, 2010: TRN-13 Time Track
Game Index Glenn Drover’s Empires: Galactic Rebellion, Drover, 2016: ARC-03 Troop Types,
Global Mogul, Crenshaw, 2013: ECO-05 Income Gloom, Baker, 2005: ACT-20 Layering Gloomhaven, Childres, 2017: ACT-03 Action Retrieval, CAR-05 Deck Building,
Glory to Rome, Chudyk, 2005: ACT-08 Follow,
Combo Abilities Go, Unknown, 2200 bce: MOV-01 Tessellation,
Turn Order, VIC-01 Victory Points from Game State, VIC-02 Victory Points from Player Actions Go Fish, Unknown: CAR-03 Melding, UNC-14 Questions and Answers Goa, Dorn, 2004: ACT-11 Action Selection Restrictions, ECO-15 Contracts Going, Going, GONE!, Nicholson, 2013: AUC14 Dexterity Auction Gravwell: Escape from the 9th Dimension, Young, 2013: MOV-14 Bias The Great Dalmuti, Garfield, 1995: CAR-02 Ladder Climbing Greed Incorporated, Doumen and Wiersinga, 2009: ECO-03 Market, ECO-14 Ownership Guardians, Flores, 2018: VIC-19 Tug of War Guess Who?, Coster and Coster, 1979: UNC-12 Deduction Guilds of London, Boydell, 2016: VIC-09 Fixed Number of Rounds Gulo Gulo, Granau, Kramer, and Raggan, 2003:
Guillotine, Peterson, 1998: ECO-20 Resource Queue, MOV-11 Relative Position The Guns of August, Beyma and Davis, 1981:
Results Table Gunslinger, Hamblen, 1982: ACT-06 Action Queue Haggis, Ross, 2010: CAR-02 Ladder Climbing Hanabi, Bauza, 2010: STR-02 Cooperative Games, UNC-03 Memory, UNC-06 Communication Limits, UNC-12 Deduction, VIC-21 Ordering Hannibal, Bauza, 2010: RES-06 Card Play Hannibal: Rome vs Carthage, Simonitch, 1996:
Hansa Teutonica, Steding, 2009: SET-04 Network Building Harbour, Almes, 2015: AUC-09 Second-Bid Auction Hare & Tortoise, Parlett, 1973: MOV-05 Resource to Move, VIC-07 Race Harry Potter: Hogwarts Battle, Forrest-Pruzan Creative, Mandell, and Wolf, 2016:
Headbanz, Glimne and Strandberg, 1991:
Information Hearthstone, Donais and Sakomoto, 2014: ECO08 Always Available Purchase Hearts, Unknown, 1850: AUC-13 Reverse Auction, TRN-05 Claim Turn Order, VIC-15 Circuit Breaker/ Sudden Death Hecatomb, Elliott and Tweet, 2005: ACT-20 Layering Heroes of Land, Air & Sea, Almes, 2018: ARC05 Area Parameters Hey, That’s My Fish!, Cornett and Jakeliunas, 2003: MOV-17 Map Reduction High Rise, Hova, 2019: TRN-13 Time Track High Society, Knizia, 1995: AUC-06 Constrained Bid, AUC-13 Reverse Auction, RES23 Hot Potato, TRN-05 Claim Turn Order, VIC-08 Player Elimination,
Hive, Yianni, 2001: ARC-06 Force Projection,
Score-and-Reset Games Hoax, Eberle, Horn Jr., Kittredge, and Olatka, 1981: RES-15 Voting Hoity Toity, Teuber, 1991: RES-07 Rock, Paper, Scissors; RES-08 Prisoner’s Dilemma Hol’s Der Geier (Raj), Randolph, 1988: AUC-05 Sealed Bid with Cancellation Honey Buzz, Salomon, 2020: ACT-11 Action Selection Restrictions Honshu, Malmioja, 2016: CAR-03 Melding Horrified, Uncredited, 2019: CAR-09 Tags Hostage Negotiator, Porfirio, 2015: STR-04 Solo Games Hot Potato, Unknown, 1800’s: TRN-14 Passed Action Token A House Divided, Chadwick and Emrich, 1981:
The Hunger Games: District 12 Strategy Game, Guild, Kinsella, and Parks, 2012:
Hunt for the Ring, Maggi, Mari, and Nepitello, 2017: STR-03 Team-Based Games,
Game Index I’m the Boss, Sackson, 1994: ECO-18 Negotiation ICECOOL, Gomez, 2016: RES-24 Flicking Imagine, Fujita, Nakashima, Ohki, Oikawa, 2015: ACT-23 Drawing Imperial, Gerdts, 2006: ACT-10 Rondel, ECO14 Ownership Impulse, Chudyk, 2013: ACT-07 Shared Action Queue Incan Gold, Faidutti and Moon, 2005: MOV19 Move Trough Deck, RES-08 Prisoner’s Dilemma, STR-09 Score- and-Reset Games, TRN-09 Simultaneous Action Selection,
Victory Points from Game State Infinity, Rodriguez, 2005: MOV-06 Measurement, RES-02 Stat Check Ingenious, Knizia, 2004: VIC-20 Highest Lowest Inis, Martinez, 2016: ARC-02 Area Majority/ Influence, RES-09 Alternate Removal Innovation, Chudyk, 2010: CAR-03 Melding Insider, Kwaji, Okano, Shinma, and Itoh, 2016:
Information Intrigue, Dorra, 1994: ECO-16 Bribery, ECO-18 Negotiation Iron Dragon, Bromley and Wham, 1994: MOV22 Multiple Maps Isle of Skye: From Chieftain to King, Pelikan and Pfister, 2015: SET-02 Tile-Laying Isolation, Kienitz, 1972: MOV-17 Map Reduction Israeli Air Force Leader, Verssen and Verssen, 2017: CAR-07 Deck Construction Istanbul, Dorn, 2014: WPL-06 Single Workers,
Order Jenga, Scott, 1983: RES-10 Physical Action, RES-25 Stacking and Balancing, STR-06 Single Loser Games Jórvík, Feld, 2016: AUC-16 Dutch Priority Jungle Speed, Vuarchex and Yakovenko, 1997:
Action Junk Art, Cormier and Lim, 2016: RES-10 Physical Action, RES-25 Stacking and Balancing Junta, Goldberg, Grossman, Marsh, Marsh, Tsao, and Vrtis, 1978: RES-15 Voting Kabuto Sumo, Miller, 2021: ACT-21 Slide / Push Kamasutra, Faidutti, 2000: RES-10 Physical Action Kanban, Lacerda, 2014: WPL-06 Single Workers Kapitän Wackelpudding, McGuire and McGuire, 1994: RES-25 Stacking and Balancing Karuba, Dorn, 2013: UNC-07 Unknown Information Kemet, Bariot and Montiage, 2012: ACT-01 Action Points, ACT-11 Action Selection Restrictions, ACT-16 Tech Trees/Tech Tracks/Tech Bonuses,
Play, UNC-01 Betting and Bluffing,
Victory Points, VIC-07 Race Games Kepler, Bariot and Montiage, 2012: TRN-04 Progressive Turn Order Ker-Plunk, Goldfarb and Soriano, 1967: RES-10 Physical Games Keydom, Breese, 1998: Worker Placement Introduction Keyflower, Breese, 2012: Worker Placement Introduction Keyforge: Call of the Archons, Garfield, 2018:
Khronos, Urbon and Vialla, 2006: MOV-22 Multiple Maps Killer Bunnies and the Quest for the Magic Carrot, Bellinger, 2002: ACT-06 Action Queue, VIC-16 Finale King of Tokyo, Garfield, 2011: ARC-05 Area Parameters, RES-21 Rerolling and Locking, UNC-02 Push-Your-Luck,
State, VIC-17 King of the Hill Kingdom of Solomon, duBarry, 2012: WPL-05 Adding and Blocking Buildings,
Rewards Kingdomino, Cathala, 2016: CAR-06 Drafting,
Kingsburg, Chiarvesio and Iennaco, 2007: STR‑05 Semi-Cooperative Games, UNC-08 Hidden Information, UNC-09 Probability Management, WPL-04 Workers-As-Dice KLASK, Bertelsen, 2014: STR-09 Score-andReset Games Klondike Solitaire, Unknown, 1783: ACT-20 Layering, VIC-21 Ordering
Game Index Kodama Forest, Iglesias and Riley, 2020: RES-26 Neighbor Scope Kolejka, Madaj, 2011: ECO-20 Resource Queue Kraftwagen, Cramer, 2015: ACT-07 Shared Action Queue Kremlin, Hostettler, 1986: UNC-11 Hidden Control La Granja, Keller and Odendahl, 2014: ACT-02 Action Drafting, CAR-08 Multi-Use Cards Last Will, Suchy, 2011: WPL-03 Acquiring and Losing Workers, WPL-08 Turn Order and Resolution Order Latice, Vincent, 2015: SET-02 Tile-Laying Lazer Ryderz, Amato and Kline, 2017: MOV-13 Chaining, MOV-20 Movement Template Le Havre, Rosenberg, 2008: ECO-14 Ownership Legacy of Dragonholt, Valens, Clark, Flanders, Mitsoda, and Spyridis 2017: ACT-18 Narrative Choice, STR-10 Legacy Games Legendary Encounters family of deck-building games, Cichoski and Mandel, 2014:
Leonardo Da Vinci, Acchittocca, Brasini, Gigli, Luperto, and Tinto, 2006: WPL-02 Workers of Differing Types Level 7 [Omega Protocol], Schoonover, 2014:
Leverage, Slimp, 1977: RES-25 Stacking and Balancing Liar’s Dice, Unknown, ∼1800: VIC-08 Player Elimination Libertalia, Mori, 2012: RES-18 Tie Breakers,
Simultaneous Action Selection Liberté, Wallace, 2001: VIC-15 Circuit Breaker/ Sudden Death Light Speed, Ernest and Jolly, 2003: TRN-07 Real-Time, VIC-10 Exhausting Resources Little Devils, Feldkotter, 2012: CAR-01 Trick Taking The Little Prince: Make Me a Planet, Bauza and Cathala, 2013: TRN-04 Progressive Turn Order Loaded Questions, Poses, 1997: UNC-14 Questions and Answers Long Shot, Handy, 2009: MOV-02 Roll and Move, MOV-15 Move Multiple Units Lord of the Rings, Knizia, 2000: STR-02 Cooperative Games, VIC-07 Race Lord of the Rings: The Card Game, French, 2011:
Lord of the Rings: The Confrontation, Knizia, 2002: UNC-03 Memory, UNC-12 Deduction Lords of Creation, Wallace, 1993: MOV-01 Tessellation Lords of Waterdeep, Lee and Tompson, 2012:
Ownership, VIC-02 Victory Points from Player Actions, WPL-01 Standard Worker Placement, WPL03 Acquiring and Losing Workers,
Buildings, WPL-08 Turn Order and Resolution Order Lotus, Goddard and Goddard, 2016: ACT-20 Layering, CAR-03 Melding Love Letter, Kanai, 2012: UNC-08 Hidden Information, VIC-08 Player Elimination M.U.L.E., Berry, 1983: AUC-14 Dexterity Auction Machi Koro, Suganuma, 2012: ECO-12 Random Production, UNC-09 Probability Management Maelstrom, Hardy, Jolly, and Petersen, 2001:
Mage Knight Board Game, Chvátil, 2011: STR04 Solo Games Magic: The Gathering, Garfield, 1993: CAR‑06 Drafting, CAR-07 Deck Construction, CAR-09 Tags, RES‑01 High Number, RES-06 Card Play, RES-20 Action Speed,
Interrupts The Magic Labyrinth, Baumann, 2009: UNC-03 Memory Magic Maze, Lapp, 2017: STR-02 Cooperative Games Magic Money, Hiwiller, 2020: AUC-04 Sealed Bid Auction Mahjong, Unknown, ~1850: CAR-03 Melding Maiden’s Quest, Shannon, 2018: ECO-11 Upgrades, MOV-19 Move Trough Deck Majesty: For the Realm, Andre, 2017: AUC-08 Dutch Auction Major General: Duel of Time, Liu, Moorman, Yeong, and Zhao, 2017: ACT-07 Shared Action Queue
Game Index Malifaux, Caroland, Johns, and Weber, 2009:
Mancala, Unknown, 700: MOV-12 Mancala The Manhattan Project, Tibbetts, 2012: WPL01 Standard Worker Placement,
Buildings, WPL-08 Turn Order and Resolution Order Manila, Delonge, 2005: UNC-01 Betting and Bluffing Manitoba, Conzadori and Pranzo, 2018: ACT-11 Action Selection Restrictions Mansions of Madness, Koneisczka, 2011: STR-02 Cooperative Games, STR-03 TeamBased Games Mao, Unknown: UNC-13 Induction Marracash, Dorra, 1996: ECO-20 Resource Queue Mars Open: Tabletop Golf, Hoyle, 2018: RES-24 Flicking Mascarade, Faidutti, 2013: UNC-04 Hidden Roles Master of Renaissance: Lorenzo il Magnifico – The Card Game, Luciano and Mangone, 2019: ACT-21 Slide / Push Master of the Galaxy, Bokarev and Seleznev, 2018: MOV-01 Tessellation Mastermind, Meirowitz, 1971: UNC-12 Deduction Mechs vs. Minions, Cantrell, Ernst, Librande, Saraswat, and Tiras, 2016: ACT-06 Action Queue, ACT-15 Gating and Unlocking, STR-02 Cooperative Games, STR-08 Scenario/Mission/ Campaign Games Medici, Knizia, 1995: AUC-07 Once-Arond Auction Medieval Academy, Poncin, 2014: CAR-06 Drafting Meeple Circus, Millet, 2017: RES-10 Physical Action Melee/Wizard, Jackson, 1977: MOV-04 Movement Points MegaCity Oceania, Draper and Fox, 2019: RES25 Stacking and Balancing Memoarrr!, Bortolini, 2017: UNC-03 Memory Memoir ’44, Borg, 2004: ACT-05 Command Cards, ARC-05 Area Parameters,
Deck Exhaustion, RES-05 Die Icons,
Games Memory, Unknown, 1959: UNC-03 Memory Menara, Richtberg, 2018: RES-25 Stacking and Balancing Merchants of Amsterdam, Knizia, 2000: AUC-08 Dutch Auction, TRN-08 Punctuated Real-Time Mice and Mystics, Hawthorne, 2012: STR-02 Cooperative Games Mille Bornes, Dujardin, 1954: TRN-17 Interrupts The Mind, Warsch, 2018: UNC-01 Betting and Bluffing, UNC-06 Communication Limits, VIC-21 Ordering Mind MGMT: The Psychic Espionage “Game”, Cormier and Lim, 2021: MOV-24 Hidden Movement Mint Works, Blaske, 2017: WPL-01 Standard Worker Placement Mississippi Queen, Hodel, 1997: MOV-05 Resource to Move, MOV-16 Map Addition Modern Art, Knizia, 1992: AUC-02 English Auction, AUC-07 Once-Around Auction Monopoly, Darrow and Magie, 1933: ACT-17 Events, AUC-01 Open Auction,
Tessellation, MOV-02 Roll and Move, STR-01 Competitive Games,
16 Lose a Turn, VIC-08 Player Elimination Monsters Menace America, Connors and Knight, 2005: VIC-16 Finale Morels, Povis, 2012: AUC-08 Dutch Auction Mottainai, Chudyk, 2015: ACT-07 Shared Action Queue, ACT-08 Follow, SET05 Combo Abilities Mow Money, Saunders, 2016: ECO-15 Contracts Mu, Matthäus and Nestel, 1995: ECO-19 Alliances Mush, Moon, 1994: MOV-05 Resource to Move,
Mush! Mush!: Snow Tails 2, Lamont and Lamont, 2013: MOV-08 Drift, VIC-07 Race The Mushroom Eaters, Hayden, 2013: MOV-16 Map Addition Mysterium, Nevskiy and Sidorenko, 2015:
Information, UNC-06 Communication Limits, UNC-12 Deduction
Game Index Mystery Rummy: Jack the Ripper, Fitzgerald, 1998: CAR-04 Card Draw, Limits, and Deck Exhaustion Mystic Vale, Clair, 2016: ACT-20 Layering,
Push-Your-Luck Mythology, Peek, 1980: UNC-11 Hidden Control Navegador, Gerdts, 2010: ACT-10 Rondel Navia Dratp, Yamazaki, 2004: MOV-03 Pattern Movement Near and Far, Laukat, 2017: STR-08 Scenario/ Mission/Campaign Games The Networks, Hova, 2016: CAR-06 Drafting,
New Amsterdam, Allers, 2012: AUC-07 OnceAround Auction New York Slice, Allers, 2017: ECO-09 I Cut, You Choose Nexus Ops, Cantino and Kimball, 2005: ARC03 Troop Types, ARC-05 Area Parameters, RES-02 Stat Check Mechanism, VIC-02 Victory Points from Actions, VIC-17 King of the Hill Niagara, Liesching, 2004: ACT-21 Slide / Push,
Nightfall, Gregg, 2011: ACT-22 Matching Nippon, Sentieiro and Soledade, 2015: ECO-05 Income NMBR9, Wichman, 2017: SET-03 Grid Coverage No Tanks!, Gimmler, 2004: AUC-12 Closed Economy, AUC-13 Reverse Auction Nobody But Us Chickens, Nunn, 2003: RES-07 Rock, Paper, Scissors Noria, Wagner, 2017: ACT-11 Action Selection Restrictions The Normandy Campaign, Chadwick, 1983:
Nothing Personal, Avery and Vasel, 2013: UNC11 Hidden Control Nuclear War, Malewicki, 1965: ACT-06 Action Queue, VIC-08 Player Elimination Number 9, Wichman, 2017: SET-03 Grid Coverage Nuns on the Run, Moyersoen, 2010: ARC-08 Line of Sight Nur Peanuts!, Meister, 2001: MOV-02 Roll and Move Nyctophobia, Stippell, 2018: UNC-05 Roles with Asymmetric Information Oh My Goods!, Pfister, 2015: STR-02 Cooperative Games, UNC-02 Push-Your-Luck Old Maid, Unknown, ∼1700: RES-23 Hot Potato, STR-06 Single Loser Games The Omega Virus, Gray, 1992: MOV-17 Map Reduction, STR-05 Semi-Cooperative Games, VIC-13 Elapsed Real Time One Deck Dungeon, Cieslik, 2016: MOV-19 Move Trough Deck, STR-04 Solo Games One Night Ultimate Werewolf, Alspach and Okui, 2014: UNC-04 Hidden Roles Onirim, Torbey, 2010: STR-04 Solo Games Onitama, Sato, 2014: ARC-06 Force Projection,
Ora et Labora, Rosenberg, 2011: ECO-15 Contracts Orléans, Stockhausen, 2014: ACT-16 Tech Trees/Tech Tracks/Tech Bonuses,
02 Cooperative Games, TRN-15 Interleaved vs. Sequential Phases,
Pack & Stack, Eisenstein, 2008: SET-03 Grid Coverage Pairs, Ernest, Glumpler, and Peterson, 2014:
Panamax, d’Orey, Sentieiro, and Soledade, 2014: ACT-21 Slide / Push, MOV-15 Moving Multiple Units Pandemic, Leacock, 2008: ACT-01 Action Points, UNC-07 Unknown Information, VIC-10 Exhausting Resources, VIC-11 Completing Targets, VIC-12 Fixed Number of Events Pandemic family of games, Leacock, 2008: STR02 Cooperative Games, STR-08 Scenario/Mission/Campaign Games Pandemic Legacy: Season 1, Daviau and Leacock, 2015: STR-10 Legacy Games Pantone: The Game, Rogers, 2018: ACT-23 Drawing PanzerBlitz, Dunnigan, 1970: ARC-08 Line of Sight, MOV-01 Tessellation Paperclip Railways, Boydell, 2011: SET-04 Network Building Parcheesi, Unknown, 400: MOV-02 Roll and Move, TRN-01 Fixed Turn Order,
Game Index Patchistory, Jung and Kim, 2013, ACT-20 Layering Patchwork, Rosenberg, 2014: ECO-20 Resource Queue, SET-03 Grid Coverage Pathfinder Adventure Card Game, Selinker, Brown, O’Connor, Peterson, and Weidling, 2013: CAR-05 Deck Building, STR-08 Scenario/Mission/ Campaign Games Pax Britannica, Costikyan, 1985: ARC-01 Absolute Control Pax Pamir Second Edition, Wehrle, 2019: AUC08 Dutch Auction The Peloponnesian War, Herman, 1991: STR-04 Solo Games Photosynthesis, Hach, 2017: ARC-06 Force Projection Pick-A-Polar Bear, Landsvogt, 2013: TRN-07 Real-Time Pictionary, Angel, 1985: ACT-23 Drawing,
Pick-Up Sticks, Unknown, ~1850: RES-25 Stacking and Balancing Pictomania, Chvátil, 2011: ACT-23 Drawing Pie Face, Uncredited, 1964: RES-10 Physical Action Piece O’ Cake, Allers, 2008: ECO-09 I Cut, You Choose Pikoko, Porter, 2018: UNC-08 Hidden Information Pillars of the Earth, Rieneck and Stadler, 2006:
08 Turn Order and Resolution Order Pirate and Traveller, Sanderson, 1908: MOV-01 Tessellation Pit, Cayce, Gavitt, and Parker, 1903: ECO02 Trading, TRN-08 Punctuated Real-Time Pit Crew, Engelstein, 2017: TRN-07 Real-Time PitchCar, du Poël, 1995: RES-24 Flicking, STR‑03 Team-Based Games Power Grid, Friese, 2004: AUC-03 Turn Order Until Pass Auction, AUC-18 Auction Compensation, ECO03 Market, SET-04 Network Building, TRN-02 Stat Turn Order, TRN-15 Interleaved vs. Sequential Phases, VIC-04 Victory Points as Resource, VIC-18 Catch the Leader Power Grid: Factory Manager, Friese, 2009:
Workers Praetor, Novac, 2014: WPL-02 Workers of Differing Types, WPL-03 Acquiring and Losing Workers President, Unknown: CAR-02 Ladder Climbing Primordial Soup, Matthäus and Nestel, 1997:
from Game State The Princes of Florence, Kramer, Ulrich, and Ulrich, 2000: SET-03 Grid Coverage Puerto Rico, Seyfarth, 2002: ACT-02 Action Drafting, ACT-08 Follow Games,
Tech Bonuses, ECO-17 Increase Value of Unchosen Resources, TRN04 Progressive Turn Order Puzzle Strike, Sirlin, 2010: UNC-09 Probability Management Pyramid of Pengqueen, Merkle, 2008: MOV-24 Hidden Movement Pyramid Solitaire, Unknown: ACT-20 Layering QE, Birnbaum, 2019: AUC-04 Sealed-Bid Auction Quadropolis, Gandon, 2016: SET-02 TileLaying, TRN-04 Progressive Turn Order Quao, Rivaldi and Rivaldi, 2007: UNC-13 Induction Quarriors!, Elliott and Lang, 2011: RES-05 Die Icons Quartermaster General, Brody, 2014: MOV-13 Chaining Qwirkle, Ross, 2006: SET-02 Tile-Laying Ra, Knizia, 1999: AUC-06 Constrained Bidding, AUC-12 Closed Economy Auction, UNC-02 Push-Your-Luck Race for the Galaxy, Lehmann, 2007: ACT-02 Action Drafting, CAR-04 Card Draw, Limits and Deck Exhaustion,
10 Role Order, UNC-01 Betting and Bluffing, VIC-06 End-Game Bonuses, VIC-10 Exhausting Resources, VIC-11 Completing Targets Rack-O, Uncredited, 1956: VIC-21 Ordering Raccoon Tycoon (Drover, 2018): AUC-03 Rail Baron, Erickson and Erickson, 1977: ECO14 Ownership, SET-04 Network Building Rail Pass, Green, 2019: VIC-21 Ordering Railroad Ink, Hatch and Silva, 2018: ACT-19 Bingo
Game Index Railroad Tycoon: The Boardgame, Drover and Wallace, 2005: ECO-07 Loans Railway Rivals, Watts, 1984: ECO-14 Ownership Railways of the World, Drover and Wallace, 2005: ECO-07 Loans Ravenous River, Shalev, 2016: STR-09 Scoreand-Reset Games, UNC-04 Hidden Roles The Really Nasty Horse Racing Game, Knock, 1987: MOV-15 Move Multiple Units Red7, Chudyk and Cieslik, 2014: STR-09 Score‑and-Reset Games Redcap Ruckus, Ude, 2021: ACT-21 Slide/Push The Resistance, Eskrisge, 2009: ECO-18 Negotiation, ECO-19 Alliances,
The Resistance: Avalon, Eskrisge, 2012: UNC-04 Hidden Roles The Republic of Rome, Berthold, Greenwood, and Haines, 1990: ECO-18 Negotiation,
Cooperative Games Retreat to Darkmoor, Loomis and Shalev, 2016:
Reversi, Mollet and Waterman, 1883: ARC-02 Area Majority/Influence, RES-12 Enclosure Revolution!, duBarry, 2009: AUC-11 MultipleLot Acution Rex: Final Days of an Empire, Eberle, Goodenoungh, Kitteredge, Konieczka, Olatka, and Petersen, 2012: RES-14 Force Commitment Rhino Hero, Frisco and Strumph, 2011: RES-25 Stacking and Balancing, STR-06 Single-Loser Games, STR-09 Scoreand-Reset Games Richtofen’s War, Reed, 1972: MOV-01 Tessellation Riff-Raff, Cantzler, 2012: RES-25 Stacking and Balancing Rise and Decline of the Tird Reich, Greenwood and Prados, 1974: MOV-04 Movement Points, TRN-02 Stat Turn Order, VIC-15 Circuit Breaker/ Sudden Death Rise of Augustus, Mori, 2013: ACT-19 Bingo Rising Sun, Lang, 2018: RES-14 Force Commitment, RES-18 Tie-Breakers Risk, Lamorisse and Levin, 1959: ARC01 Absolute Control, ARC-04 Territories and Regions, MOV-01 Tessellation, RES-01 High Number,
Competitive Games, VIC-08 Player Elimination Risk Legacy, Daviau and Dupuis, 2011: ACT18 Narrative Choice, ARC-04 Territories and Regions, STR-10 Legacy Games Risk: Star Wars Edition, D’Aloisio, Rucker, and Van Ness, 2015: ACT-05 Command Cards Roadkill, Greenwood and Verssen, 1993: MOV11 Relative Position Roads and Boats, Doumen and Wiersinga, 1999:
Robinson Crusoe: Adventures on the Cursed Island, Trzewiczek, 2012: ACT-17 Events,
Robo Rally, Garfield, 1994: ACT-06 Action Queue, MOV-10 Programmed Movement, MOV-14 Bias,
Selection Rock Me Archimedes, Buchanan, 2012: RES-25 Stacking and Balancing Rococo, Cramer, Malz, and Malz, 2013: ECO-03 Market, WPL-01 Standard Worker Placement Roll for the Galaxy, Huang and Lehmann, 2014: UNC-09 Probability Management Roll Trough the Ages: The Iron Age, Lehmann, 2014: UNC-02 Push-Your-Luck Rome: City of Marble, Myers, 2015: SET-02 Tile-Laying Root, Wehrle, 2018: ACT-06 Action Queue,
19 Dice Selection Rummy, Unknown, ∼1850: CAR-03 Melding,
Rummikub, Hertzano, 1977: CAR-03 Melding The Russian Campaign, Edwards, 1974: ARC-07 Zone of Control, TRN-15 Interleaved vs. Sequential Phases, VIC-15 Circuit Breaker/Sudden Death Russian Railroads, Ohley and Orgler, 2013: ACT‑16 Tech Trees/Tech Tracks/Tech Bonuses, WPL-03 Acquiring and Losing Workers,
Buildings
Game Index Saboteur, Moyersoen, 2004: STR-07 Traitor GamesSagrada, Andrews, 2017:
Salem 1692, Hancock, 2015: UNC-04 Hidden Roles Samurai, Knizia, 1998: RES-12 Enclosure San Marco, Moon and Weissblum, 2001: ECO09 I Cut, You Choose Santa Fe, Moon, 1992: VIC-14 Connections Santiago, Heley and Pelek, 2003: ECO-16 Bribery Say Anything, Crapuchettes and Pillalamarri, 2008: RES-16 Player Judge Scan, Glass, 1970: RES-10 Physical Action Schoko & Co., Hirschfield and Monnet, 1987:
Scotland Yard, Burggraf, Garrels, Hoermann, Ifland, Scheerer, and Schlegel, 1983:
24 Hidden Movement Scythe, Stegmaier, 2016: AUC-04 SealedBid Auction, RES-14 Force Commitment, STR-04 Solo Games,
SEAL Team Flix, Ruth and Tomas, 2018:
Action Seasons, Bonnessée, 2012: CAR-06 Drafting,
Secret Hitler, Boxleiter, Maranges, and Temkin, 2016: UNC-04 Hidden Roles Secret Labyrinth, Kobbert, 1998: RES-07 Rock, Paper, Scissors Sekigahara: The Unification of Japan, Clakins, 2011: UNC-03 Memory Senet, Unknown, ~2600 BCE: MOV-02 Roll and Move, STR-01 Competitive Games Sentient, Kevern, 2017: TRN-06 Pass Order Sentinels of the Multiverse, Badell, Bender, and Rebottaro, 2011: ACT-12 Variable Player Powers, STR-02 Cooperative Games SET, Falco, 1988: Set Collection Chapter Shadow Hunters, Ikeda, 2005: UNC-04 Hidden Roles Shadowrun: Crossfire, Elliot, Heinsoo, Lin, Marques, McCarthy, Schneider, and Watkins, 2014: CAR-05 Deck Building Shadows over Camelot, Cathala and Laget, 2005:
Shark, Vanaise, 1987: ECO-03 Market, ECO-13 Investment Sheriff of Nottingham, Halaban and Zatz, 2014:
Sherlock Holmes Consulting Detective: The Tames Murders & Other Cases, Edwards, Goldberg, and Grady, 1981: STR-02 Cooperative Games Shogi, Unknown: MOV-03 Pattern Movement,
Shogun/Samurai Swords/Ikusa, Gray, 1986: AUC11 Multiple Lot Auction Show & Tile, Loomis and Shalev, 2018: ACT23 Drawing, TRN-07 Real-Time,
Sidereal Confluence, Deichmann, 2017: ECO-01 Exchanging, ECO-02 Trading Sidereal Confluence: Trading and Negotiation in the Elysian Quadrant, Deichmann, 2017: ACT-12 Variable Player Powers Sinking of the Titanic, Uncredited, 1975: MOV17 Map Reduction Skull and Roses, Marly, 2011: UNC-01 Betting and Bluffing Skull King, Beck, 2013: AUC-17 Bids as Wagers Sky Runner, Glimne, Karlsson and Sevelin, 1999: AUC-05 Sealed Bid with Cancellation, VIC-07 Race Sleuth, Sackson, 1971: UNC-12 Deduction Sluff Off, Dorra, 2003: AUC-17 Bids as Wagers,
Small World, Keyaerts, 2009: ARC-01 Absolute Control, ECO-17 Increase Value of Unchosen Resources, VIC-04 Victory Points as Resource, VIC-05 Hidden and Exposed Victory Points,
Smart Phone, Inc, Lashin, 2018: ACT-20 Layering Smash Up, Peterson, 2012: ARC-02 Area Majority/Influence, CAR-07 Deck Construction Snakes & Ladders, Unknown, ∼200 bce: MOV01 Tessellation, MOV-02 Roll and Move, TRN-01 Fixed Turn Order,
Snorta!, Childs and Richardson, 2011: ACT-22 Matching Snow Tails, Lamont and Lamont, 2008: MOV08 Drift Snowdonia, Boydell, 2012: WPL-03 Acquiring and Losing Workers Sorry!, Haskell, Jr. and Storey, 1929:
Capture, TRN-16 Lose a Turn, VIC07 Race
Game Index Source of the Nile, Maker and Wesley, 1978:
Space Alert, Chvátil, 2008: ACT-06 Action Queue, STR-02 Cooperative Games,
Real Time Space Base, Clair, 2018: ECO-12 Random Production, VIC-15 Circuit Breaker/ Sudden Death Space Cadets, Engelstein, Engelstein, and Engelstein, 2012: MOV-10 Programmed Movement, RES-10 Physical Action, STR-02 Cooperative Games, TRN-14 Passed Action Token Space Cadets: Dice Duel, Engelstein and Engelstein, 2013: STR-03 TeamBased Games, TRN-08 Punctuated Real-Time Space Dealer, Stapelfeldt, 2006: TRN-12 Action Timer Space Freaks, Jantunen and Wikström, 2017:
Space Sheep, Rubbo, 2013: VIC-21 Ordering SpaceCorp: 2025-2300 AD, Butterfield, 2018:
Spades, Unknown: CAR-01 Trick Taking Spartacus: A Game of Blood and Treachery, Dill, Kovaleski, and Sweigart, 2012: AUC04 Sealed-Bid Auction Specter Ops, Matsuuchi, 2015: MOV-24 Hidden Movement, STR-03 Team-Based Games, UNC-06 Communication Limits, UNC-10 Variable Setup The Speicherstadt, Feld, 2010: VIC-09 Fixed Number of Rounds Spirit Island, Reuss, 2017: ACT-03 Action Retrieval, ACT-12 Variable Player Powers, STR-02 Cooperative Games Spit, Unknown: TRN-07 Real-Time Splendor, André, 2014: ECO-10 Discounts,
Victory Points from Player Actions SPQF, Rodiek, 2018: ACT-08 Follow Spyfall, Ushan, 2014: UNC-05 Roles with Asymmetric Information Spyrium, Attia, 2013: AUC-16 Dutch Priority Auction, AUC-18 Auction Compensation Squad Leader, Hill, 1977: MOV-01 Tessellation,
Squint, Boss, 2002: ACT-23 Drawing Star Fleet Battles, Cole, 1979: MOV-09 Impulse Star Realms, Dougherty and Kastle, 2014: CAR05 Deck Building, ECO-08 Always Available Purchase Star Wars: Imperial Assault, Kemppainen, Konieczka, and Ying, 2014: STR-02 Cooperative Games, STR-03 TeamBased Games Star Wars: Rebellion, Konieczka, 2016: ARC-03 Troop Types, ECO-04 Delayed Purchase Star Wars: X-Wing Miniatures Game, Little, 2012: MOV-20 Movement Template Starcraft: The Board Game, Konieczka and Petersen, 2007: ACT-09 Order Counters, RES-06 Card Play Starship Samurai, Vega, 2018: ACT-01 Action Points, VIC-19 Tug of War Stay Alive, Barlow, 1965: MOV-18 Map Deformation Steampunk Rally, Bishop, 2015: SET-05 Combo Abilities Stellar Conquest, Tompson, 1975: ACT-16 Tech Trees / Tech Tracks / Track Bonuses Sticheln, Palesch, 1993: CAR-01 Trick Taking Stockpile, Sobol and Orden, 2015: AUC-06 Constrained Bid, ECO-03 Market Stone Age, Brunnhofer, 2008: TRN-04 Progressive Turn Order, TRN05 Claim Turn Order, WPL-03 Acquiring and Losing Workers,
Buildings, WPL-08 Turn Order and Resolution Order Storm Over Arnhem, Allen, 1981: ACT-14 Advantage Token Stop Tief, Doyle, 1979: MOV-24 Hidden Movement Stratego, Mogendorff, 1946: RES-07 Rock, Paper, Scissors; UNC-03 Memory Streetcar, Dorra, 1995: SET-04 Network Building String Railway, Hayashi, 2009: SET-04 Network Building Stroop, Chaffer, 2017: ACT-22 Matching Struggle of Empires, Wallace, 2004: ECO-19 Alliances Sub Search, Uncredited, 1973: MOV-01 Tessellation Suburbia, Alspach, 2012: AUC-08 Dutch Auction, SET-02 Tile-Laying, VIC05 Hidden and Exposed Victory Points, VIC-06 End-Game Bonuses Sumer, Favorov, Gunnarrson, Raab, and Suthers, 2017: AUC-14 Dexterity Auction
Game Index Sundae Split, Bivins, 2017: ECO-09 I Cut, You Choose Super Skill Pinball 4-cade, Engelstein, 2020:
Supremacy, Simpson, 1984: ECO-03 Market Survive: Escape From Atlantis, Courtland-Smith, 1982: MOV-17 Map Reduction,
Sushi Go!, Walker-Harding, 2013: CAR-06 Drafting, SET-01 Set Valuation Suspend, Uncredited, 2012: RES-25 Stacking and Balancing Action Queue T.I.M.E Stories, Chassenet and Rozoy, 2015:
Scenario/Mission/Campaign Games Taboo, Hersch, 1989: STR-03 Team-Based Games Take It Easy, Burley, 1983: ACT-19 Bingo Tales of the Arabian Nights, Freeman, Goldberg, Kaufman, Maroney, and Rolston, 1985: ACT-18 Narrative Choice Talisman, Harris, 1983: MOV-02 Roll and Move TAMSK, Burm, 1998: TRN-12 Action Timer Tannhäuser, Grosselin and Poli, 2007: ARC-08 Line of Sight Tash-Kalar: Arena of Legends, Chvátil, 2013:
Team3, Cutler and Fantastic, 2019: UNC-06 Communication Limits Telephone, Unknown: RES-26 Neighbor Scope Telestrations, Uncredited, 2009: ACT-23 Drawing, RES-26 Neighbor Scope Terra Mystica, Drögemüller and Ostertag, 2012:
Terraforming Mars, Fryxelius, 2016: CAR-09 Tags, STR-04 Solo Games, TRN-04 Progressive Turn Order, VIC-06 End-Game Bonuses Terror in Meeple City, Bauza nd Maublanc, 2013:
Texas Hold’Em, Unknown: TRN-04 Progressive Turn Order Tebes, Prinz, 2007: TRN-13 Time Track Teseus: The Dark Orbit, Oracz, 2013: MOV-12 Mancala Trough the Ages: A Story of Civilization, Chvátil, 2006 and Trough the Ages: A New Story of Civiliation (tabletop and digital formats), Chvátil, 2015:
Gating and Unlocking, ACT-16 Tech Trees/Tech Tracks/Tech Bonuses,
Order Until Pass Auction, AUC-08 Dutch Auction, AUC-09 SecondBid Auction, CAR-04 Card Draw, Limits, and Deck Exhaustion, ECO11 Upgrades, TRN-01 Fixed, TRN15 Interleaved vs. Sequential Phases,
Trough the Desert, Knizia, 1998: RES-11 Static Capture, RES-12 Enclosure, MOV13 Chaining Tunder Alley, Horger and Horger, 2014: MOV15 Move Multiple Units Tichu, Hostettler, 1991: CAR-02 Ladder Climbing, UNC-01 Betting and Bluffing Ticket to Ride, Moon, 2004: CAR-04 Card Draw, Limits, and Deck Exhaustion,
Set Valuation, SET-04 Network Building, STR-08 Scenario/Mission/ Campaign Games, VIC-02 Victory Points from Player Actions, VIC06 End-Game Bonuses, VIC-10 Exhausting Resources Tides of Madness, Čurla, 2016: CAR-06 Drafting Tigris & Euphrates, Knizia, 1997: VIC-05 Hidden and Exposed Victory Points,
Tikal, Kiesling and Kramer, 1999: ACT-01 Action Points, MOV-04 Movement Points Time ‘n’ Space, Stapelfeldt, 2013: TRN-12 Action Timer Games Time War, Peek, 1979: ECO-04 Delayed Purchase Tin Goose, Clakins, 2016: AUC-07 OnceAround Auction Tiny Epic Galaxies, Almes, 2015: ACT-08 Follow Tiny Epic Kingdoms, Almes, 2014: AUC-04 Sealed-Bid Auction, UNC-01 Betting and Bluffing Titan, McAllister and Trampier, 1980: ACT16 Tech Trees/Tech Tracks/Tech Bonuses, ARC-03 Troop Types,
Minimap, RES-20 Action Speed Tobago, Allen, 2009: ECO-13 Investment,
Tokaido, Bauza, 2012: TRN-13 Time Track Tokyo Highway, Shimamoto and Tomioka, 2016:
Tonga Bonga, Dorra, 1998: ECO-16 Bribery
Game Index Topple, Tibault, 1983: RES-25 Stacking and Balancing Trade on the Tigris, Engelstein and Sturm, 2018: ECO-02 Trading, RES-18 Tie-Breakers Traders of Genoa, Dorn, 2001: ECO-16 Bribery Trains and Stations, Lang, 2013: MOV-01 Tessellation Trajan, Fled, 2011: MOV-12 Mancala TransAmerica, Delonge, 2001: VIC-14 Connections, SET-04 Network Building Trapwords, Chvátil, 2018: UNC-12 Deduction Triassic Terror, Hawes, 2013: ARC-03 Troop Types Tribune: Primus Inter Pares, Schmiel, 2007:
Trick of the Rails, Hayashi, 2011: CAR-01 Trick Taking Trouble, Kohner, Kohner, and Kroll, 1965: RES11 Static Capture, TRN-16 Lose a Turn Tsuro, McMurchie, 2004: SET-04 Network Building Tumblin’ Dice, Grayson, 2004: RES-24 Flicking Tutankhamen, Knizia, 1993: MOV-14 Bias Twilight Imperium, Petersen, 1997: ACT-16 Tech Trees/Tech Tracks/Tech Bonuses,
Claim Turn Order Twilight Struggle, Gupta and Matthews, 2005:
Advantage Token, ARC-02 Area Majority/Influence, ARC-04 Territories and Regions, MOV-01 Tessellation, UNC-09 Probability Management, VIC-01 Victory Points from State, VIC-09 Fixed Number of Rounds, VIC-15 Circuit Breaker/ Sudden Death, VIC-19 Tug of War Twin Tin Bots, Keyaerts, 2013: ACT-06 Action Queue, MOV-10 Programmed Movement Twixt, Randolph, 1962: SET-04 Network Building, VIC-14 Connections Two Rooms and a Boom, Gerding and McCoy, 2013: UNC-04 Hidden Roles Tzolk’in: The Mayan Calendar, Luciani and Tascini, 2012: ACT-11 Action Selection Restrictions, WPL-01 Standard Worker Placement, WPL02 Workers of Differing Types,
Order Ubongo, Rejchtman, 2003: SET-03 Grid Coverage Ulm, Burkhardt, 2016: ACT-21 Slide / Push Ultimate Werewolf, Alspach, 2010 UNC04:Hidden Roles Uncharted Seas, Fawcett and Sims, 2008: RES03 Critical Hits and Failures Undermining, Tolman, 2011: ECO-15 Contracts Unlock! series, Various, 2017: STR-02 Cooperative Games, STR-08 Scenario/Mission/Campaign Games,
Unmatched, Daviau and Jacobson, 2019: ARC08 Line of Sight Uno, Robbins, 1971: ACT-22 Matching, TRN16 Lose a Turn Up Front, Allen, 1983: MOV-11 Relative Positon Valley of the Kings, Cleaver, 2014: CAR-05 Deck Building Valparaiso, Malz and Malz, 2018: ACT-06 Action Queue, RES-22 Kill Steal Vegas Showdown, Stern, 2005: AUC-15 FixedPlacement Auction Via Appia, Feldkötter, 2013: ACT-21 Slide / Push Victorian Masterminds, Bauza and Lang, 2019:
A Victory Lost: Crisis in Ukraine 1942–1943, Nakamura, 2006: TRN-11 Random Turn Order Vikings, Kiesling, 2007: AUC-08 Dutch Auction Villa Paletti, Payne, 2001: RES-10 Physical Action Village, Brand and Brand, 2011: WPL-02 Workers of Differing Types, WPL-03 Acquiring and Losing Workers Vinci, Keyaerts, 1999: ECO-17 Increase Value of Unchosen Resources, VIC-05 Hidden and Exposed Victory Points Visitor in Blackwood Grove, Flanagan and Seidman: UNC-13 Induction Viticulture, Stegmaier and Stone, 2013: TRN-04 Progressive Turn Order Volt: Robot Battle Arena, Matsuuchi, 2014:
Völuspá, Caputo, 2012: SET-02 Tile-Laying Vortex, Hardy, Jolly, and Petersen, 2001: MOV21 Pieces as Map Walk the Dogs, Moon and Weissblum, 2005:
Walk the Plank!, Steely and Tinney, 2013: TRN04 Progressive Turn Order
Game Index Wallenstein, Henn, 2002: RES-10 Physical Action War, Unknown: RES-01 High Number War of the Ring, Di Meglio, Maggi, and Nepitello, 2004: ACT-02 Action Drafting, ARC-04 Territories and Regions, MOV-24 Hidden Movement, RES-06 Card Play,
Completing Targets Warhammer 40,000, Chambers, Johnson, Priestly, and Torpe, 1993: ACT-17 Events Warhammer Age of Sigmar, Uncredited, 2015:
Measurement, RES-02 Stat Check Warmachine/Hordes, McVey, Snoddy, and Wilson, 2003: ACT-13 Once-PerGame Abilities, RES-03 Criticals Warpgate, Nichipurov, 2018: ACT-11 Action Selection Restrictions Warrior Knights, Carver, Clequin, Faidutti, and Konieczka, 2006: TRN-11 Random Wartime: The Battle of Valyance Vale, Guild, Lackey, Parks, and Tempkin, 2017:
We the People, Herman, 1993: ACT-04 Action/Event, ACT-22 Matching,
Card Play Wealth of Nations, Carroll, 2008: ECO-03 Market, ECO-07 Loans Welcome to Centerville, Jensen, 2017: VIC-20 Highest Lowest Wendake, Sabia, 2017: VIC-20 Highest Lowest Werewolf, Davidoff and Plotkin, 1986: ECO-18 Negotiation, ECO-19 Alliances,
Player Elimination Werewords, Alspach, 2017: UNC-05 Roles with Asymmetric Information Wheedle, Knizia, 2002: ECO-13 Investment Who in the Room, Uncredited, 2018: UNC-14 Questions and Answers Wildlands, Wallace, 2018: RES-22 Kill Steal Win, Lose, or Banana, Cieslik, 2009: UNC-05 Roles with Asymmetric Information Wings of War, Angiolini and Paglia, 2004: MOV20 Movement Template Wisdom of Solomon, duBarry, 2018: WPL-07 Building Actions and Rewards Witness, Bodin, 2014: UNC-06 Communication Limits Wits & Wagers, Crapuchettes, 2003: UNC01 Betting and Bluffing, UNC-14 Questions and Answers Wiz-War, Jolly, 1983: MOV-18 Map Deformation Wizard, Fisher, 1984: AUC-17 Bids as Wagers,
Wok Star, Fowers, 2010: TRN-12 Action Timer Games World in Flames, Pinder and Rowland, 1985:
Tessellation, MOV-22 Multiple Maps World War II: Barbarossa to Berlin, Raicer, 2002:
Xia: Legends of a Drift System, Miller, 2014:
Yacht Race, Uncredited, 1960: MOV-14 Bias Yahtzee, Lowe, 1956: RES-21 Rerolling and Locking, UNC-02 Push-Your-Luck Yedo, Ginste and Plancke, 2012: MOV-18 Map Deformation, WPL-07 Building Actions and Rewards You Need Drew’s Truck, Young, 2003: SET-03 Grid Coverage Yspahan, Pauchon, 2006: ACT-02 Action Drafting Yura Yura Penguin, Ryoko, 2019: RES-25 Stacking and Balancing Zendo, Heath and Looney, 2001: UNC-13 Induction Zombie Dice, Jackson, 2010: RES-21 Rerolling and Locking Zombie in my Pocket, Lee, 2010: RES-08 Prisoner’s Dilemma Zombie Teenz Evolution, Lobet, 2020: STR-10 Legacy Games
Index ў ў Absolute Control, 486–487 Acquiring and Losing Workers, 413–414 Action Drafting game, 43 Action Drafting system, 81–83 Action/Event system, 87–89 Action Points, 78–80 Action Queue, 92–94 Action Retrieval, 84–86 Action Retrieval system, 73 Actions, 51, 77 Action Drafting system, 81–83 Action/Event, 87–89 Action Points, 78–80 Action Queue, 92–94 Action Retrieval, 84–86 Action Selection Restrictions, 104–105 Advantage Token, 110–111 Bingo, 123–124 Command Cards, 90–91 Drawing, 137–139 Events, 118–119 Follow mechanism, 97–98 Gating and Unlocking, 112–114 Layering, 125–129 Matching, 134–136 Narrative Choice, 120–122 Once-Per-Game Abilities, 108–109 Order Counters, 99–101 Rondel systems, 102–103 Shared Action Queue, 95–96 Slide/Push, 130–133 Tech Trees/Tech Tracks/Track Bonuses, 115–117 Variable Player Powers, 106–107 Action Selection mechanism, 55 Action Speed, 189–190 Action Timer mechanism, 61–63, 66 Adding and Blocking Buildings, 417–419 Advantage Token mechanism, 110–111 AI, see Artificial intelligence Alliances, 350–351 Alpha player problem, 6 Alternate Removal, 162–163 Always Available Purchases, 324–325 Area Control, 485 Absolute Control, 486–487 Area Majority/Influence, 488–490 Area Parameters, 496–498 Force Projection, 499–500 Line of Sight (LOS), 503–506 Territories and Regions, 494–495 Troop Types, 491–493 Zone of Control, 501–502 Area Majority games, 39, 163, 215, 386 Area Majority/Influence, 488–490 Area Parameters, 496–498 Armor symbol, 153 Artificial intelligence (AI), 5, 13–14 Asymmetry in games, 2 Auctions, 355 Auction Compensation, 403–405 Bids as Wagers, 400–402 Closed-Economy Auction, 387–388 Constrained Bidding, 370–372 Dexterity Auction, 392–393 Dutch Auction, 375–378 Dutch Priority Auction, 397–399 English Auction, 359–360 Fixed-Placement Auction, 394–396 Multiple-Lot Auction, 384–386 Once-Around Auction, 373–374 Open Auction, 357–358 Reverse Auction, 389–391 Sealed-Bid Auction, 365–367 Sealed Bid with Cancellation, 368–369 Second-Bid Auction, 379–381 Selection Order Bid, 382–383 Turn Order Until Pass Auction, 362–364 Automatic Bias mechanisms, 460 Automatic Resource Growth, 320–321 Azul, 237 Balancing games, 205 Basic Resource Points (BRPs), 37 Batch Queue approach, 93 Battle Board, 171 Battle games, 145 Betting and Bluffing, 263–266 Betting games, 290 Bias mechanism, 460–462 Bids as Wagers, 400–402 Bid Turn Order, 38–39 Bingo, 123–124 Bluffing, 263–265
Index Breese, Richard, 407 Bribery, 343–344 BRPs, see Basic Resource Points Building Actions and Rewards, 422–423 Buy Power Plants, 70 Campaign games, 22–24, 27 Card Draw, 536, 537 Card games, 10, 25 Card Mechanisms, 527 Card Draw, Limits, and Deck Exhaustion, 536–538 Deck-Building games, 539–542 Deck Construction, 548–551 Drafting, 543–547 Ladder-Climbing games, 532–533 Melding, 534–535 Multi-Use Cards, 552–555 Tags, 556–559 Trick-Taking games, 529–531 Card Play, 155–156 Castillo, 272 Catch the Leader mechanism, 36, 250–251, 466 CCG, see Collectible Card Games Chaining, 458–459 Circuit Breaker, 244–245 City cards, 207 Claim Turn Order Action, 43–46 Classic card games, 273 Climbing games, 532–533 Closed-Economy Auction, 387–388 Closed Economy mechanism, 319 Collectible Card Games (CCG), 545 Combat Card, 155–156 Combat Results Table (CRT), 149–151 Combo Abilities, 523–525 Command Card systems, 90–91 Communication, gameplay overcoming, 1 Communication Limits, 283–285 Communications-based co-op games, 12 Competitive games, 2–3 Completing Targets system, 236–237, 253 Connections, 242–243 Constrained Bidding, 370–372 Contracts, 341–342 Cooperative game engine, 20 Cooperative games, 1, 4–7, 245, 536 Cooperative Limited Card Games, 12 Critical Hits and Failures, 147–148 Crossroads mechanism, 121 Crossword puzzles, 12 CRT, see Combat Results Table Daviau, Rob, 27 Deck-Building games, 539–542 Deck Construction, 548–551 Deck exhaustion, 536–538 Deduction, 298–300 Delayed Purchase, 315–317 Designers, experience-oriented, 3 Dexterity Auction, 392–393 Dexterity games, 26 Dice, 268–269 Dice Pool, 82, 142 Dice Selection, 187–188 Die Icons, 152–154 Different Dice, 446 Discounts, 328–329 Drafting, 543–547 Drawing, 137–139 Drift, 447 Duplicate Bridge, 124 Dutch Auction, 375–378 Dutch Priority Auction, 397–399 Economic games, 215, 221 Economics, 307 Alliances, 350–351 Always Available Purchases, 324–325 Automatic Resource Growth, 320–321 Bribery, 343–344 Contracts, 341–342 Delayed Purchase, 315–317 Discounts, 328–329 Exchanging, 308–309 I Cut, You Choose, 326–327 Income, 318–319 Increase Value of Unchosen Resources, 345–347 Investment, 335–337 Loans, 322–323 Market, 312–314 Negotiation, 348–349 Ownership, 338–340 Random Production, 332–334 Resource Queue, 352–354 Trading, 310–311 Upgrades, 330–331 Edge effect, 216 Elapsed Real Time, 52, 240–241 Enclosure, 169–170 End-Game Bonuses, 225–226 End-Game Elimination mechanism, 230 English Auction, 359–361 Event Deck, 87 Events, 118–119 “Evergreen” keywords, 558 Exchanging, 308–309 Exhausting Resources, 234–235 Experience-oriented designers, 3
Index Fake Artist, 138 Fantasy Flight Games, 10 Finale, 246–247 First Player token, 40 Fixed Number of Events, 238–239 Fixed Number of Rounds, 232–233 Fixed-Placement Auction, 394–396 Fixed Turn Order, 34–35 Flicking games, 198–200 Follow mechanism, 97–98 Force Commitment, 174–176 Force Projection, 499–500 Free-for-all games, 401 Friendly resolution, 185–186 Game end and victory, 213 Catch the Leader, 250–251 Circuit Breaker/Sudden Death, 244–245 Completing Targets, 236–237 Connections, 242–243 Elapsed Real Time, 240–241 End-Game Bonuses, 225–226 Exhausting Resources, 234–235 Finale, 246–247 Fixed Number of Events, 238–239 Fixed Number of Rounds, 232–233 Hidden and Exposed Victory Points, 223–224 Highest Lowest, 255–256 King of the Hill (KotH), 248–249 Ordering, 257–259 Player Elimination, 229–231 Temporary and Permanent Victory Points, 219–220 Tug of War, 252–254
Victory Points as a Resource, 221–222 Victory Points from Game State, 214–216 Victory Points from Player Actions, 217–218 Game Teory, 355 Gating and Unlocking mechanism, 112–114, 471 Good player-aids, 21 Grid Coverage, 516–518 Guild faction, 95 Hand-comparison games, 528 Hand Limits, 536 Hard Zone of Control, 501 Hate-drafting, 546 Hexagonal Tessellations, 432 Hidden and Exposed Victory Points, 223–224 Hidden Control, 296–297 Hidden Information, 288–289 Hidden Movement, 480–484 Hidden movement games, 300 Hidden-movement hunting games, 10 Hidden Roles games, 275–280 Hidden Trackable Information (HTI), 271–272 Hierarchical systems, 309 Highest Lowest, 255–256 High Number, 142–145 Hot Potato, 195–197 HTI, see Hidden Trackable Information Hunting games, hidden-movement, 10 I Cut, You Choose mechanism, 326–327 “I Go, You Go” structures, 69, 75 Image-association games, 299 Impulse, 448–449 Income, 318–319 Increase Value of Unchosen Resources, 345–347 Induction, 301–304 Influencer mechanisms, 460 In-game balancing, 2–3 Input randomness, 261 Intellectual-Property (IP)-based games, 494 Interactive fiction, 12 Interleaved Action Queues, 99 Interleaved Turn Structure, 99 Interleaved vs. Sequential Phases, 69–71 Interrupts, 75–76 Investment, 335–337 Invicta Plastics, 299 IP-based games, see Intellectual-Property-based games Kapitän Wackelpudding, 202 Kill Steal, 193–194 King of the Hill (KotH) mechanism, 248–249 Knizia, Reiner, 371, 380 Ladder-Climbing games, 527, 532–533 “Last-in-First-out” (LIFO) system, 65, 76 Layering, 125–129 Leacock, Matt, 4 Legacy games, 27–29 LIFO system, see “Last-in-First-out” system Line of Sight (LOS), 503–506 Loans, 322–323 LOS, see Line of Sight “Lose a Turn” effects, 72–74 Map Addition mechanism, 465–466 Map Deformation, 469–470 Map Reduction, 467–468 Market, 312–314 Matching, 134–136 Measurement, 444–445 Melding, 534–535 Memoarrr!, 271
Index Memory games, 271–274 Miniatures games, 505 Minimap, 171–173 Mission games, 23 Movement, 429 Bias mechanism, 460–462 Chaining, 458–459 Different Dice, 446 Drift, 447 Hidden Movement, 480–484 Impulse, 448–449 Mancala, 456–457 Map Addition mechanism, 465–466 Map Deformation, 469–470 Map Reduction, 467–468 Measurement, 444–445 Movement Points, 440–441 Movement Template, 472–474 Move Trough Deck, 471 Moving Multiple Units, 463–464 Multiple Maps, 477–478 Pattern Movement, 437–439 Pieces as Map, 475–476 Programmed Movement, 450–452 Relative Position, 453–455 Resource to Move, 442–443 Roll-and-Move games, 435–436 Shortcuts, 479 Tessellation, 431–434 Movement Points, 440–441 Movement Template, 472–474 Move Trough Deck, 471 Moving Multiple Units, 463–464 Multiple game structures in the same box, 1 Multiple-Lot Auction, 384–386, 394 Multiple Maps, 477–478 Multi-Use Cards, 552–555 Narrative Choice, 120–122 Narrative Choice systems, 121 Near Field Communications (NFC), 204 Negotiation, 348–349 Neighbor Scope, 208–211 Network-Building mechanisms, 519–522 NFC, see Near Field Communications Non-AI games, 5 Non-hierarchical systems, 309 Non-Vickrey Auctions, 380 Old Maid style, 196 Once-Around Auction, 373–374 Once-Per-Game Abilities, 108–109 One vs. All games, 10 Open Auction, 357–358 Open Economy mechanism, 319 Order Counters, 99–101 Ordered High Number system, 143 Ordering, 257–259 Order Token stacks, 99 Output randomness, 141, 261 “Overlord”-style games, 7 Ownership, 338–340 Palm Trees, 168 Paper-and-pencil games, 12 Passed Action Token, 66–68 Pass Order, 47–49 Pattern Movement, 437–439 PD, see Prisoner’s Dilemma Pedersen’s Automa system, 13 Phases, 33 Physical Action, 164–166 Pieces as Map, 475–476 Player Action system, 214, 215 Player Elimination, 229–231 Player Judge, 180–181 Plinth, 204 Point-to-Point systems, 520–521 Power Cards, 38–39 POW players, see Prisoner Of War players Prisoner Of War (POW) players, 241 Prisoner’s Dilemma (PD), 159–161 Private Contracts, 341 Probability Management, 290–292 Programmed Movement, 450–452 Progressive games, 41 Progressive Turn Order, 40–42 Public Contracts, 341 Punctuated Real-Time Game, 53–54 Push-Your-Luck mechanism, 192, 196, 204, 267–270 Pyrrhic victory, 155 Quantized slides, 130 Quarterbacking, 5 Questions and Answers, 305–306 Race games, 213, 227, 264, 431 Raid tokens, 100 Railroad games, 113 Random Production, 332–334 Random Turn Order, 59–60 Ratio/Combat Results Table, 149–151 Real-Time Games, 50–52 Record-based games, 13 Region Scoring card, 214 Regressive, 41 Relative Position, 453–455
Index “Reminder” tags, 558 Rerolling and Locking, 191–192 Resolution, 51, 141 Action Speed, 189–190 Alternate Removal, 162–163 Card Play, 155–156 Critical Hits and Failures, 147–148 Dice Selection, 187–188 Die Icons, 152–154 Enclosure, 169–170 Flicking games, 198–200 Force Commitment, 174–176 High Number, 142–144 Hot Potato, 195–197 Kill Steal, 193–194 Minimap, 171–173 Neighbor Scope, 208–211 Physical Action, 164–166 Player Judge, 180–181 Prisoner’s Dilemma (PD), 159–161 Ratio/Combat Results Table, 149–151 Rerolling and Locking, 191–192 Rock, Paper, Scissors (RPS), 157–158 Stacking and Balancing, 201–207 Stat Check, 145–146 Static Capture, 167–168 Targeted Clues, 182–183 Tiebreakers, 184–186 Voting, 177–179 Resource Queue, 352–354 Resource to Move, 442–443 Reverse Auction, 389–391 Rock, Paper, Scissors (RPS), 157–158 Role Order, 57–58 Role-playing games (RPGs), 15, 27, 213 Roles with Asymmetric Information, 280–282 Roll-and-Move games, 72, 431, 435–436, 479 Rolling Queue, 93 Rondel systems, 102–103 Round, 32, 33 RPGs, see Role-playing games RPS, see Rock, Paper, Scissors Sackson, Sid, 267–268 Sand timers, 61 Scenario-based games, 558 Scenario/mission/campaign games, 22–24 Scheduled trigger, 215 Score-and-reset games, 25–26 Scoring cards/tokens, 215 Sealed-Bid Auction, 365–367 Sealed Bid with Cancellation, 368–369 Second-Bid Auctions, 379–381 Second-Price Auctions, see Second-Bid Auctions Selection Order Bid, 382–383 Semi-cooperative games, 15–17 Set Collection, 445 Combo Abilities, 523–525 Grid Coverage, 516–517 Network Building, 519–522 Set Valuation, 509–512 Tile-Laying, 513–515 “Set” keywords, 558 Set Valuation, 509–512 Shared Action Queue, 95–96 Shedding games, 527 Shortcuts, 479 Simultaneous Action Selection Game, 55–56 Single-loser games, 18–19 Single Workers, 420–421 Skirmish games, 10 Slide/Push, 130–133 Social deduction games, 299 Soft Zone of Control, 501 Solo games, 12–14 Speed Matching, 165 Splaying, 128 Stacking and Balancing, 201–207 Stacking games, 18, 25 Standard Worker Placement, 409–410 Stat Check, 145–146 Static Capture, 167–168 Stat Turn Order, 36–37 Strategic war games, 316 Stroop Effect, 136 Structure of game, 1 competitive games, 2–3 cooperative games, 4–7 legacy games, 27–29 scenario/mission/campaign games, 22–24 score-and-reset games, 25–26 semi-cooperative games, 15–17 single-loser games, 18–19 solo games, 12–14 team-based games, 8–11 traitor games, 20–21 Sudden Death condition, 244–245, 253 Tactics cards, 175 Tags, 556–559 Targeted Clues, 138, 182–183 TCG, see Trading card games Team-based games, 8–11 Tech Trees, 115–117 “Telephone,” 210 Temporary and Permanent Victory Points, 219–220 Territories and Regions, 494–495
Index Tessellation, 431–434 Tematic board games, 8 Trone track, 38 Tiebreakers, 184–186 Tie-breaking, 3 Tile-Laying, 513–515 Time Track, 64–65 Track, 331 Trading, 310–311 Trading card games (TCG), 549 Traitor games, 20–21, 276 Transparent cards, 128 Tribute pool, 230 Trick-Taking games, 273, 351, 529–531 Trivia games, 306 Troop Types, 491–493 Tug of War, 252–254 Turn, 32, 33 Turn Order and Resolution Order, 424–427 Turn order and structure, 31 Action Timer mechanism, 61–63 Bid Turn Order, 38–39 Claim Turn Order, 43–46 Fixed Turn Order, 34–35 Interleaved vs. Sequential Phases, 69–71 Interrupts, 75–76 Lose a Turn, 72–74 Passed Action Token, 66–68 Pass Order, 47–49 Progressive Turn Order, 40–342 Punctuated Real-Time Game, 53–54 Random Turn Order, 59–60 Real-Time Games, 50–52 Role Order, 57–58 Simultaneous Action Selection Game, 55–56 Stat Turn Order, 36–37 terminology, 32–33 Time Track, 64–65 Turn Order Until Pass Auction, 362–364 Uncertainty, 261 Betting and Bluffing, 263–266 Communication Limits, 283–285 Deduction, 298–300 Hidden Control, 296–297 Hidden Information, 288–289 Hidden Roles games, 275–279 Induction, 301–304 Memory games, 271–274 Probability Management, 290–292 Push-Your-Luck, 267–270 Questions and Answers, 305–306 Roles with Asymmetric Information, 280–282 Unknown Information, 286–287 Variable Setup, 293–295 Unfriendly resolution, 186 Unit limits, 497 Unknown Information, 286–287 Upgrades, 330–331 Uwe Rosenberg designs, 423 Variable Player Powers, 106–107, 110–111 Variable Setup, 293–295 Venn diagram, 20 Vickrey Auctions, see Second-Bid Auctions
Victory Points (VPs), 13, 45, 213, 219–220, 250, 516 from Game State, 214–216 Hidden and Exposed Victory Points, 223–224 from Player Actions, 217–218 as a Resource, 221–222 Temporary and Permanent Victory Points, 219–220 track, 37, 244 Vital Lacerda game, 420 Voting, 177–179 Voting-based player elimination, 278 VPs, see Victory Points War games, 12 Warsaw Pact event, 88 “Waters Rise” cards, 113 Werewolves, 276–277, 280 Western games, 34 Wheeling, 545–546 Winner Takes All, 143 Wolfgang Kramer card system, 463 Word-association games, 299 Word searches, 12 Worker Placement, 43, 73, 407 Acquiring and Losing Workers, 413–414 Adding and Blocking Buildings, 417–419 Building Actions and Rewards, 422–423 Single Workers, 420–421 Standard Worker Placement, 409–410 Turn Order and Resolution Order, 424–427 Workers-As-Dice, 415–416 Workers of Differing Types, 411–412 Yomi, 56, 92, 265 “Zaniness” factor, 165 ZOC, see Zone of Control Zone of Control (ZOC), 501–502