- Acting
- Action / Movement Programming
- Action Drafting
- Action Point Allowance System
- Action Queue
- Action Selection
- Added Mechanics
- Alliances
- Area Control
- Area Enclosure
- Area Majority/ Influence
- Area Movement
- Auction
- Auction: Dutch
- Automatic Resource Growth
- Bag Building
- Betting
- Bias
- Bidding
- Bingo
- Bluffing
- Bribery
- Campaign
- Campaign / Battle Card Driven
- Card Drafting
- Card Placement
- Catch the Leader
- Chaining
- Chit-Pull System
- Command Cards
- Commodity Speculation
- Communication Limits
- Connections
- Contracts
- Conversation
- Cooperative Play
- Crayon Rail System
- Cube tower
- Deception
- Deck Building
- Deck Constructing
- Deduction
- Delayed Purchase
- Dexterity
- Dice Building
- Dice Movement
- Dice Rolling
- Drafting
- Drawing
- Dutch Auction
- Dynamic Currency
- Enclosure
- End Game Bonuses
- Engine Building
- Events
- Feeding Workers/Characters
- Flicking
- Force Commitment
- Grid Coverage
- Grid Movement
- Hand Management
- Hand-Eye Coordination
- Hex and Counter
- Hexagon Grid
- Hidden Movement
- Hidden Objective
- Hidden Roles
- Hidden Traitor
- Hidden Victory Points
- I Split, You Take
- Income
- Increased Value of Unchosen Resources
- Investment
- King of The Hill
- Layering
- Legacy
- Line Drawing
- Line of Sight
- Loans
- Lose a Turn
- Mancala
- Map Addition
- Map Reduction
- Market
- Memory
- Modular Board
- Move with Cards
- Movement Points
- Narrative Choice
- Negotiation
- Network and Route Building
- Once per game ability
- Order Fulfillment
- Ownership
- Paper and Pencil
- Partnerships
- Pattern Building
- Pattern Movement
- Pattern Recognition
- Pick-up and Deliver
- Player Elimination
- Point Salad
- Point to Point Movement
- Pool Building
- Press Your Luck
- Race
- Random Production
- Ratio / Combat Results Table
- Real Time
- Relative Movement
- Resource Gathering
- Resource to Move
- Rock-Paper-Scissors
- Role Playing
- Role Selection
- Roles with Asymmetric Information
- Roll / Spin and Move
- Roll and Write
- Rondel
- Scenario / Mission / Campaign Game
- Score and Reset Game
- Secret Unit Deployment
- Set Collection
- Shedding
- Simulation
- Simultaneous Play
- Simultaneous action selection
- Singing
- Skill with a Doubling Cube
- Skirmish
- Social Deduction
- Solo / Solitaire Game
- Square Grid
- Stacking and Balancing
- Static Capture
- Stealing
- Stock Holding
- Storytelling
- Sudden Death Ending
- Survival
- Tableau Building
- Take That
- Targeted CLues
- Targeted Clues
- Teams
- Tech Trees / Tech Tracks
- Tile Placement
- Time Track
- Tower Defense
- Track Movement
- Trading
- Traitor
- Trick-taking
- Tug of War
- Turn Board Game
- Turn Order: Auction
- Turn Order: Claim Action
- Turn Order: Pass Order
- Turn Order: Progressive
- Turn Order: Random
- Turn Order: Roll 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
- Zone of Control
Popular Pool Building Board Games (Mechanic)
- Players: 2 - 5
- Playtime: 90 - 120 min
- Designer: Mac Gerdts
- Publisher: PD-Verlag
- Players: 2 - 4
- Playtime: 60 - 75 min
- Designer: Wolfgang Warsch
- Publisher: North Star Games
- Players: 2 - 4
- Playtime: 90 min
- Designer: Reiner Stockhausen
- Publisher: dlp games
- Players: 1 - 4
- Playtime: 60 - 90 min
- Designer: Adam Carlson
- Publisher: Chip Theory Games
- Players: 2 - 4
- Playtime: 30 - 60 min
- Designer: Paul Dennen
- Publisher: Renegade Game Studios
- Players: 1 - 4
- Playtime: 30 - 50 min
- Designer: Chih-Fan Chen
- Publisher: Tasty Minstrel Games
- Players: 2 - 5
- Playtime: 90 - 120 min
- Designer: Andrea Chiarvesio
- Publisher: Asterion Press
- Players: 1 - 4
- Playtime: 90 - 120 min
- Designer: Simone Luciani
- Publisher: CMON
- Players: 1 - 4
- Playtime: 30 - 60 min
- Designer: Mike Elliott
- Publisher: Catalyst Game Labs
- Players: 1
- Playtime: 10 - 30 min
- Designer: Saashi
- Publisher: Big Fun Games (Board Game)
Forum Posts
Dice Settlers is a civilization dice game of Pool Building, resource gathering and area control. Lea…
(https://www.board-game.co.uk/dice-settlers-review/) [Dice Settlers]by trentellingsen | updated 22 days ago
User Activity Feed
I liked the deckbuilding in #Pathfinder Adventure Card Game: Rise of the Runelords Base Set
It's a more abstract, card driven "crawler" game. that is easy to explain and quickly gives you some challenges while buildign your deck in a campaign mode.
Most of all, I am fan of deckbuilding as a mechanic in a game.
The way it is used in #Gloomhaven is sililar to the Pathfidner card game;
In these games your deck is built slowly, through a campaign over a course of many sessions.
An RPG deck as you could say.
I like deckbuilding most where it strongly interacts with one or two other main mechanics.
Multiple use cards automatically make me interested :)
In the crawler game I'm desiging, I'm including that deckbuilding mechanic but in a more classic sense, buildign it along the way in 1 single session. I'm trying to combine deck buiidling with "dice pool building" where 1 deck of cards contains abilities, items, weapons, upgrades, etc and the dice pool is based on race, profession an gains. (you gain xp to "buy" abilities or booster dice etc from the market). On your turn, you allocate your dice to weapons, items or abilities in a planning phase. in the "action" phase, each does one action by rolling the dice allocated to one card. The custom dice enable degrees of succes, special positive or negative effects, etc.
This way, the deckbuilding is a pillar of the game, but it interacts with other mechanics.
I think the last three games I have purchased have had new to me mechanics.
#Too Many Bones - interested dice pool building and encounter based play
#Pax Pamir (Second Edition) - interesting card market, but most the dominance checks ruling how points are scored and when to pounce!
#Barrage - the construction wheel really makes the decision space interesting. you do not spend resources just make them pre-occupied for a bit!
I tend to be about the entire game package but mechanisms that at least get my interest are (in no order):
- Deck/bag/pool building
- Hand Management
- Worker Placement
- Programming
- Variable Setup
- Variable Player Powers
- Rondel
- Connections
- Legacy aspects
- Tile Placement
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cbrady748 Premium User46 days ago |
Interesting idea as I recently find myself passing on games that seem too similar to games already in my collection due to similar mechanics and themes. Well that's what I tell myself anyway..LOL. I think like @R0land1199, I would just find a way to game the system to keep my entire collection. I mean "Deck Building," "Bag Building," and "Pool Building" are all listed as separate mechanics on BGA. Add that into "Tableau Building" and "Engine Building" and that's 5 games from my top 25 right there lol.