Board gamers find the same game mechanisms in many games. We covered the topic of common board game mechanisms a couple of months ago and last month we addressed some underused board game mechanisms. Here are links to those previous posts (10 Common Board Game Mechanisms and 5 Underused Board Game Mechanisms). Once again, we’re headed to Board Game Geek.
Hey, hey! Kyra Kyle here. I checked the hundreds—and I mean hundreds with a capital H—of game mechanisms listed on Board Game Geek and ran quick searches to see how many games are listed on the site with each mechanism. I won’t rehash the search criteria. If you’re interested, you can check out the previous Common Board Game Mechanisms post. Even though the previous list had ten mechanisms, it had some notable omissions. I also promised to cover the worker placement mechanism in the last list, so I included it in this set of mechanisms. Let’s see which five mechanisms made the second list.

Cooperative Games
Description
Players work together in a cooperative game to achieve a common win condition or win conditions. Players all win or lose the game together.
Thoughts
More than just a mechanism, cooperative board games may be more of a game classification. Cooperative games took off in popularity with Pandemic. Some cooperative games existed before then, but there were significantly fewer. Cooperative games have exploded in the past two decades or so. I tend to teach a lot of board games, and cooperative board games tend to be easier to teach than competitive board games because all players have a common goal. I feel as if I need to overexplain a competitive game because I don’t want someone to think that I’m trying to gain a competitive advantage by omitting information. I stand to gain nothing from withholding information while teaching a cooperative board game. I also find that the table starts playing a cooperative board game sooner. It’s more acceptable to learn as we go.
Easier and faster rules explanation aside, cooperative board games can sometimes feel like players are trying to solve a complex puzzle. If puzzles don’t appeal to you, you might not care for cooperative games. Another common issue with cooperative board games is that they can lead to a dominant player. One player could become the self-appointed leader and everyone else follows along. But a lead player token that players pass each round can combat this tendency. I’ve found other variations on this idea, and they can work.
Games that use this mechanism
Pandemic, Spirit Island, Kingdom Death: Monster, Marvel United, and Sleeping Gods

Modular Board
Description
Games with modular boards don’t have a typical board. These games compose their boards with multiple pieces, often tiles or cards. These pieces can be randomized or reconfigured to form different scenarios (which is another popular game mechanism or classification). The malleability of the “board” can lead to different strategies, exploration, and other possibilities. Some games that use modular boards will have multiple pieces that aren’t used simultaneously, which preserves table space. Unused pieces remain out of play until they’re needed.
Thoughts
I love the variability of a modular board. As the description mentioned, these games can also use scenarios or missions that can tell a story. Or you may be able to shuffle the pieces (tiles, cards, or whatever) and form hundreds of board variations. Despite playing a game hundreds, if not thousands of times, modular boards can make the same board game feel new.
Like cooperative games, there is a downside to this mechanism. Some games that use modular boards may have specific layouts with a labeling system. This can slow down the gameplay or increase setup time while players sift through the pieces necessary to build the board. But this is a nitpick. When executed well, modular boards can add extra spice.
Games that use this mechanism
Catan, Mansions of Madness: Second Edition, Betrayal at House on the Hill, Memoir ‘44, and Gaia Project

Simultaneous Action Selection
Description
Games that use simultaneous action selection have players plan their turn secretly and simultaneously. Then, the players reveal their plans at the same time.
Thoughts
Put simply, simultaneous action selection speeds up gameplay. It may not be the first game mechanism I look for in a board game, but it’s one that I’m glad exists. Simultaneous action selection eliminates a board game’s “turns.” Everyone has a turn at the same time or at least everyone chooses what they’re going to do at the same time.
That last distinction can’t be overstated. Gloomhaven has players select their actions and a player’s initiative for the round simultaneously, but each player has a designated turn. Even with this wrinkle, it’s a player’s planning for a turn that takes the most time, so I still say that a game like Gloomhaven speeds up player turns even if players don’t execute their turns simultaneously. For the games that do allow for the simultaneous execution of turns, they can be lightning-fast.
Games that use this mechanism
Heat: Pedal to the Metal, Orleans, Gloomhaven, The Quacks of Quedlinburg, and Sushi Go!

Take That
Description
Take That are competitive maneuvers that directly target one opponent’s progress toward victory but don’t directly eliminate any characters or components representing the opponent. Take That mechanisms can include stealing, nullifying, or force-discarding of one opponent’s resources, actions, or abilities. Take That maneuvers can lead to dramatic changes in a player’s position of power over a short period.
Thoughts
Not going to lie. As a rule, Take That is my least favorite game mechanism on this list, but I may be in the minority. Numerous games include Take That as one of their mechanisms. It got me thinking what does Take That mean? Any maneuver that can weaken one of your opponents can be considered Take That. Thousands of games include mechanisms like that. Most games with a combat element would have Take That because anything that weakens your opponent for a moment would qualify and that happens a lot in that game type.
So, I should clarify. I don’t care for games centered around the Take That game mechanism. But again, many of these games, like Munchkin or Uno, are wildly popular. But since the definition of Take That can encompass a lot of design space, Take That may have the most room to grow. Is it possible for a game focused on the Take That mechanism to not feel like people taking turns backstabbing each other? Perhaps it’s the length of a predominantly Take That game that matters. Part of why I don’t care for Munchkin is because the game can drag. After all, players are incentivized to tear down the leader, artificially extending the game’s length. I’m torn. Share your thoughts about the Take That mechanism in the comments.
Games that use this mechanism
Munchkin, Uno, Scythe, Blood Rage, and Love Letter

Worker Placement
Description
Worker Placement is a stylized form of Action Drafting where players place tokens (typically the person-shaped “meeple”) to trigger an action from a set of actions available to all players, generally one-at-a-time and in turn order. Some games achieve the same effect in reverse: the turn begins with action spaces filled by markers, which are claimed by players for some cost. Each player usually has a limited number of tokens with which to participate in the process, although these may increase as the game progresses.
There is usually * a limit on the number of times a single action may be taken. Once that limit for an action is reached, it typically either becomes more expensive to take again or can no longer be taken for the remainder of the round. As such, not all action can be taken by all players in a given round, and “action blocking” occurs. If the game is structured in rounds, then all actions are usually refreshed at the start or end of each round so that they become available again.
Thoughts
The Worker Placement mechanism had the longest and most complicated description of the bunch. I mostly used Board Game Geek’s definition. I always check BGG for mechanism definitions and put them in my own words, but I couldn’t describe Worker Placement. It’s a great mechanism but a difficult one to put into words. And where I placed the asterisk (*) is a point of contention. The use of the word “usually” in this context can be controversial. Many players will claim that a worker placement game doesn’t need to place limits on the number of times an action can be taken during a round and dislike the inclusion of “action blocking” in the definition. Others swear that “action blocking” is a defining element of worker placement.
And that might be one downside to the Worker Placement mechanism: hate drafting. Some players will choose an action, not because it helps them, but so they can block an action for an opponent. This is why the inclusion of “action blocking” is controversial.
Typically, I enjoy games that include the Worker Placement mechanism. I was surprised that this mechanism fell short of the original list. Worker Placement games are popular but not as prevalent as one might expect. There’s a tactile joy about managing your workers. Tension builds whenever the board fills up and worrying if you’ll be able to choose the action you want for a round. That would be a positive mark for “limits to the number of times a single action may be taken.”
The Worker Placement mechanism may be the most difficult mechanism to convey than any other game mechanism on this list, but the idea of managing your resources, workers, and time makes games that use this mechanism special, especially when the mechanism is used well. In short, bring on more Worker Placement.
Games that use this mechanism
Everdell, A Feast for Odin, Dune: Imperium, Lords of Waterdeep, and Stone Age

Closing Thoughts
This mechanism grouping had more of a mixed bag. I may need to challenge my ideas on Take That. I enjoyed using a wider lens to look at board games. I hope you found something useful in the post. Feel free to share your thoughts on any of these game mechanisms and let us know which game mechanisms you’d like for us to discuss in a future post. Thank you for reading, and wherever you are, I hope you’re having a great day.






