“A Glossary of Board Game Terms” is a comprehensive resource that provides definitions and explanations of various terms used in the world of board games. From game mechanics and design to pitching, playtesting, and even virtual game creation, this glossary covers it all. Whether you’re brand new to board games or a seasoned player, this glossary is designed to simplify and demystify the jargon and terminology commonly used in the hobby. With terms like “4X,” “abstract,” “action selection,” and “adjacency,” this glossary is an invaluable tool for anyone looking to enhance their understanding and enjoyment of board games. So dive into the world of board game terminology and expand your gaming vocabulary with this informative glossary.
Game Mechanics
4X
4X is a term used to describe a specific type of strategy game that focuses on four key gameplay elements: eXplore, eXpand, eXploit, and eXterminate. In these games, players take on the role of a civilization or faction and engage in exploration, expansion of territory, resource exploitation, and conflict with other players or factions. 4X games are known for their depth and complexity, offering players a wide range of strategic choices and decisions to make throughout the course of the game.
Abstract
In the context of board games, the term “abstract” refers to games that are focused on pure strategy and often have little to no theme or narrative elements. These games typically involve simple or minimalist components and rules, with the emphasis placed on the strategic choices and gameplay mechanics. Abstract games can be enjoyed by players of all skill levels, as they often have a high level of replayability and offer a challenging mental exercise.
Action Selection
Action selection is a game mechanic that involves players choosing specific actions from a predetermined list to take during their turn. These actions can vary depending on the game, but they typically allow players to perform certain actions such as moving pieces on a board, attacking opponents, or gaining resources. The order in which players choose and take their actions can be determined by various factors, such as player order, initiative, or the availability of certain resources. Action selection adds a layer of strategy to a game, as players must carefully consider their options and prioritize their actions to achieve their goals.
Adjacency
Adjacency is a term used to describe the proximity of game components or areas on a game board. In many games, certain actions or effects may be triggered by the presence of other components that are adjacent to each other. For example, in a game with a map or grid-based board, certain abilities or bonuses may apply to units or territories that are adjacent to each other. Adjacency can be an important factor in strategic decision-making, as players must consider the positioning and placement of their pieces or areas on the board to maximize their benefits or optimize their gameplay.
Admin Time
Admin time, short for administrative time, refers to the time spent on non-gameplay tasks and activities, such as setting up the game, explaining rules, or resolving game-related issues. This includes tasks such as sorting and organizing components, reading through rulebooks, resolving questions or disputes, and other administrative tasks that are necessary for the smooth functioning of the game. Admin time can vary depending on the complexity of the game and the familiarity of the players with the rules and components. Minimizing admin time is often desirable in game design, as it allows for more efficient and enjoyable gameplay experiences.
Game Design
American-style game
American-style games are a category of board games that are characterized by their strong theme, high player interaction, and often luck-based elements. These games typically incorporate elements such as dice rolling, random card draws, and other mechanics that introduce an element of chance or uncertainty into the gameplay. American-style games often focus on storytelling and immersive experiences, with players taking on the roles of specific characters or factions and engaging in thematic and narrative-driven gameplay.
Ameritrash
Ameritrash is a term used to describe a specific style or genre of board games that emphasize a strong theme, narrative, and player interaction. These games tend to have elaborate components, detailed artwork, and immersive storytelling elements. Ameritrash games often prioritize the player experience and enjoyment over strict balance or strategic depth. The term “Ameritrash” is sometimes used in contrast to “Eurogames” or “German-style games,” which are known for their focus on strategic gameplay, minimal luck, and abstract or euro-style art and components.
Analysis Paralysis
Analysis paralysis is a term used to describe a state of indecision or overthinking during gameplay, in which a player becomes overwhelmed by the complexity or number of options available to them. This can lead to extended periods of inactivity or slow gameplay, as the player struggles to make a decision and weighs the potential outcomes of each choice. Analysis paralysis can be detrimental to the flow and pace of a game and can frustrate other players who are waiting for their turn. Game designers often strive to minimize analysis paralysis by providing clear and streamlined decision-making processes and avoiding excessive complexity or excessive options.
Area Control
Area control is a gameplay mechanic in which players compete for control over specific areas or territories on a game board. This can involve strategic placement of units or control markers, conflict with opponents, or other actions designed to gain dominance or influence over a particular area. Area control games often involve a combination of direct confrontation and strategic maneuvering, as players vie for control over key areas while also defending their own territories. Area control can be a key element in games with a geopolitical or territorial focus and can add depth and strategic complexity to gameplay.
Bits
In the context of board games, the term “bits” refers to the various components that make up the game, such as tokens, cards, dice, miniatures, or other physical elements. Bits can be made of various materials, including cardboard, wood, plastic, or metal, and they are used to represent various game elements, such as resources, player pieces, or other objects. The term “bits” is often used informally to refer to the physical components of a game, and it can sometimes be used interchangeably with “components” or “game pieces.”
Pitching
Brain Burny
Brain burny is a term used to describe a game or gameplay experience that requires intense mental focus and strategic thinking. These games often require players to analyze complex systems, make intricate calculations, and consider multiple variables and potential outcomes. Brain burny games are typically characterized by their high level of complexity and depth, as well as the mental challenge they present to players. They are often enjoyed by serious or experienced gamers who enjoy the intellectual stimulation and strategic exercise provided by these types of games.
Broken Game
A broken game is a term used to describe a game that is significantly imbalanced or flawed in terms of its mechanics, components, or rules. A broken game can result in unfair advantages or disadvantages for certain players, repetitive or predictable gameplay, or other issues that detract from the overall enjoyment or fairness of the game. Broken games are often the result of poor playtesting or insufficient development and can be a source of frustration and disappointment for players. Game designers strive to avoid creating broken games by thoroughly playtesting and refining their designs before release.
Casual Gamer
A casual gamer is a term used to describe a type of player who enjoys playing games for recreational purposes and is not necessarily heavily invested in the hobby or the competitive aspect of gaming. Casual gamers typically prefer games with simple rules, quick gameplay, and a relaxed atmosphere. They may not be interested in complex strategy or deep thematic experiences and may prioritize social interaction and fun over winning or maximizing their performance in a game. Casual gamers often enjoy a wide variety of game genres and are open to trying new games and experiences.
Catch-up Mechanism
A catch-up mechanism, also known as a comeback mechanic, is a game design feature or element that aims to provide players who are behind or losing in a game with a chance to catch up or overcome their disadvantage. Catch-up mechanisms can take various forms, such as bonus points or resources for trailing players, special abilities or power-ups, or other advantages that help balance the game and level the playing field. This is done to ensure that all players remain engaged and have a chance to compete, even if they fall behind early in the game. Catch-up mechanisms are often used in multiplayer games to maintain excitement and avoid one-sided or unbalanced gameplay.
CCG
CCG is an acronym that stands for Collectible Card Game. This refers to a genre of card games in which players collect and customize their own decks of cards and use them to compete against other players. CCGs typically involve strategic gameplay, deck building, and resource management, and often have a collectible aspect where players can acquire new cards through booster packs or trading. Some well-known examples of CCGs are Magic: The Gathering, Pokémon Trading Card Game, and Yu-Gi-Oh!.
Playtesting
Competitive Game
A competitive game is a type of game in which players directly compete against each other to achieve a victory condition or objective. These games often involve strategic decision-making, resource management, and conflict with other players. Competitive games can range from abstract strategy games to highly thematic and immersive experiences, and they can be enjoyed by players of all skill levels. The competitive nature of these games often fosters a sense of excitement, tension, and strategic thinking as players strive to outwit and outmaneuver their opponents.
Components
Components refer to the physical elements that make up a board game, such as cards, tokens, dice, game boards, miniatures, or other objects. Components are an essential part of a game’s design, as they provide the means through which players interact with the game and its mechanics. High-quality components can enhance the overall game experience and contribute to the immersion and enjoyment of the players. Components can vary in size, material, and design, depending on the requirements of the game and the preferences of the designer.
Cooperative Game
A cooperative game, also known as a co-op game, is a type of game in which players work together as a team to achieve a common goal or overcome a shared challenge. In contrast to competitive games where players are pitted against each other, cooperative games foster collaboration and teamwork as players pool their resources, skills, and abilities to overcome obstacles and achieve victory. Cooperative games often feature strong thematic elements, narrative-driven gameplay, and shared decision-making processes. They are a popular choice for players who prefer a more cooperative and social gaming experience.
Crunchy
Crunchy is a term used to describe a game or gameplay experience that is rich in strategy, complexity, and decision-making. A crunchy game typically involves intricate rules, deep strategic depth, and a high level of player agency and control over the outcome of the game. These games often require careful planning, analysis of multiple variables, and consideration of long-term strategies and consequences. Crunchy games can be mentally demanding and intellectually stimulating, appealing to players who enjoy challenging and strategic gameplay experiences.
D6
D6 is an abbreviation for a six-sided die, which is one of the most common types of dice used in board games. D6 dice are typically cubic in shape and have numerical values printed on their faces ranging from one to six. They are used in many games for various purposes, such as determining movement, resolving combat, or generating random outcomes. The simplicity and versatility of D6 dice make them a popular choice for game designers and players alike.
Virtual Game Creation
Decision Scale/Space
Decision scale or decision space refers to the range and complexity of decisions that players can make during gameplay. Games with a wide decision scale offer players a greater number of choices and options, allowing for more strategic depth and variability. These games often require players to analyze multiple factors, consider long-term consequences, and adapt their strategies based on changing circumstances. On the other hand, games with a narrower decision scale may have fewer choices or a more streamlined decision-making process, focusing on specific aspects of gameplay and emphasizing simplicity or accessibility.
Deck-building Game
A deck-building game is a type of card game in which players start with a basic deck of cards and gradually improve and customize their deck over the course of the game. The core gameplay mechanic of deck-building games involves players acquiring new cards from a shared pool and strategically selecting which cards to add to their decks. These cards are then used to perform actions, gain resources, or achieve specific goals within the game. Deck-building games often offer a combination of strategy, resource management, and tactical decision-making, and they are known for their high replayability and addictive gameplay.
Defector
Defector is a term used to describe a player who changes their allegiance or loyalty from one team or faction to another during a game. This can occur in games with hidden roles or secret agendas, where players may have the option to switch sides or betray their original team for strategic or tactical reasons. Defectors can introduce an element of uncertainty, tension, and psychological gameplay into a game, as their actions and loyalties may be unpredictable and can potentially have a significant impact on the outcome of the game. Game designers use defector mechanics to add intrigue and strategic depth to certain types of games.
Dexterity Games
Dexterity games are a category of games that require physical skill, coordination, and hand-eye coordination to play. These games often involve manipulating or maneuvering physical objects such as balls, cards, or pieces in a precise and controlled manner. Dexterity games can take various forms, such as flicking games, stacking games, or balancing games, and they can provide a fun and active gaming experience. Dexterity games are enjoyed by players of all ages and skill levels and can be a great way to engage in friendly competition and physical activity while enjoying a game.
Dice Manipulation
Dice manipulation is a gameplay mechanic that involves influencing or altering the outcomes of dice rolls within a game. This can be achieved through various means, such as rerolls, modifying dice values, or manipulating probabilities through the use of special abilities or game mechanics. Dice manipulation mechanics can add an element of risk and reward, strategy, and uncertainty to a game, as players have the opportunity to influence their luck and maximize their chances of success. Dice manipulation is commonly used in games that involve chance or randomness, allowing players to mitigate or exploit the luck factor to their advantage.
Game Mechanics
Die Pips
Die pips refer to the small dots or marks on the faces of dice that represent numerical values. These pips are typically arranged in patterns or configurations that correspond to the numbers one through six. The number of pips shown on a dice face determines the result of a dice roll and can influence various game mechanics or actions within a game. Die pips are an essential visual cue that allows players to quickly and easily determine the outcome of a dice roll and make informed decisions based on the results.
Downtime
Downtime refers to the periods of inactivity or waiting that players may experience during a game when it is not their turn to take actions or make decisions. Downtime can occur in games with a turn-based structure, multiplayer games with simultaneous play, or when players are waiting for other players to complete their actions or resolve their turns. Excessive downtime can lead to loss of engagement, boredom, or frustration among players. Game designers strive to minimize downtime by implementing mechanisms such as simultaneous play, quick turns, or providing meaningful activities or decisions for players to make during their opponents’ turns.
Drafting
Drafting is a game mechanic that involves players selecting or picking cards or other game elements from a shared pool or draft board. The drafting process typically occurs at the beginning of the game or during specific phases, and it allows players to assemble their own personalized subsets of cards or components that they will use during gameplay. The drafting phase often requires strategic decision-making, as players must evaluate the value and potential synergies between different cards or components and select those that best suit their strategy or objectives. Drafting mechanics can add depth, replayability, and customization to a game.
Dudes on a Map
Dudes on a map is a term used to describe a game or gameplay style that involves players controlling individual units or “dudes” on a shared game board or map. These units typically represent armies, factions, or heroes and engage in direct conflict, territorial control, or other forms of competition with other players. The map or board provides the spatial context and terrain through which the “dudes” move and interact. Dudes on a map games often emphasize strategic positioning, tactical maneuvering, and combat resolution, and can involve complex decision-making and resource management.
Economic Game
An economic game is a game genre that focuses on economic systems, resource management, and strategic decision-making related to the production, acquisition, and allocation of goods and resources. Economic games often simulate economic activities, such as trading, investing, building infrastructure, or managing businesses, and they typically involve elements of strategy, negotiation, and risk assessment. Economic games can be highly interactive and competitive, as players compete for limited resources or seek to maximize their economic advantage over their opponents. They can provide a rich and immersive gameplay experience that appeals to players who enjoy strategic thinking and complex decision-making.
Game Design
Engine Builder
An engine builder is a type of game where players construct and optimize a system or “engine” that generates resources, abilities, or other benefits over time. In engine builder games, players typically start with limited resources or abilities and gradually acquire new components or upgrades that enhance their engine’s efficiency and effectiveness. The goal of an engine builder game is to create a self-sustaining or optimized system that generates a competitive advantage or victory points. Engine builder games are characterized by their strategic depth, scalability, and the sense of satisfaction and progress as players construct and fine-tune their engines.
Eurogame/Euro-style
Eurogame, also known as a Euro-style game, refers to a genre of board games that originated in Europe and is characterized by their emphasis on abstract mechanics, strategy, resource management, and low luck or randomness. Eurogames often have a focus on efficiency, optimization, and point scoring, with relatively simple or streamlined rules and minimal rules-based conflict. Eurogames are known for their elegant design, strategic depth, and player independence, as well as their broad appeal to players of different skill levels. The term “Eurogame” has become widely used to describe this genre of games beyond their European origins.
General Terms
Abstract Strategy Game
An abstract strategy game is a genre of board games that focuses on pure strategy and does not incorporate a strong theme or narrative. In abstract strategy games, the focus is on the mechanics and the logical or mathematical aspects of the game rather than on thematic or immersive elements. These games often have simple rules and minimalist components, with the emphasis placed on strategic decision-making, pattern recognition, and positional analysis. Abstract strategy games can range from classic games like Chess or Go to modern abstract games that explore innovative mechanics and concepts.
Action Points
Action points, often abbreviated as AP, are a game mechanic that represents a limited pool of actions or resources that a player can spend during their turn. Action points typically allow players to perform specific actions, such as moving pieces, attacking opponents, or activating special abilities. The number of action points available to a player can vary depending on the game and the player’s choices, and managing and allocating these points effectively can be crucial to achieving success in the game. Action points add a strategic element to gameplay, as players must carefully decide how to best utilize their limited resources to achieve their goals.
Area Majority
Area majority is a game mechanic that involves players competing to have the highest influence or control over specific areas or territories on a game board. In games with area majority mechanics, players typically earn points or benefits based on how many of their pieces or control markers are present in a particular area compared to those of other players. Area majority can be achieved through various means, such as having the most units in an area, controlling specific key locations, or having cumulative strength or presence over time. Area majority mechanics encourage strategic decision-making, tactical positioning, and conflict with other players for control over valuable areas.
Auction/Bidding
Auction or bidding is a game mechanic in which players compete against each other to acquire or gain control of specific game elements, resources, or objects. Auction mechanics typically involve players making monetary or resource bids, which are then compared, and the highest bidder winning the auction and obtaining the desired item. Auctions can take different forms, such as open or closed bidding, simultaneous or sequential bidding, or various bidding strategies and mechanisms. Auction mechanics add an element of strategy, valuation, and competition to a game, as players must assess the worth of the items being auctioned and make informed decisions to optimize their bids.
Bluffing
Bluffing is a gameplay mechanic that involves players deliberately misleading or deceiving opponents through their actions, choices, or behavior. Bluffing is often associated with hidden information, poker-face tactics, and psychological manipulation. Players may bluff about their intentions, their available resources, their future actions, or other aspects of the game to gain an advantage or mislead opponents. Bluffing mechanics can add an element of uncertainty, tension, and social interaction to a game, as players must try to discern truth from deception and navigate the strategic mind games of their opponents.
Campaign Game
A campaign game is a type of board game that is played over multiple sessions or scenarios, with gameplay and story elements that persist and evolve from one session to the next. Campaign games often have a narrative or story-driven structure, with each session building on the events and outcomes of the previous sessions. Players may make choices or decisions that affect the course of the campaign, unlock new content or abilities, and experience a dynamic and evolving gameplay experience. Campaign games can provide immersion, long-term engagement, and a sense of progression as players embark on a multi-session adventure or journey.
Card Drafting
Card drafting is a gameplay mechanic in which players select or “draft” cards from a shared pool, hand, or deck. Card drafting typically occurs at the beginning of a game or during specific phases, and players take turns selecting cards that they want to add to their hand or collection. The drafting process often involves strategic decision-making, as players must evaluate the value and potential synergies between different cards and select those that best suit their strategy or objectives. Card drafting mechanics can add depth, replayability, and player agency to a game, as players have control over the composition and customization of their card pool.
Chit
A chit is a small, flat piece of cardboard or other material that is used as a component in a board game. Chits are typically smaller than cards or tokens and can represent various game elements, such as resources, units, or markers. Chits are commonly used to provide a compact, cost-effective, and flexible means of representing game components, especially in games with a large number of distinct components or where individual identification or manipulation is required. Chits can be conveniently stored, sorted, and handled during gameplay and are a common component type in many board games.
Co-op
Co-op is an abbreviation for cooperative, referring to a type of gameplay or game mode in which players work together as a team to achieve a common goal or overcome challenges. Cooperative gameplay often involves players sharing resources, coordinating actions, and working collaboratively to solve problems or achieve victory. Cooperative games can be highly immersive, socially engaging, and require effective communication and teamwork. The cooperative game mode is popular among players who prefer a more collaborative and social gaming experience or those who enjoy the challenge and camaraderie of overcoming obstacles as a group.
Cutthroat
Cutthroat is a term used to describe a gameplay style or strategy that involves aggressive and ruthless tactics, often at the expense of other players. Cutthroat gameplay can involve direct confrontation, interference with opponents’ plans or resources, or other actions that hinder or disrupt other players’ progress or advantages. Cutthroat gameplay can be a viable strategy in competitive games, as it allows players to gain an advantage by weakening or eliminating their opponents. However, excessively cutthroat gameplay can create a hostile or tense atmosphere and may not be preferred by players who value more cooperative or friendly interactions during games.