Board Game Mechanics

Acting
Action Drafting
Action Points
Action Queue
Action Retrieval
Action Timer
Action/Event
Advantage Token
Alliances
Area Majority / Influence
Area Movement
Area-Impulse
Auction/Bidding
Auction: Dexterity
Auction: Dutch
Auction: Dutch Priority
Auction: English
Auction: Fixed Placement
Auction: Once Around
Auction: Sealed Bid
Auction: Turn Order Until Pass
Automatic Resource Growth
Betting and Bluffing
Bias
Bingo
Bribery
Campaign / Battle Card Driven
Card Drafting
Card Play Conflict Resolution
Catch the Leader
Chaining
Chit-Pull System
Closed Economy Auction
Command Cards
Commodity Speculation
Communication Limits
Connections
Constrained Bidding
Contracts
Cooperative Game
Crayon Rail System
Critical Hits and Failures
Cube Tower
Deck Construction
Deck, Bag, and Pool Building
Deduction
Delayed Purchase
Dice Rolling
Die Icon Resolution
Different Dice Movement
Drafting
Elapsed Real Time Ending
Enclosure
End Game Bonuses
Events
Finale Ending
Flicking
Follow
Force Commitment
Grid Coverage
Grid Movement
Hand Management
Hexagon Grid
Hidden Movement
Hidden Roles
Hidden Victory Points
Highest-Lowest Scoring
Hot Potato
I Cut, You Choose
Impulse Movement
Income
Increase Value of Unchosen Resources
Induction
Interrupts
Investment
Kill Steal
King of the Hill
Ladder Climbing
Layering
Legacy Game
Line Drawing
Line of Sight
Loans
Lose a Turn
Mancala
Map Addition
Map Deformation
Map Reduction
Market
Matching
Measurement Movement
Melding and Splaying
Memory
Minimap Resolution
Modular Board
Move Through Deck
Movement Points
Movement Template
Moving Multiple Units
Multiple Maps
Multiple-Lot Auction
Narrative Choice / Paragraph
Negotiation
Network and Route Building
Once-Per-Game Abilities
Order Counters
Ownership
Paper-and-Pencil
Passed Action Token
Pattern Building
Pattern Movement
Pattern Recognition
Physical Removal
Pick-up and Deliver
Pieces as Map
Player Elimination
Player Judge
Point to Point Movement
Predictive Bid
Prisoner's Dilemma
Programmed Movement
Push Your Luck
Race
Random Production
Ratio / Combat Results Table
Re-rolling and Locking
Real-Time
Relative Movement
Resource to Move
Rock-Paper-Scissors
Role Playing
Roles with Asymmetric Information
Roll / Spin and Move
Rondel
Scenario / Mission / Campaign Game
Score-and-Reset Game
Secret Unit Deployment
Selection Order Bid
Semi-Cooperative Game
Set Collection
Simulation
Simultaneous Action Selection
Singing
Single Loser Game
Slide/Push
Solo / Solitaire Game
Speed Matching
Square Grid
Stacking and Balancing
Stat Check Resolution
Static Capture
Stock Holding
Storytelling
Sudden Death Ending
Take That
Targeted Clues
Team-Based Game
Tech Trees / Tech Tracks
Three Dimensional Movement
Tile Placement
Time Track
Track Movement
Trading
Traitor Game
Trick-taking
Tug of War
Turn Order: Auction
Turn Order: Claim Action
Turn Order: Pass Order
Turn Order: Progressive
Turn Order: Random
Turn Order: Role Order
Turn Order: Stat-Based
Variable Phase Order
Variable Player Powers
Variable Setup
Victory Points as a Resource
Voting
Worker Placement
Worker Placement with Dice Workers
Worker Placement, Different Worker Types
Zone of Control