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480 min.
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Min. doporučený věk
0 let
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Jazyk
Česky
Další
Deutsch
English
Français
Slovensky
Herní mechanismy
Acting
Action/Event
Action Drafting
Action Points
Action Queue
Action Retrieval
Action Timer
Advantage Token
Alliances
Area-Impulse
Area Majority / Influence
Area Movement
Auction/Bidding
Auction: Dutch
Auction: Dutch Priority
Auction: Fixed Placement
Auction: Once Around
Auction: Sealed Bid
Auction: Turn Order Until Pass
Automatic Resource Growth
Betting and Bluffing
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Bribery
Campaign / Battle
Campaign / Battle Card Driven
Card Drafting
Card Driven
Card Play Conflict Resolution
Catch the Leader
Closed Drafting
Closed Economy Auction
Commodity Speculation
Communication Limits
Connections
Constrained Bidding
Contracts
Cooperative
Cooperative Game
Cooperative Game, Deck, Bag, and Pool Building
Critical Hits and Failures
Cube Tower
Deck, Bag, and Pool Building
Deck Construction
Deduction
Delayed Purchase
Dice Rolling
Die Icon Resolution
Different Worker Types
Drafting
Elapsed Real Time Ending
Enclosure
End Game Bonuses
Events
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Flicking
Follow
Force Commitment
Grid Coverage
Grid Movement
Hand Management
Hexagon
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Hidden Movement
Hidden Roles
Hidden Victory Points
Highest-Lowest Scoring
Hot Potato
Chaining
I Cut, You Choose
Impulse Movement
Income
Increase Value of Unchosen Resources
Induction
Interrupts
Investment
Kill Steal
King of the Hill
Ladder Climbing
Layering
Legacy Game
Line Drawing
Line of Sight
Loans
Lose a Turn
Mancala
Map Addition
Map Deformation
Map Reduction
Market
Matching
Measurement Movement
Melding and Splaying
Memory
Modular Board
Movement Points
Move Through Deck
Moving Multiple Units
Multi-Use Cards
Multiple Maps
Narrative Choice / Paragraph
Negotiation
Neighbor Scope
Network and Route Building
Once-Per-Game Abilities
Open Drafting
Order Counters
Ordering
Ownership
Paper-and-Pencil
Pattern Building
Pattern Movement
Pattern Recognition
Pick-up and Deliver
Pieces as Map
Player Elimination
Point to Point Movement
Predictive Bid
Prisoner's Dilemma
Programmed Movement
Push Your Luck
Questions and Answers
Race
Random Production
Ratio / Combat Results Table
Re-rolling and Locking
Real-Time
Relative Movement
Resource Queue
Resource to Move
Rock-Paper-Scissors
Role Playing
Roles with Asymmetric Information
Roll / Spin and Move
Rondel
Scenario / Mis
Scenario / Mission
Scenario / Mission / Campa
Scenario / Mission / Campaign Game
Score-and-Reset Game
Secret Unit Deployment
Selection Order Bid
Semi-Cooperative Game
Set Collection
Simulation
Simultaneous Action Selection
Singing
Single Loser Game
Slide/Push
Solo / Solitaire Game
Speed Matching
Square Grid
Stacking and Balancing
Stat Check Resolution
Static Capture
Stock Holding
Story
Storytelling
Sudden Death Ending
Tags
Take That
Targeted Clues
Team-Based Game
Tech Trees / Tech Tracks
Three Dimensional Movement
Tile Plac
Tile Placement
Time Track
Track Movement
Trading
Traitor Game
Trick-taking
Tug of War
Turn Order: Auction
Turn Order: Claim Action
Turn Order: Pass Order
Turn Order: Progressiv
Turn Order: Progressive
Turn Order: Role Order
Turn Order: Stat-Based
Turn Order: Time Track
Variable Phase Order
Variable Playe
Variable Player Power
Variable Player Powers
Variable Set-u
Variable Set-up
Victory Points as a Resource
Voting
Worker Placement
Worker Placement, Different Worker T
Worker Placement, Different Worker Types
Worker Placement with Dice Workers
Zone of Control
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