Blocks
49 entries, in the order the knowledge base holds them.
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roll and move
curated
not checked yet
You roll a dice, then move your piece that many spaces along a path. Like Snakes and Ladders or Monopoly.
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drafting
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You pick one card from your hand, then pass the rest to the next player. Everyone keeps choosing the best one left, like sharing snacks but for cards.
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bidding
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Players offer money or things to buy something. Whoever offers the most wins it. Like an auction at a market.
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push your luck
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Keep risking for more points — but if you go too far, you lose what you had. Like saying "one more dive!" when you should have stopped.
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area control
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Players fight to have the most pieces in different parts of a map. Whoever holds the most spots wins that area.
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worker placement
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You put your little workers on different jobs on the board. If someone takes a spot, no one else can use it that turn.
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pattern building
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You match colours or shapes to make patterns — straight lines, mosaics, sets. Like building with bright tiles.
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hand management
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You hold a hand of cards and decide which to play, when, and which to keep for later. Choosing carefully matters most.
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trick-taking
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Everyone plays one card. The highest card wins all of them — that's a "trick". Whoever wins leads next.
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negotiation
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Players talk to each other and make deals. "I'll give you wood if you give me wheat." Trades and promises shape the game.
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set collection
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You gather groups of matching things — three of one colour, four of one type — to score points. Like collecting stamp sets.
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tile placement
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You lay tiles down to build a shared map — connecting roads, cities, fields. Like Carcassonne.
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race to finish
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First player to reach the end wins. The whole game is a race.
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most points
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Whoever has the highest score at the end wins. Points come from many sources — sets, places, cards.
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last standing
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Knock out other players one by one. The last one alive wins.
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cooperative survival
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Everyone wins or loses together. The game tries to beat all of you. Stay alive long enough and you all win.
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shared objective
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All players work together to reach a goal — a score, a final state, a saved world.
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hidden personal goal
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Each player has a secret goal. No one knows what the others are trying to do. Win without giving yourself away.
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narrative completion
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You play through a story. The game ends when the story does — happy ending, tragic ending, your choice.
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solo in parallel
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Everyone plays at the same time but doesn't really affect each other. You build your own thing while others build theirs.
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direct confrontation
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Players attack, steal, or sabotage each other on purpose. "Take that!" — they target you, you target them.
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indirect via board
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You don't attack each other directly — you change the board, take spots, build walls. They feel it through the game state.
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fully cooperative
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Everyone is on the same team, against the game itself. You all win together, or you all lose together.
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semi-cooperative
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Mostly working together, but each player has a small private reason to win more than the others.
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team vs team
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Two teams play against each other. You and your teammates work together, against the other side.
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traitor
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Most players are on the same team — but one (or more) is secretly playing against everyone else. Can you spot them?
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mostly chance
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Dice and random draws decide most of what happens. Skill barely matters. Snakes and Ladders is mostly chance.
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chance with mitigation
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There IS dice and randomness, but you have ways to soften bad luck — re-rolls, cards, choices. You're not helpless.
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skill with luck
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Mostly your choices matter, but a small bit of luck adds spice. Catan and Carcassonne sit here.
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mostly skill
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Pure brain-work. No dice, no surprises. The smartest player wins. Chess and Go are mostly skill.
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abstract
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No story — just shapes, colours, patterns. Like Chess or Go. The game is the game.
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historical
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Set in real history — wars, empires, trade routes. Real places, real times.
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fantasy
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Magic, dragons, wizards, quests. Things that don't exist in real life.
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science fiction
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Space, robots, distant futures. Aliens, lasers, planets.
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everyday life
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Farms, kitchens, trains, cities — places and things you recognise from real life.
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absurd
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Weird, silly, nonsense — exploding kittens, unstable unicorns. Made to make you laugh.
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educational
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Teaches you something while you play — history facts, words, maths.
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real-world issue
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About something happening now — climate, justice, migration. The game makes you think about it.
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full information
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Everything is visible. Every player sees every card, every move. No secrets. Like Chess.
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hidden hands
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Each player holds cards no one else can see. You bluff, hint, and guess.
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hidden identity
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Some players have a secret role — like a spy or a villain. Nobody knows who is who at the start.
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deduction
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Use clues to figure out hidden facts — who, what, where. Like Cluedo or a mystery.
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bluffing
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Lie about what you have. Pretend you're stronger or weaker than you are. Other players have to guess.
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model a system
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The board works like a real system, such as how water moves between a village's wells and fields, so a move has the effect it would have in real life.
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stakeholder roles
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Each player plays a real group with its own needs, such as farmers, a village council or a shopkeeper. You see the problem from where they stand.
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shared resource
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Everyone draws from one limited thing, such as the water under a village. If players take too much, it runs out for everyone. Villages in Andhra Pradesh have played games like this about their own groundwater.
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delayed effects
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What you do now shows its effect only a few rounds later, the way a choice made this year shows up years later in real life.
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try a rule
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Players agree a new rule for everyone, then play on to see what it changes. It is a safe way to test a rule before trying it for real.
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debrief
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After the game, everyone talks it through: What happened? Why? How is it like the real problem? What would happen if we changed something?