First there was Dominion. People thought, "Wow, a game where you build the deck during the game itself! What a great idea! Let's make one of those." And so the genre of deckbuilding was created and we now have them coming out of our ears. To my knowledge, none of them has enjoyed nearly the success of Dominion.
There are a lot of reasons that Dominion stays on top, but I believe the single biggest thing Dominion has that many of the other deckbuilders lack has nothing to do with the deckbuilding portion of the game. For the purposes of this post, I'm calling it the Donald X. Variety Mechanic (DXVM).
The DXVM basically means that before each game starts, you randomly (or perhaps non-randomly) pick a subset of components to use in that game. In Dominion, that component is the Kingdom cards. In Kingdom Builder, it's both the boards and the Kingdom Builder cards (the Victory conditions). In Gauntlet of Fools, it's the Class and Weapon cards that comprise the Heroes. In Nefarious (though I haven't yet played it), it's the Twists.
I'm nearly certain Donald X. did not invent this mechanic. If nothing else, Cosmic Encounter has randomly-determined variable player powers, which is like the DXVM, but I'd argue different due to its asymmetry. BGG has Gauntlet of Fools listed as having "Variable Player Powers", but since drafting those powers is the first half of the game, I think that's misleading.
I want to differentiate this mechanic from other similar mechanics that randomize the starting game state, but don't actually leave out any components. For instance, Settlers of Catan and Kingdom Builder both have "Modular Boards", but Settlers always uses all of the board pieces in each game, whereas Kingdom Builder uses a subset. Likewise Gauntlet of Fools and SmallWorld both have "Variable Player Powers" (according to BGG), but SmallWorld puts all of them in a hidden, random stack each game, whereas in Gauntlet you only use one (or two) of them per player. Also, you know before a DXVM game starts exactly which components were chosen for that game. There is no face-down stack of hidden components that you discover as the game progresses (with very few exceptions). Conversely, you also know which components won't be in the game and can play accordingly.
ANYWAY, sorry for rambling on. What I hope to accomplish by starting this thread is to have people suggest an actual name for this mechanic, since I haven't been able to come up with one and Donald X. Variety Mechanic clearly isn't going to fly as a name. I want a good name because I've come to realize that this mechanic is the biggest determinant of whether or not I love a tabletop game, but BoardGameGeek does not yet recognize it as a distinct mechanic. If you believe their listings, Dominion, Kingdom Builder, and Guantlet of Fools have zero mechanics in common.
Dominion: Card Drafting, Deck/Pool Building, Hand Management
Kingdom Builder: Area Control/Area Influence, Area Enclosure, Grid Movement, Modular Board, Route/Network Building
Gauntlet of Fools: Auction/Bidding, Dice Rolling, Player Elimination, Variable Player Powers
Anybody have any good ideas for names? I'm all ears.