3Â÷¿ø À̵¿
Three Dimensional Movement
°¡½Ã¼±
Line of Sight
°¡À§ ¹ÙÀ§ º¸
Rock-Paper-Scissors
°¢°¢ ´Ù¸¥ ÁÖ»çÀ§ À̵¿
Different Dice Movement
°Á¦ ÀÌÇà
Force Commitment
°Å·¡
Trading
°ÔÀÓ Á¾·á º¸³Ê½º
End game bonuses
°ÔÀÓ´ç 1ȸ ´É·Â
Once-Per-Game Abilities
°æ°úµÈ ½Ç½Ã°£ Á¾·á
Elapsed Real Time Ending
°æ¸Å/ÀÔÂû
Auction/Bidding
°æ¸Å: °íÁ¤ ¹èÄ¡
Auction: Fixed Placement
°æ¸Å: ´ÙÁß ÀÔÂû
Auction: Multiple Lot
°æ¸Å: ´õÄ¡
Auction: Dutch
°æ¸Å: ºñ°ø°³ ÀÔÂû
Auction: Sealed Bid
°æ¸Å: ¿ª°æ¸Å
Auction: Dutch Priority
°æ¸Å: ÀçÁÖ
Auction: Dexterity
°æ¸Å: Æнº±îÁö Â÷·Ê¼ø
Auction: Turn Order Until Pass
°æ¸Å: ÇÑ ¹øÀÇ ÀÔÂû
Auction: Once Around
°è¾à¼
Contracts
±Í³³
Induction
±×¸®µå ¹üÀ§
Grid Coverage
±×¸®µå À̵¿
Grid Movement
±â¾ï·Â
Memory
³»°¡ ÀÚ¸£°í ´ç½ÅÀÌ ¼±ÅÃ
I Cut, You Choose
³×Æ®¿öÅ© ¹× °æ·Î ±¸Ãà
Network and Route Building
³ë·¡ºÎ¸£±â
Singing
³ú¹° ¼ö¼ö
Bribery
´Ù¾çÇÑ Á¾·ùÀÇ ÀÏ²Û ³õ±â
Worker Placement, Different Worker Types
´ÙÁß ¸Ê
Multiple Maps
´ÙÁß »ç¿ë Ä«µå
Multi-Use Cards
´ÙÁß À¯´Ö À̵¿
Moving Multiple Units
´ÙÁß ÁöÁ¡ °æ¸Å
Multiple-Lot Auction
´Ü°è ¼ø¼ º¯È
Variable Phase Order
´ëÃâ
Loans
µ¦ ±¸¼º
Deck Construction
µ¦,¹é,Ç® ºôµù
Deck, Bag, and Pool Building
µ¦À» µû¶ó À̵¿
Move Through Deck
µ¿¸Í
Alliances
µ¿½Ã ¾×¼Ç ¼±ÅÃ
Simultaneous Action Selection
µå·¡ÇÁÆÃ
Drafting
µå·ÎÀ×
Drawing
¶ß°Å¿î °¨ÀÚ
Hot Potato
·¹°Å½Ã °ÔÀÓ
Legacy Game
·¹À̽º
Race
·¹À̾
Layering
·Ðµ¨
Rondel
·Ñ/½ºÇÉ ¹× À̵¿
Roll / Spin and Move
·Ñ¾Ø¶óÀÌÆ®
Roll
·ÑÇ÷¹À×
Role Playing
¸¶ÇǾÆ
Mafia
¸¸Ä®¶ó
Mancala
¸» ±¸¼º
Piece Construction
¸ÅĪ
Matching
¸Ê º¯Çü
Map Deformation
¸Ê Ãß°¡
Map Addition
¸Ê Ãà¼Ò
Map Reduction
¸í·É Ä«µå
Command Cards
¹«ÀÛÀ§ »ý»ê
Random Production
¹°¸®Àû Á¦°Å
Physical Removal
¹Ì´Ï¸Ê À̵¿ÇØ°á
Minimap Resolution
¹Ì¼±Åà ÀÚ¿ø °¡Ä¡ Áõ°¡
Increase Value of Unchosen Resources
¹è½ÅÀÚ °ÔÀÓ
Traitor Game
¹èÆðú ºí·¯ÇÎ
Betting and Bluffing
º£Æà / ³»±â
Betting/Wagering
º¯ÈÇÏ´Â °ÔÀÓ ¼¼ÆÃ
Variable Set-up
º¸À¯ ¾×¼Ç ¼öÇà
Action Retrieval
ºí·¯ÇÎ
Bluffing
ºñ°ø°³ ½ÂÁ¡
Hidden Victory Points
ºñ°ø°³ ¿ªÇÒ
Hidden Roles
ºñ°ø°³ À̵¿
Hidden Movement
ºñ´ëĪ Á¤º¸°¡ ÀÖ´Â ¿ªÇÒ
Roles with Asymmetric Information
ºñ¹Ð À¯´Ö ¿î¿ë
Secret Unit Deployment
ºñÀ²/ÀüÅõ °á°ú Ç¥
Ratio / Combat Results Table
ºù°í
Bingo
»©¾Ñ±â
Take That
»ç´Ù¸® Ÿ±â
Ladder Climbing
»ó´ë¸» Á¦°Å
Static Capture
»ó´ëÀû ¿òÁ÷ÀÓ
Relative Movement
»óÇ° Åõ±â
Commodity Speculation
¼µç µ¥¾² ¿£µù
Sudden Death Ending
¼± ±×¸®±â
Line Drawing
¼±µÎ Àâ±â
Catch the Leader
¼Â Ä÷º¼Ç
Set Collection
¼ÒÀ¯±Ç
Ownership
¼Ö·Î/¼Ö·ÎÅ×¾î °ÔÀÓ
Solo / Solitaire Game
¼öÀÔ
income
¼ø¼ Ä«¿îÅÍ
Order Counters
½ºÅÈ Ã¼Å© ÇØ°á
Stat Check Resolution
½ºÅ丮ÅÚ¸µ
Storytelling
½ºÇÇµå ¸ÅĪ
Speed Matching
½½¶óÀ̵å/Ǫ½Ã
Slide/Push
½Ã³ª¸®¿À/¹Ì¼Ç/Ä·ÆäÀÎ °ÔÀÓ
Scenario / Mission / Campaign Game
½Ã¹Ä·¹À̼Ç
Simulation
½ÃÀå
Market
½Ç½Ã°£
Real-Time
½×±â ¹× ±ÕÇü Àâ±â
Stacking and Balancing
¾Ë±î±â
Flicking
¾×¼Ç / À̵¿ ÇÁ·Î±×·¡¹Ö
Action / Movement Programming
¾×¼Ç ´ë±â¿
Action Queue
¾×¼Ç µå·¡ÇÁÆÃ
Action Drafting
¾×¼Ç ŸÀ̸Ó
Action Timer
¾×¼Ç Æ÷ÀÎÆ®
Action Points
¾×¼Ç/À̺¥Æ®
Action/Event
¾îµå¹êƼÁö ÅäÅ«
Advantage Token
¿¬°á
Connections
¿¬±â
Acting
¿µÇâ·Â
Influence
¿¹Ãø ÀÔÂû
Predictive Bid
¿ÀÇ µå·¡ÇÁÆÃ
Open Drafting
¿î°É±â
Push Your Luck
¿ïŸ¸®
Enclosure
À°°¢Çü ±×¸®µå
Hexagon Grid
ÀÇ»ç¼ÒÅë Á¦ÇÑ
Communication Limits
À̵¿ ÅÛÇø´
Movement Template
À̵¿ Æ÷ÀÎÆ®
Movement points
À̵¿ÇÏ´Â ÀÚ¿ø
Resource to Move
À̺¥Æ®
events
À̾߱â/´Ü¶ô ¼±ÅÃ
Narrative Choice / Paragraph
ÀÎÁ¢ Ç÷¹À̾î¿Í ¾×¼Ç, ÀÚ¿ø °øÀ¯
Neighbor Scope
ÀÏ²Û ³õ±â
Worker Placement
ÀÓÆÞ½º ¹«ºê¸ÕÆ®
Impulse Movement
ÀÔÂû ¼ø¼ ¼±ÅÃ
Selection Order Bid
ÀÚµ¿ ÀÚ¿ø Áõ°¡
Automatic Resource Growth
ÀÚ¿ø ´ë±â¿
Resource Queue
ÀÚ¿ø ½ÂÁ¡
Victory Points as a Resource
Àç±¼¸² ¹× Àá±Ý
Re-rolling and Locking
Àü´ÞµÈ ¾×¼Ç ÅäÅ«
Passed Action Token
Á¡¼ö °è»ê ¹× ¸®¼Â °ÔÀÓ
Score-and-Reset Game
Á¤·Ä
Ordering
Á¤»ç°¢Çü ±×¸®µå
Square Grid
Á¦ÇÑµÈ ÀÔÂû
Constrained Bidding
Á¶¸³ º¸µå
Modular Board
Á¾ÀÌ¿Í Ææ
Paper-and-Pencil
Á˼öÀÇ µô·¹¸¶
Prisoner's Dilemma
ÁÖ»çÀ§ ±¼¸²
Dice Rolling
ÁÖ»çÀ§ ¾ÆÀÌÄÜ ÇØ°á
Die Icon Resolution
ÁÖ»çÀ§ ÀÏ²Û ³õ±â
Worker Placement with Dice Workers
ÁÖ½Ä º¸À¯
Stock Holding
ÁØÇù·Â °ÔÀÓ
Semi-Cooperative Game
Áٴٸ®±â
Tug of War
Áöµµ Á¶°¢
Pieces as Map
Áö¿ª À̵¿
Area Movement
Áö¿ª ÃÖ´Ù / ¿µÇâ·Â
Area Majority / Influence
Áö¿ª Ãæµ¹
Area-Impulse
Áö¿¬ ±¸¸Å
Delayed Purchase
Áú¹® ¹× ´äº¯
Questions and Answers
Â÷·Ê »ó½Ç
Lose a Turn
Â÷·Ê ¼ø¼: °æ¸Å
Turn Order: Auction
Â÷·Ê ¼ø¼: ¹«ÀÛÀ§
Turn Order: Random
Â÷·Ê ¼ø¼: ½ºÅÈ ±â¹Ý
Turn Order: Stat-Based
Â÷·Ê ¼ø¼: ¿ªÇÒ ¼ø¼
Turn Order: Role Order
Â÷·Ê ¼ø¼: Á¤¹æÇâ
Turn Order: Progressive
Â÷·Ê ¼ø¼: Ŭ·¹ÀÓ ¾×¼Ç
Turn Order: Claim Action
Â÷·Ê ¼ø¼: ŸÀÓ Æ®·¢
Turn Order: Time Track
Â÷·Ê ¼ø¼: Æнº ¼ø¼
Turn Order: Pass Order
Â÷·Ê ÁøÇà ¹æÇØ
Interrupts
öÀÚ¹ý
Spelling
üÀÌ´×
Chaining
ÃÖ°í-ÃÖÀú Á¡¼ö
Highest-Lowest Scoring
ÃÖÁ¾ °á¸»
Finale Ending
Ãß·Ð
Deduction
ÃøÁ¤ À̵¿
Measurement Movement
Ä¡¸íŸ ¹× ½ÇÆÐ
Critical Hits and Failures
Ä©-Ç® ½Ã½ºÅÛ
Chit-Pull System
Ä«µå ´É·Â »ç¿ë
Card Ability
Ä«µå µå·¡ÇÁÆÃ
Card Drafting
Ä«µå »ç¿ë Ãæµ¹ ÇØ°á
Card Play Conflict Resolution
Ä·ÆäÀÎ/Ä«µå ¿î¿ë ÀüÅõ
Campaign / Battle Card Driven
Å¥ºê Ÿ¿ö
Cube Tower
Å©·¹¿ë ·¹ÀÏ ½Ã½ºÅÛ
Crayon Rail System
Ŭ·ÎÁî µå·¡ÇÁÆÃ
Closed Drafting
ų ½ºÆ¿
Kill Steal
Å· ¿Àºê ´õ Èú
king of the hill
ŸÀÏ ³õ±â
Tile Placement
ŸÀÓ Æ®·¢
Time Track
ű×
Tags
Å×Å© Æ®¸® / Å×Å© Æ®·¢
tech trees / tech tracks
ÅëÁ¦ ±¸¿ª
Zone of Control
ÅõÀÚ
Investment
ÅõÇ¥
Voting
Æ®·¢ À̵¿
Track Movement
Æ®¸¯-Å×ÀÌÅ·
Trick-taking
ƯÁ¤ »óÇ° ¿î¼Û
Pick-up and Deliver
ÆÀ ±â¹Ý °ÔÀÓ
Team-Based Game
Æȷοì
Follow
ÆÐÅÏ ºôµù
Pattern Building
ÆÐÅÏ À̵¿
Pattern Movement
ÆÐÅÏ ÀνÄ
Pattern Recognition
ÆíÇâ
Bias
Æó¼â°æÁ¦ °æ¸Å
Closed Economy Auction
Æ÷ÀÎÆ® À̵¿
Point to Point Movement
Ç¥Àû ´Ü¼
Targeted Clues
ÇÁ·Î±×·¥µÈ À̵¿
Programmed Movement
Ç÷¹ÀÌ¾î ½ÉÆÇ
Player Judge
Ç÷¹À̾î Á¦°Å
Player Elimination
Ç÷¹À̾ Ư¼ö´É·Â
Variable Player Powers
ÇÑ ¸íÀÇ ÆÐÀÚ °ÔÀÓ
Single Loser Game
ÇÚµå °ü¸®
Hand Management
Çí½º Ä«¿îÅÍ
Hex-and-Counter
Çù·Â °ÔÀÓ
Cooperative Game
Çù»ó
Negotiation
È¥ÇÕ ¹× ½ºÇ÷¹À×
Melding and Splaying