1) Dice Placement (Kingsburg). You roll 3 dice, and only can place them on locations equal to a sum of the dice. Combine dice to reach higher locations. Locations are exclusive, so you can block other players from placing there.
2) Friendly Auctions (Evo/Stockpile). All players bid on a number of assets equal to the player count. When someone is outbid, they immediately bid on something else. Ends when everyone bids on something differently, last player usually gets his choice for free.
3) Cardbuilding (Mystic Vale). Sure, building your own deck is cool, but building your own card? Players play to earn card fragments, which they assemble into full cards by sliding them into plastic sheathes.
4) The Stack (Magic: the Gathering). A shockingly simply concept of first in-last out that allows for players to respond to another player's actions - buffing your grizzly bear before the lightning bolt lands, for example.
5) Tableau Column Collection (Mombasa). When you play your hand in Mombasa, you lay your cards in a row. At the end of your turn, you collect all cards from a column, which becomes next turns' hand. Creates some very neat strategy (wish it were in a simpler game).
6) The Watchman (Yedo). It's a worker placement game, but an NPC character randomly moves around the board, and he effectively will arrest your workers if he lands on your space. His movement is usually predictable, but players can play cards which modify it - screwing you.
7) The Windrose (Macao). Each turn, roll dice then choose whether to take resource cubes soon (a low roll) or later (a high roll). Hard to explain in a tweet, but an absolute gem of a mechanic that challenges you to balance short and long term goals.
8) The Mancala (Trajan). A 'worker placement game', but in this game, you move pips around a mancala, and take actions based on the last bowl you dropped a worker in. Each action you take thus sets up (or messes up) future turns. Don't try playing this while drunk.
9) Build Your Own Worker Placement Location (Lords of Waterdeep). Honestly, the 'secret sauce' of this basic worker placement game is the way some players getting to play landlords by building their own properties and taking a cut whenever other players land on their spaces.
10) Avoid the Boss (Kanban). A worker placement game, where you play a middle manager in a car factory. But your boss walks a predetermined path, and causes trouble if she lands in your space. Forces you to sometimes take unoptimal actions, or do odd things to kiss her ass.
11) Clank (Clank!) As you explore the dungeon, sometimes you'll make noise. This is represented by putting cubes in a bag. When the dragon attacks, draw cubes randomly - you take damage if yours is drawn, draw too many and you die. This mechanic creates GREAT game endings.
12) Shifting Sands (Forbidden Desert). This simple coop game is made maddening by a windstorm mechanic that will literally move the desert around you, changing the puzzle you're solving in real-time.
13) Role Selection (Citadels). Each player selects a role. Roles are then played in order, and each player takes their turn when their role comes up, and each role has different powers. Variations of this are frequent & strong.
14) The Wheel (Tzolk'in). Game board is dominated by a huge, beautiful wheel that is the cornerstone of the worker placement game. Put a worker on the wheel on one turn, and pull him off later. Longer he rides, better the rewards, but timing is tricky to master.
15) Place then Pull (Raiders of the North Sea). A standard worker placement game where after you place a worker, you must pull another worker off the board. Then you take both actions. The quality of the worker you pull can set up your next turn as well.
16) Simultaneous Draft (7 Wonders). A card drafting game where all players draft a card for their tableau from a hand and then play it simultaneously. Simple mechanic means this 7 player game can still play quickly and keep everyone fully engaged the whole game.
17) The Traitor (Shadows Over Camelot/Battlestar Galactica). A coop game where one player is (maybe) working at cross purposes with the rest of the group. Creates great tension with the right group.
18) Last Player Goes Next (Tokaido). A board game about walking a simple path, where the person who is last on the path takes the next turn. Simple mechanic allows other players to jump ahead for greater rewards but lose turns, can result in simultaneous turns.
19) Time Travel (Anachrony). In this worker placement game, you can send a worker to the future to 'borrow' resources from future you to get through a short term jam. But if you don't repay them in time, anomalies open up and start fucking shit up.
20) Role Activation (Race/Roll for the Galaxy) Similar to Role Selection, but multiple players can select the same action. Only selected actions are taken, but you can piggyback on others' actions. Guessing what actions your opponents will take gives you great power.
21) Efficiency (Eclipse). A 4X game, but every time you claim a planet, you place a cube from your efficiency meter. Growing too fast or too much is a real challenge, but growing aggressively is still mandatory to succeed.
@EibonCyk Nope, not really. It's a great game, but you'll only want to play it with people who love complexity and a lot of moving parts.
22) The Survival Timer (Star Wars Rebellion). The goal of the rebels is to... survive for X turns. They can shorten this by completing quests. This creates an assymetric experience that's suffocating to the Rebellion player and infuriating to the Empire player - in a good way
23) Scry (Magic: the Gathering). A small, cantrip on some spells that allows you to sift through, rearrange and discard the top of your deck - helping to mitigate some of the randomness of the genre.
24 Dice Drafting (Sagrada/Blueprints/Roll Player). Players roll a bunch of dice and one by one claim them to complete their dice tableau. Strategic players not only seek the best dice for themselves, but how they can steal the dice they think their opponents want.
25) The Haunt (Betrayal at House on the Hill). Tension ramps up until the game event turns one player into the bad guy and transforms the rules of the game. BaHotH is a flawed game and the haunt often falls flat, but when it works, it's wonderful.
26) Assistants (Yokohama). On your turn, place 3 assistants then move your agent. Your agent can only move through locations that have assistants, and the action he takes in his destination is based on the number of assistants placed there. Wonderful, wonderful eurogaming.
27) Resource Roll (Catan). Each turn, roll dice which corresponds to numbers placed on territories. Each player claims resources based on whether the territories are adjacent to cities they control. Building near high output locations is a key to success.
28) Trashing Cards (Dominion/Star Realms). Games where you deckbuild on the fly are all the rage now, but honestly, the mechanic that makes them tick is the ability to get cards OUT of your deck, making them more efficient and ruthless. Always draft those cards early.
29) Destroy This Card (Pandemic: Legacy). Nothing in the epic by @robdaviau underscores that the Legacy experience is a very different experience quite like telling the guy running the game to destroy a game component in front of his horrified friends at the end of game 1.
30) Cumulative Worker Placement (Architects of the West Kingdom). You can place more than one worker on a location, and strength of action is based on number of workers (3rd worker gives 3 wood) - but the more you stack workers , the more they are vulnerable to opponent fuckery.
31) Turn Action/Order Selection (Yamatai). At the start of your turn, you choose an action for your turn - which also comes with your turn order for the NEXT turn. More powerful actions have later turn orders. Savvy players maximize this to take advantage of back to back turns
32) Treasure Hunting (Tobago). Players are searching treasures, and play cards to narrow down where the treasure can be. The goal is to add a card to a stack that limits the places the treasure can be to just one square.
33) Roll and Write (Yachtzee). Roll some dice, then mark some stuff off on your score sheet. Not a heavily used mechanic historically, but is starting to get more attention in recent months w games like 'Welcome To...' and 'Railroad Ink'.
34) Hungry Dinosaurs (Dinosaur Island). The very best part about this unlicensed Jurassic Park sim is that if you don't have enough security, some of your guests will get eaten.... and at a certain point, that's just the cost of doing business.
35) Corner Touching Territory Claim (Blokus). A simple game where you claim territory by placing block groupings on the map - but each one may only touch a CORNER of another of your territories. The goal is to use as many squares of your pieces as possible.
36) Simultaneous Turns (Diplomacy). A territorial control game where all actions are determined in advance and taken simultaneously. Incredibly devious and powerful mechanic, but be warned, this game is called the 'friend ender' for a reason.
37) Breeding (Caverna/Agricola). If you have two animals at the end of the year - and stable/pasture room to hold another, then the animals breed, turning animal husbandry into a fun minigame with a delightful board presence.
38) Corruption (Lords of Waterdeep Skullport Expansion). Some worker placement locations are more powerful, but will grant you corruption (worth negative points at the end of the game). No big deal if everyone partakes, but a huge advantage if you can sneakily get rid of yours.
39) Draw Four (UNO). The 'fuck you' game mechanic in it's purest form.
40) Location Selection (Francis Drake). Each player gets 4 discs - a 1, a 2, a 3 and a fake. They place each one at a location in turn, and then all are revealed. Players visit them in order, and the one that goes first gets the most benefit if two place on the same location
Game Phases (Power Grid) - In ‘step one’, only one player can build in a city. In step 2, a second can build and a third can build in step 3. This allows for peaceful early expansion, cutthroat mid games, and allows masters to figure out how to best leverage step transitions.
You Must Be Winning (Red 7) - In this game, you play two cards per turn. One changes the rules of the game (most duplicate cards or longest straight) and the other adds to your tableau. If you can’t end your turn winning the game, you’re out.
43) Conspiracy (Magic: the Gathering). An entire expansion that centers on drafting, this experience is unique because it -messes with the draft itself-. For example, a card you draft may allow you to, in a future draft turn, pick two cards instead of one.
44) Mix ‘n Match Races (Small World) — This territorial control game is played with classic fantasy races, but each race when created is paired with a random adjective. Choose from stout vampires, wealthy ghouls, or diplomatic ratmen to be your vanguard.
45) Imperfect Information (Stockpile). Each player is buying stock on auction. However, each player also has information on exactly what one stock will do, and has to guess what other stock will do based on the decisions of other players.
Take Two Actions (Terraforming Mars) - Postmortems talked about how this tweak saved their game. Players can take up to two actions per turn, and the round ends when everyone passes. Taking two turns solved issue where the mechanics resulted in them just setting up opponents.
47) Workers with Powers (Argent Consortium). Place a guy to activate his location - but these meeples have the power, such as the ability to knock another worker off a space, or to chain cast a spell. Takes a very Euro core mechanic and turns it into an absolutely cutthroat one
48) Endless Road (Thunder Road). A post-apoc ‘racing’ game/demo derby. Racetrack are two boards. When you reach the end of the board, take the second board and move it to the front. Cars that were still on that second board are destroyed. Repeat til there’s a sole survivor.
49) No Valid Actions (Donut Drive-Through). A donut placement game with four valid spaces, but only so many donuts can be placed on each space. It’s common (and routine) for players to be able to force other players to skip turns due to no valid actions.
50) Crazy Castles (The Castles of Mad King Ludwig). Turn by turn, passage by passage, players assemble castles one turn at a time until the end of the game, when players have bizarre fortresses that defy all logic or reason.
51) Mosey (Firefly the Game). When you take a move action, you have two choices - go fast and potentially draw the attention of the Reavers or the Federation, or just Mosey, opting to go only one space at a time and likely escape notice. Creates a great choice on just moving.
52) Corruption (Chaos in the Old World) A territorial control world as an Armageddon-like war between the Old Gods. As players fight over territory, they destroy it with corruption, which results in the territorial control game shrinking while the armies grow.
53) Pie Fights (My Little Scythe). How do you simplify and soften the hard-edged Scythe for a younger, more casual audience? Well for starters, you replace the violent Mech-themed content with the ceremonial tossing of pies.
54) Build Your Own Dinosaur (Evo). A key part of the game is bidding for evolutionary advantages for your dinosaur. Add more horns or legs to your dinosaur to make a true evolutionary freak before the meteor hits and makes your whole effort futile!
55) The Rondel (Merlin). Players have a knight that they move around the rondel. They roll 3 dice to determine how far they move - each is a separate move. The order they use the dice matter a lot, & players collect banners that allow them to break the rules & fight randomness.
56) Rest (Century: Spice Road). This is a great little engine building game, and Rest is the thing that makes it work. Players can buy cards, play cards, or rest. Rest is sacrificing another action to pick up their discard pile, effectively restarting their engine.
57) Shooting the Moon (Hearts). Hearts is a simple trick-taking game with a normal deck of cards, where the goal is to NOT take hearts or the Q of spades. But there’s a catch. If you can take ALL 14 cards, you get all the points. But pulling it off requires fitnesse and luck.
58) Secret Objectives (Dead of Winter). An advance from traitor mechanics, DoW is a coop game where every player has a hidden objective. Your objective may be 'kill everyone', or it may be 'collect the most cheese'. Creates tons of tension and suspicion.
59) The Renegade (Bang! The Dice Game). Yeah, most of the table is either trying to kill or save the sheriff, but one guy has a win condition which is to kill EVERYONE else, and when played well he completely throws doubt on what side ANYONE is on.
60) The Flop (Texas Hold 'Em). Remember when the poker we all knew was five card draw, because of the movies? Yeah, that's a terrible game. But take the same mechanics of poker and give players a shared card pool and suddenly you have a worldwide phenomenon.
61) Cliffhangers (Fortune & Glory). An adventure game where you complete challenges to capture treasure a la Indiana Jones. After you complete a challenge, you can press your luck, but if you fail, your challenge flips over to the cliffhanger adventure you have to beat next turn
62) Play it 3 Ways (51st State/Imperial Settlers). Cards have multiple ways to be played (add to your tableau, turned into a short term bonus, or turned into a resource stream), which increases the odds that every hand you have is a playable hand with lots of ways to go.
63) Exploding Hits (Chaos in the Old World). On combat rolls, you hit on a 4, 5 or 6. However, if you roll a 6, you ALSO reroll the die to see if you hit again. And if it's a 6, it chains. This simple mechanic means that players have longshot to win even unlikely fights.
64) Evolve (Magic: the Gathering). My absolutely favorite Magic keyword - a creature with this on it will gain a +1/+1 counter (and usually trigger a secondary effect) anytime a creature bigger than it comes into play on your side. Makes for a fun, ever growing threat.
65) Around and Back (Sagrada). In a four player Sagrada game, you draft a handful dice. Then you go around clockwise to the last player, who drafts 2 dice, and then it goes counterclockwise back to the first, so the first player gets the best and worst picks of the round.
66) Only While Hidden (Kill Dr. Lucky). Dr Lucky walks a predetermined path through the mansion, and you're trying to kill him. But you can only kill him if you can get yourself and him alone in a room with no sightlines from any other players. A cool mechanic that sells theme
67) Share With Your Neighbor (Between Two Cities). In this citybuilder, you're building two cities simultaneously - one with each of your neighbors. A very different collaborative feel that also is useful bc the game's mechanics encourages elders to teach new players well.
68) Only Adjacency Counts (7 Wonders). In this 7 player game, players only trade with and engage in military dustups with their immediate neighbor. This keeps data they need to track manageable, & solves problem of tableau readability from far away, is core to 7 player success
69) Age as a Resource (Kremlin). In this political intrigue game, your goal is to have one of your Politboro members wave at the May Day Parade 3 years in a row. But the older they are, the more likely the die of old age - and using powers like ordering assassinations ages them.
70) Dice Action Placement (Bora Bora). Players roll dice, then take turns placing dice on actions. Number on the dice determines the strength of the action, but you can only place a die if it's lower than dice already on the action. Gives powerful blocking strength to low rolls.
71) The Inn (Lords of Waterdeep). Players have to go to the inn to play their special action cards, but the neat thing is that afterwards, players can place the agents they used to activate the inn on other open spots, allowing them to bottom-feed off of available resources.
72) Reverse (UNO). Yes, the Draw Four has more power, but the reverse has even greater potential to upset well laid plans, and to frustrate your chance to unload your offensive firepower.
73) Split Goals (Dragon Rampage). There are two ways to win - kill the dragon or steal the gold and run away. But if one wins, everyone who chased the other tactic loses, but it’s harder to be the true winner if too many people are also taking your tactic.
74) Checkmate (Chess). You gotta admit, there's something baller and elegant about the gameplay goal of 'eliminate all valid moves from your opponent'.
75) The Infection Deck (Pandemic). The backbone of most cooperative games is the deck of cards that reveals your fate turn by turn. In most cases, you know bad stuff is coming, and even that it's coming SOON, which creates both dread & opportunities to strategies your odds.
76) Crossroads Cards (Dead of Winter). A brilliant way to add narrative moments, DoW has each turn begin with one participant drawing a crossroads card. That card has a trigger that causes weird stuff to occur, wrapped around a narrative moment. A very cool idea.
77) Glaciation (Dominant Species). The frontrunner have a little too much of a lead over the rest of the field? Well, how about a mini-ice age to destroy his most lucrative territory? Doing so will destroy the value of the hex and MAY affect ecologies in neighboring hexes.
78) Friendship Points (My Little Scythe). You can use an ability to drop resources on the hex map. If you choose to do so next to an opponent's hex map (helping them tremendously), you earn friendship points - which is its own victory point condition.
79) Mecatal Rex (Twilight Imperium). The center hex of this massive, multi-hour board game is hard to conquer but usually a huge point swing if you do. Most military strategies end up revolving around control of it.
80) Roll Doubles Three TImes (Monopoly). Yes, it's not a good game. But this is an awesome mechanic: take another turn if you roll doubles, but if you roll doubles three times. go to jail. Allows for burst turns with a hilarious potential downside.
81) Rando Calrissian (Cards Against Humanity). An official variant: when everyone submits their answer cards to a question, also take a card(s) randomly from the deck to represent Rando, an AI player. If no one claims a victory, it goes to him. I've seen him score 3 pts before.
82) Species Powers (Dominant Species). This is a worker placement game where you place your meeples, then actions are done in a strict order - & species powers are printed on the board in that action order flow so they are never missed & all players remember them.
83) The Troll (Champions of Midgard). Each turn, there is a troll to be killed. He offers meager rewards, but you get to give a -point modifier to an opponent. If no one does, everyone gets the modifier. And the modifiers neg value increases geometrically the more you get.
84) Valhalla (Raiders of the North Sea). Some places you raid will result in casualties - losses from your loyal crew. But each casualty will move you up the Valhalla track, which can be quite a treasure trove of victory points if you decide to feed the grim reaper.
85) Hidden Trail (Fury of Dracula). No one really knows where Dracula is, but he leaves a string of clues Other players can reveal these clues to triangulate on his location and try to corner him, but need to set up the confrontation to be a group v 1 fight.
86) Resource Market (Power Grid). The core resources that power your power plants (coal, oil, garbage, uranium) appear at a fixed rate, and prices increase with scarcity, creating a real advantage for players who choose unpopular resources (double down on garbage!)
87) Multivariable Set Building (SET). Lots of games have sets (build 4 of a kind/4 different) but SET takes this to the next level, asking you to find 3 cards that either all share or differ on 4 different variables. Great game if you like staring at tables til your head hurts.
88) Resource Accumulation (Agricola/Champions of Midgard/Lords of Waterdeep). At the start of every turn, put one resource such as wood on this action space.If players collect that turn, not great. If left alone over sev turns, accumulates to the point of being irresistable.
89) Provisioning (Francis Drake). All players walk a path to outfit their boats for the next adventure. They can only move forward, but cannot claim provisions already claimed. Creates impetus to perhaps jump ahead to great resources but at some loss.
90) Fuse (Magic: The Gathering). Split cards (1 card with 2 spells printed on it) have always been valuable due to the flexibility they give the caster, but Fuse takes it to the next level by letting players pay both costs to get both effects.
91) Demographics (Prime Time). Each day of the week is represented by colored cubes that represents different audiences who might be watching TV that night, allowing players to tailor shows to claim these audiences and compete against each other.
92) Hurling Asteroids (Terraforming Mars). Turns out one of the best ways to terraform a planet in a hurry is to drop a galactic body on a planet, making water and hopefully messing up your opponent's plans at the same time.
93) When Your Deck Is Empty, Flip Your Discard Without Shuffling (Aeon's End). Recycling your deck is a cornerstone of the deckbuilding genre (Dominion), but AE adds new tactical depth by letting players preserve order, making order you cast spells very meaningful.
94) Pass and Bluff (Liar's Dice). Roll some dice. Pass the cup to the next guy over. Tell him what's under it. If he believes you, look under it, keep some dice and push to roll something higher. If he doesn't, lift the cup and one of you will get that much closer to defeat.
95) The Pilot (Mission Red Planet). All of the roles in MRP are good, but the Pilot gets points for offering excessive avenues for messing with your opponents, letting you drop colonists on the ass end of the planet, messing up the plans of multiple opponents at once.
96) Queue Shuffling (Guillotine/Beasty Bar). Mechanics where various cards are in a line, and some will be promoted to a score stack eventually, and the core mechanic is swapping the order of the line to grab points for yourself or make your life difficult for your enemies.
97) Price Setting (Castles of Mad King Ludwig). The first player sets the price of castle rooms every turn. Players pay them for the rooms they want, and then the first player pays the bank for the room he wants. If done well, can be a huge cash infusion.
98) Dice Locking (Elder Sign). In this dice-based coop game, some monsters will lock dice away from the players, effectively shrinking the number of dice players have to play with, and making dealing with them a massively high priority.
99) The Medic (Pandemic). Being able to heal all disease in one city with one action is awesome. After a disease has been cured, being able to clear out disease by passing through (without spending an action) is always even more awesome.
100) Critical Hits (Dungeons & Dragons). Multiple variants over the years, but I've always been a fan of natural 20s resulting in double damage.
101) The Murderer (Deception: Murder in Hong Kong). Derived from werewolf, of course.

"Everyone close your eyes.
Murderer, open your eyes, and point to your key evidence and means of murder. Murderer close your eyes.
Everyone open your eyes. "
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