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c: Expansion Games
c: Stand Alone Games
e1: Customer Favorites
e: Solo Games
f: Family Games
g: Board Games
g: Card Games
h: Cthulhu Games
i: In Stock
i: Pre-Order
k: Kickstarter
k: KS Exclusive
m: Dice Rolling
m: Hand Management
m: Variable Player Powers
m: Action Drafting
m: Action Point Allowance System
m: Action Points
m: Action Queue
m: Action Retrieval
m: Action/Event
m: Action/Movement Programming
m: Area Control/Area Influence
m: Area Majority/Influence
m: Area Movement
m: Auction/Bidding
m: Auction: Dutch
m: Auction: Once Around
m: Automatic Resource Growth
m: Campaign/Battle Card Driven
m: Card Drafting
m: Card Play Conflict Resolution
m: Catch the Leader
m: Chaining
m: Closed Drafting
m: Closed Economy Auction
m: Commodity Speculation
m: Connections
m: Constrained Bidding
m: Contracts
m: Cooperative
m: Cooperative Game
m: Cooperative Play
m: Critical Hits and Failures
m: Deck Construction
m: Deck/Bag/Pool Building
m: Deck/Pool Building
m: Deduction
m: Delayed Purchase
m: Dice Rolling
m: Die Icon Resolution
m: Different Dice Movement
m: Different Worker Types
m: Drafting
m: Enclosure
m: End Bonuses
m: Events
m: Flicking
m: Follow
m: Grid Coverage
m: Grid Movement
m: Hand Management
m: Hexagon Grid
m: Hidden Movement
m: Hidden Roles
m: Hidden Victory Points
m: Highest-Lowest Scoring
m: Income
m: Increase Value of Unchosen Resources
m: Interrupts
m: King of the Hill
m: Layering
m: Legacy
m: Line Drawing
m: Line of Sight
m: Loans
m: Mancala
m: Map Addition
m: Map Reduction
m: Market
m: Melding & Splaying
m: Melding and Splaying
m: Memory
m: Modular Board
m: Movement Points
m: Moving Multiple Units
m: Multi-Use Cards
m: Multiple Maps
m: Narrative Choice/Paragraph
m: Negotiation
m: Network and Route Building
m: Once-Per-Game Abilities
m: Open Drafting
m: Order Counters
m: Ownership
m: Paper-and-Pencil
m: Partnerships
m: Passed Action Token
m: Pattern Building
m: Pick-up and Deliver
m: Player Elimination
m: Point to Point Movement
m: Programmed Movement
m: Push Your Luck
m: Race
m: Re-rolling and Locking
m: Real-Time
m: Relative Movement
m: Resource to Move
m: Role Playing
m: Roles with Asymmetric Information
m: Roll/Spin and Move
m: Rondel
m: Route/Network Building
m: Scenario/Mission/Campaign
m: Score-and-Reset
m: Secret Unit Deployment
m: Selection Order Bid
m: Semi-Cooperative
m: Set Collection
m: Simulation
m: Simultaneous Action Selection
m: Slide/Push
m: Solo/Solitaire
m: Square Grid
m: Stat Check Resolution
m: Storytelling
m: Sudden Death Ending
m: Tags
m: Take That
m: Team-Based
m: Tech Trees/Tech Tracks
m: Three Dimensional Movement
m: Tile Placement
m: Time Track
m: Track Movement
m: Trading
m: Traitor
m: Trick-taking
m: Turn Order: Auction
m: Turn Order: Claim Action
m: Turn Order: Progressive
m: Turn Order: Role Order
m: Turn Order: Stat-Based
m: Turn Order: Time Track
m: Variable Phase Order
m: Variable Player Powers
m: Variable Set-up
m: Variable Setup
m: Victory Points as a Resource
m: Voting
m: Worker Placement
m: Worker Placement with Dice Workers
s: Coming Soon
s: New
s: Sold Out
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w: 1.0
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w: 32.0
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w: 40.0
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w: 6.0
w: 60.0
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w: 9.0
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