游戏 机制

Dice Rolling

Players roll dice to determine the outcomes of actions, combat, movement, or production with an element of chance.

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Hand Management

Players optimize when and how to play cards from their hand, balancing immediate needs against future opportunities.

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Set Collection

Players gather matching groups of cards or items from a defined set, scoring points for completing collections.

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Hexagon Grid

The game board is divided into hexagonal spaces, allowing six-directional movement and more natural adjacency than square grids.

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Variable Player Powers

Each player has unique special abilities or rules that differentiate their play style from all other players.

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Hex-and-Counter

The classic wargame format using hexagonal maps and cardboard counters representing military units in historical conflicts.

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Simulation

The game models real-world systems, events, or conflicts with rules that prioritize realistic representation over abstraction.

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Tile Placement

Players place pieces on the board following adjacency or matching rules, often building shared environments as they play.

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Modular Board

The game board is assembled from randomly arranged interlocking tiles, creating a different layout each play session.

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Drafting

Players select items (cards, tiles, roles) from a common pool, with each selection changing what remains for others to choose.

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Grid Movement

Units or tokens move between discrete spaces on a regular grid, with movement constrained by adjacency rules.

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Card Drafting

Players select cards from a hand passed around the table, building a personalized set while denying opponents desired options.

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Area Majority / Influence

Players place tokens or units to gain majority presence in regions, scoring points for areas where they have the most influence.

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Betting and Bluffing

Players place bets while trying to deceive opponents about the strength of their hand, position, or knowledge.

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Area Control / Area Influence

Players compete to dominate regions of the board by placing the most pieces or accumulating the most influence in each area.

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Roll / Spin and Move

Players move their piece a number of spaces determined by rolling dice or spinning a spinner.

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Auction/Bidding

Auction/Bidding is a board game mechanic used in tabletop games.

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Area Movement

Units or pieces move freely within defined areas or zones on the board, rather than along specific point-to-point paths.

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Simultaneous Action Selection

All players secretly choose their action for the round and reveal simultaneously, reacting to what everyone selected.

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Action Points

Each player has a budget of action points per turn to allocate freely among movement, attacks, abilities, and other available options.

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Action Point Allowance System

Players receive a set number of action points each turn and may spend them on any combination of available actions.

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Point to Point Movement

Pieces move between named locations connected by defined routes, as in classic train and navigation games.

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Team-Based Game

Players are divided into competing teams, working cooperatively within their group against other teams.

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Deduction

Players logically eliminate possibilities and infer hidden information from clues and other players' actions to solve a mystery.

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Dexterity

Players must physically manipulate components with skill and precision, using steady hands or quick reflexes to succeed.

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Co-operative Play

Players collaborate toward shared goals, combining their abilities to overcome challenges the game presents.

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Memory

Players must recall the positions or identities of face-down components to make informed decisions during play.

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Partnerships

Players form fixed or temporary teams, sharing resources and coordinating strategy to achieve shared victory conditions.

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Cooperative Game

All players work together as a team against the game system, sharing information and resources to achieve a common win condition.

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Take That

Players use actions or cards to directly attack or hinder specific opponents, interfering with their resources or progress.

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Negotiation

Players openly discuss deals, alliances, and trades with one another, and agreements may or may not be enforced by the rules.

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Worker Placement

Players take turns placing tokens on action spaces to claim actions, with each space limited to one worker at a time.

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Push Your Luck

Players risk accumulated gains by continuing to roll dice or draw cards, hoping to score more before busting.

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Trading

Players exchange cards, resources, or tokens with one another through negotiation and mutual agreement.

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Pick-up and Deliver

Players move units or tokens across the board to collect goods and transport them to designated delivery locations.

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Secret Unit Deployment

Players secretly place units on the board before revealing them, creating uncertainty and surprise in opening positions.

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Player Elimination

Players who lose all their resources or pieces are removed from the game and cannot continue playing.

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Pattern Building

Players arrange tiles, cards, or pieces to create specific patterns or sequences that score points.

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Real-Time

All players act simultaneously and as quickly as possible, with no turn structure, creating frantic and urgent gameplay.

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Press Your Luck

Players repeatedly take an action that offers increasing rewards but growing risk, deciding when to stop and bank gains.

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Deck / Pool Building

Players acquire cards or tokens throughout the game to improve and customize their personal deck or pool of resources.

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Route/Network Building

Route/Network Building is a board game mechanic used in tabletop games.

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Deck

Players draw from and manage a deck of cards that defines their available options and resources during the game.

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Network and Route Building

Players expand connected networks of roads, rails, or pipelines across the board, scoring for reach and connections.

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Bag

Players draw random tokens or components from a bag, with the contents changing as the game progresses through bag building.

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and Pool Building

Players construct and expand a personal pool of components (cards, dice, tokens) that are drawn from or used during play.

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Campaign / Battle Card Driven

Players use cards from a deck to generate resources, activate units, and trigger historical events in wargame simulations.

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Movement Points

Units have a set number of movement points each turn, which may be spent on moving, entering terrain, or performing actions.

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Solo / Solitaire Game

The game is designed to be played by a single player against the game's own systems and challenges.

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Role Playing

Players take on the character and persona of fictional individuals, making decisions from that character's perspective.

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Voting

Players vote collectively on game decisions, with outcomes determined by majority or consensus among the group.

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Scenario / Mission / Campaign Game

Players work through a series of linked missions with lasting consequences, building a narrative arc over multiple sessions.

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Pattern Recognition

Players score or win by identifying matching patterns among cards, tiles, or symbols laid out during play.

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Paper-and-Pencil

Players track information, scores, or game state by writing or drawing on paper during play.

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Physical

Players must perform real-world physical tasks such as stacking, balancing, or flicking components to succeed.

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Ratio / Combat Results Table

Combat outcomes are determined by looking up the ratio of attacking to defending forces on a printed results table.

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Betting/Wagering

Betting/Wagering is a board game mechanic used in tabletop games.

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Variable Phase Order

The sequence in which game phases occur changes each round based on player actions, cards, or other mechanisms.

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Action Queue

Players add actions to a queue that executes in order, requiring forward planning to account for future game state changes.

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Events

Cards or other triggers introduce unexpected narrative or mechanical changes that affect all players or the game state.

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Stock Holding

Players invest in shares or stocks of companies or entities, profiting when those holdings increase in value.

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Action / Movement Programming

Players secretly program a sequence of movement or action cards that are then executed simultaneously, often leading to unintended consequences.

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Commodity Speculation

Players buy and sell commodities whose values fluctuate based on supply, demand, and player actions in an economic market.

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Trick-taking

Players play cards to win tricks, with the highest card (or trump) of each trick winning the hand.

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Storytelling

Players collaboratively or competitively construct narratives, adding to a shared story based on cards, prompts, or dice results.

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Variable Set-up

Game components are arranged differently at setup each time, creating varied initial conditions and replay value.

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Line of Sight

Units can only see or attack targets that are not blocked by terrain or other pieces along a direct visual path.

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Chit-Pull System

Players randomly draw cardboard chits from a cup to determine unit activation order, creating tactical uncertainty in wargames.

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Zone of Control

Units exert influence over adjacent spaces, restricting enemy movement and forcing opponents to react to their presence.

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Square Grid

The board is divided into square spaces arranged in a regular grid, with four-directional adjacency between spaces.

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Race

Players move pieces toward a finish line or goal, competing to be the first to complete the course.

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Enclosure

Players fence off or encircle areas of the board to claim territory, animals, or resources within the enclosed space.

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Area Enclosure

Players score by completely surrounding regions of the board with their own pieces, as in the classic game of Go.

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Acting

Players physically act out words, phrases, or scenarios without speaking while others guess, blending performance with party game fun.

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TableauBuilding

Players build a personal display of cards or tiles that interact synergistically, growing their engine over the course of the game.

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Rock-Paper-Scissors

Players simultaneously reveal a choice from a set of options that each beat one other option in a circular hierarchy.

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End Game Bonuses

Players score additional points at the game's conclusion for meeting specific conditions or accumulating certain resources.

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Area-Impulse

Players activate areas of the board in sequence rather than all units at once, allowing for tactical timing of offensives.

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Time Track

Player markers advance on a timeline, with the player farthest behind taking the next turn, creating flexible action pacing.

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Line Drawing

Players draw lines on paper or the board to connect points, divide spaces, or create routes as their primary action.

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Hidden Movement

One or more players secretly move on the board while others attempt to track and intercept them using deduction.

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Hidden Roles

Players are secretly assigned roles (villain, spy, traitor) and pursue private agendas unknown to other players.

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Track Movement

Pieces advance along a defined linear or circular track according to rules, dice, or card results.

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Measurement Movement

Movement distance is determined by physically measuring with a ruler or tape, common in miniature wargames.

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Communication Limits

Players are restricted in how much information they can share with teammates, creating cooperative challenges under silence.

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Income

Players collect regular income of resources, currency, or cards at set points in the game turn or round structure.

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Contracts

Players fulfill stated objectives or deliver required goods to earn bonuses, with the terms defined by drawn or drafted contract cards.

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Victory Points as a Resource

Victory points can be spent like currency to gain advantages, creating a risk-reward tension between scoring and spending.

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Three Dimensional Movement

Units or pieces can move in three dimensions, including altitude or depth, adding a vertical component to spatial decisions.

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Traitor Game

One or more players secretly work against the group, sabotaging the team's efforts while hiding their identity.

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Market

Players buy and sell goods, cards, or units through a shared market whose prices fluctuate based on supply and demand.

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Connections

Players score by creating networks or chains of connected pieces on the board, rewarding route and pattern building.

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Card Play Conflict Resolution

Combat or conflict outcomes are resolved by playing cards from hand rather than rolling dice.

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Tech Trees / Tech Tracks

Players advance along a path of upgrades and technologies, with each advancement unlocking new abilities or multipliers.

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Re-rolling and Locking

Players roll dice, set aside desired results to lock in, and re-roll remaining dice to improve their outcome.

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Action Retrieval

Played actions must be retrieved (taken back) by spending a turn, creating tension between acting now and planning for later.

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Rondel

Players move a marker around a circular track of action spaces, taking the action where they stop each turn.

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Programmed Movement

Players simultaneously and secretly write or select a sequence of moves that are then executed together each round.

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Critical Hits and Failures

Rolling or achieving certain results produces dramatically enhanced positive (critical hit) or negative (critical failure) outcomes.

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Bias

Certain players or positions have starting advantages or handicaps built into the game to create asymmetric conditions.

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Ownership

Players claim ownership of properties, areas, or assets that generate ongoing income or bonuses throughout the game.

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Singing

Players must sing songs, lyrics, or musical phrases as part of their turn, adding musical performance to gameplay.

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Die Icon Resolution

Dice faces show symbols or icons rather than numbers, with results interpreted by matching icons to a resolution table.

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Map Addition

Players expand the play area during the game by adding new map tiles, revealing unexplored regions progressively.

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Layering

Players build up components in layers, with earlier placements affecting the options and benefits of later ones.

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Ladder Climbing

Players try to play combinations of cards that beat the previous combination, escalating each trick higher than the last.

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Map Reduction

The playable area shrinks as the game progresses, forcing players into closer conflict with fewer spaces available.

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Deck Construction

Players construct their deck before the game begins, selecting cards strategically to create synergistic combinations.

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Catch the Leader

Game mechanisms automatically disadvantage or hinder the leading player, helping trailing players catch up and stay competitive.

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I Cut

One player divides a resource or set of options, and another player chooses which portion to take, creating fair division.

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You Choose

One player presents options and another player makes the final selection, combining offering and choosing decisions.

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Investment

Players spend resources now in anticipation of receiving greater returns or advantages later in the game.

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Stat Check Resolution

Outcomes are determined by comparing a character's attribute or stat value against a target number or opponent's stat.

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Increase Value of Unchosen Resources

Resources that are not selected by any player accumulate additional value, making them more attractive in future rounds.

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Crayon Rail System

Players draw railway routes directly onto the game board using crayons, connecting cities to create personal rail networks.

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Loans

Players can take out loans of resources or currency, gaining immediate benefit at the cost of future repayment with interest.

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Single Loser Game

All players win except one, reversing the usual dynamic and creating pressure to avoid being the last-place finisher.

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Sudden Death Ending

The game ends immediately when a player achieves a specific condition, cutting the game short before a natural conclusion.

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Minimap Resolution

A separate smaller area of the board represents a zoomed-in view for resolving detailed combat or other interactions.

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Follow

After a player takes an action, other players may choose to follow and take the same action, often for a reduced benefit.

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Resource to Move

Players must spend specific resources as fuel or cost to move their units or pieces each turn.

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Move Through Deck

Players advance through a narrative or campaign by progressing through a shuffled deck of story or encounter cards.

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Tug of War

A marker on a track moves back and forth between players based on results, with the winner pushing it to their end.

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Alliances

Players may form temporary cooperative agreements with opponents to achieve shared goals, which can be broken later in the game.

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Semi-Cooperative Game

Players have both cooperative goals and individual victory conditions, creating tension between teamwork and personal interest.

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Mancala

Players sow and redistribute tokens around a track of cups or spaces, capturing tokens by landing in certain positions.

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Lose a Turn

A player must skip their turn due to a game event, penalty, or landing on a specific space.

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Movement Template

Physical templates determine the arc, direction, and distance of unit movement, as used in games like X-Wing Miniatures.

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Player Judge

One player acts as a judge who evaluates and selects the best answer, story, or response from other players.

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Action Drafting

Players select from a shared pool of available actions, with chosen actions becoming unavailable to others for that round.

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Map Deformation

The physical map or board changes during play through destruction, flooding, or other modifications to the terrain.

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Grid Coverage

Players place tiles or pieces on a grid, trying to cover as much area as possible or create specific patterns.

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Melding and Splaying

Players form sets or sequences (melds) of cards and may fan them out (splay) to reveal extra icons or bonuses.

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Interrupts

Players may play certain cards or effects out of turn, interrupting the current player's action with an immediate response.

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Advantage Token

A token passed among players that grants a bonus or tiebreaker benefit, often rewarding certain clever plays or outcomes.

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Once-Per-Game Abilities

Each player or role has a special powerful ability that can only be used once in the entire game session.

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Speed Matching

Players race to be the first to identify and shout out a match between two elements, rewarding fast pattern recognition.

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Slide/Push

Slide/Push is a board game mechanic used in tabletop games.

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Roles with Asymmetric Information

Different players know different secret information, creating unique perspectives and hidden knowledge that drives decisions.

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Random Production

Resources or goods are produced through a random mechanism (usually dice), with different results each round.

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Targeted Clues

Players give clues directed at a specific individual rather than the whole group, creating private communication channels.

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Bribery

Players offer resources or favors to other players to influence their actions, votes, or decisions in their favor.

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Narrative Choice / Paragraph

Players read numbered paragraphs and make choices that branch the story, as in classic Choose Your Own Adventure formats.

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Highest-Lowest Scoring

Players score by having the highest amount of certain resources while simultaneously trying to have the lowest of others.

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Hidden Victory Points

Players' scores are kept secret until the game ends, creating uncertainty about who is winning throughout play.

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Static Capture

Pieces are captured by being surrounded or landed upon, without moving the capturing piece from its position.

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Multiple Maps

The game uses more than one distinct board or map, with players managing situations and units across different theaters.

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Score-and-Reset Game

After each round or hand, scores are tallied and components are reset to starting conditions for the next round.

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Prisoner's Dilemma

Prisoner's Dilemma is a board game mechanic used in tabletop games.

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Physical Removal

Players win by physically removing their opponent's pieces from the board through capture or elimination.

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Bingo

Players mark numbers or symbols on cards as they are called randomly, racing to complete a row or pattern first.

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Action/Event

Players play cards that trigger immediate actions or schedule future events that alter gameplay conditions.

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Elapsed Real Time Ending

The game ends when a real-world timer runs out, adding urgency regardless of other victory conditions.

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Automatic Resource Growth

Resources accumulate passively on the board or player areas each round without requiring player action to collect them.

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Finale Ending

The game culminates in a special final phase or climactic event that changes victory conditions or creates a decisive moment.

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Relative Movement

Pieces move relative to other pieces rather than fixed board positions, changing spatial relationships dynamically.

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Impulse Movement

Units activate in sequence across different impulses within a turn, allowing interleaved movement between opposing forces.

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Cube Tower

Dice or cubes are dropped through a tower with pegs that randomize which come out, mixing old and new results unpredictably.

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Delayed Purchase

Resources spent now return as improved options or purchased items later in the game, rewarding long-term investment planning.

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Chaining

Playing one card or action unlocks or triggers a chain of additional free actions, rewarding combo planning.

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King of the Hill

Players compete to control a central location or position, scoring points as long as they maintain exclusive control.

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Force Commitment

Players must publicly commit forces or resources to a location or action before results are revealed, creating hidden tension.

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Command Cards

Players use a hand of command cards to activate specific units or regions, limiting control and creating strategic tension.

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Action Timer

Real-time constraints or countdown timers limit how long players can take to perform actions or complete tasks.

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Pieces as Map

The playing pieces themselves form the map or terrain, with piece arrangement determining the game environment.

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Predictive Bid

Players bet on predicted outcomes before actions are resolved, winning bonuses for accurate predictions.

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Legacy Game

Players make permanent physical changes to the game (writing in a book, tearing up cards, applying stickers) that persist across sessions.

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Order Counters

Players secretly assign order markers to units or regions, determining which activate and in what sequence each turn.

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Induction

Players solve puzzles or mysteries by testing hypotheses and drawing logical conclusions from observed evidence.

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Kill Steal

Players can claim rewards or kill bonuses from opponents by landing the final blow on a weakened target.

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Engine Building

Players construct an interconnected system of abilities and resources that grows more powerful and efficient over time.

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Moving Multiple Units

Players may activate and move several pieces in a single action or turn, coordinating their forces across the board.

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Matching

Players score or win by finding and claiming matching pairs or sets of tiles, cards, or symbols.

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Different Dice Movement

Players use different types or sizes of dice to move their pieces, with each die type offering unique movement properties.

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Deck, Bag, and Pool Building

Players start with a small set of components and acquire new ones over time, building a personalized deck, bag, or pool.

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Pattern Movement

Units move following specific fixed patterns, like chess pieces, rather than freely across the board.

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Passed Action Token

A token passed around the table grants its holder a special action or ability not available to other players.

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Variable Setup

Starting positions, resources, or board layouts are randomized or chosen, ensuring each game begins differently.

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Closed Drafting

Players draft cards from a hand they hold privately, without other players seeing what is available to choose from.

Open Drafting

Players select cards or tiles from a face-up shared display, with all options visible to all players before choosing.