Tactical vs. Strategic. Tactical types (ENxP, ESxJ, INxJ, ISxP) prefer games with a quickly-changing landscape, requiring flexibility and maneuverability in tactics, but more straightforward win conditions. Strategic types (ENxJ, ESxP, INxP, ISxJ) tend to prefer games with a variety of either win conditions or play styles (such as deck-building games) where they can plan their approach in advance.

Static vs. Dynamic. Static types (xxxP) prefer games with a limited number of options on each turn but a deeper underlying structure, which allows for more long-term calculation. Dynamic types (xxxJ) prefer games with a wider landscape of available choices on each turn, where noticing and seizing opportunities outweighs a more calculated approach.

Carefree vs. Farsighted. Carefree types (ENxx, ISxx) prefer games with quick decision-making and shorter player turns. Farsighted types (ESxx, INxx) prefer games with more time to prepare their next move in advance and longer, more complex player turns so they have more time to anticipate the future ramifications of their choices.

Rational vs. Irrational. Rational types (ExxJ, IxxP) prefer games where their decisions matter more and have consequences, making decisions either proactively or at least decisively. Irrational types (ExxP, IxxJ) prefer games with an element of surprise or mystery, where either the decisions are less likely to have a permanent or predictable impact, or else the context of the game itself implies an obvious best approach and the challenge is in the implementation.

Functions. The games that people enjoy and excel at are also largely determined by function. Review Function Position if necessary. People tend to be best at (more likely to win) games that utilize their strong functions (especially dominant, auxiliary, and demonstrative). People also tend to enjoy these games, as well as games that make use of their inferior and role functions, although they have less stamina and acuity in these realms. Specifically, they enjoy games that make use of their inferior function when they’re good at it, but may be more sensitive to failing, but are happy to replay games that make use of their role function, even when they’re not good at them, because this function can be more easily trained. In fact, the role function may be in some ways particularly appealing to us in games more than any other situation, because it is both non-threatening and a chance to improve something we normally struggle in. Games that make heavy use of the tertiary, ignoring, and vulnerable functions are likely to be seen as boring, tiring, or uninteresting.

Below are some themes and mechanics that I believe are associated with each function. These are my best guesses, and I am open to suggestions and improvements!