Wähle.. Acting Action Drafting Action Points Action Queue Action Timer Alliances Area Majority / Influence Area Movement Area-Impulse Auction Auction: Turn Order Until Pass Betting and Bluffing Bidding Campaign / Battle Card Driven Card Play Conflict Resolution Communication Limits Connections Contracts Cooperative Game Deck Building Deck Construction Deck, Bag, and Pool Building Deduction Dice Rolling Drafting End Game Bonuses Engine Building Events Force Commitment Grid Coverage Grid Movement Hand Management Hidden Movement Hidden Roles Highest-Lowest Scoring Hot Potatoe Income Increase Value of Unchosen Resources Interrupts Investment Kill Steal King of the Hill Legacy Game Line Drawing Line of Sight Loans Market Matching Measurement Movement Melding and Splaying Memory Mini-Game Modular Board Negotiation Network and Route Building Open Drafting Order Counters Ownership Paper-and-Pencil Passed Action Token Pattern Building Pattern Recognition Pick-up and deliver Player Elimination Player Judge Point to Point Movement Predictive Bid Programmed Movement Push Your Luck Race Random Production Re-rolling and Locking Real-Time Roleplay Roll / Spin and Move Rondel Scenario / Mission / Campaign Game Score-and-Reset Game Secret Unit Deployment Semi-Cooperative Game Set Collection Simulation Simultaneous Action Selection Singing Social Deduction Solo / Solitaire Game Speed Matching Square Grid Stacking and Balancing Static Capture Stock Holding Storytelling Sudden Death Ending Take That Targeted Clues Team-Based Game Tech Trees / Tech Tracks Tile Placement Time Track Trading Traitor Game Trick-taking Turn Order: Auction Turn Order: Claim Action Turn Order: Pass Order Turn Order: Stat-Based Turn Order: Time Track Variable Phase Order Variable Player Powers Variable Set-up Victory Points as a Resource Voting Worker Placement Wort-/Denkspiel Bribery
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