Boardgame Jargons
Since I've recently been doing a whole lot of write-up on boardgames, I thought maybe it would be practical to give people a heads up on some of the terms I might be or have been using recurrently. Some of these lingos may initially appear confusing, but all are used freely in the creepy world of boardgames. As always familiarity comes with practice so use them often even when you're not gaming and before long you'll know them like the back of your hand.
Analysis Paralysis (AP)
n. Overanalysis increasing the downtime in a game beyond a desirable level. AP can potentially spoil the game for everyone.
Downtime
n. The time that a player spends doing nothing while waiting for other players to complete their turns.
Games with (potentially) high downtime - Tikal, Power Grid, Caylus, Age of Steam. This usually involve games in which players are presented with a myriad of options, setting the stage for AP to set in.
Games with (potentially) low/no downtime - Diplomacy, Apples to Apples, King Me, Shadows Over Camelot, Santiago. In these games though your turn don't always come by quickly, you ALWAYS have something to do in between them e.g. table talk, trash talk, discussion of strategies/alliances.
'Potentially' refers to the nature of individual players. E.g. a single player with AP will significantly increase the downtime for everyone, without it neccesarily being due to the design of the game.
Non-gamer
n. A person that does not spend every waking moment thinking, talking, playing, and breathing games a.k.a. a normal person.
Newbie
n. Someone who’s new to gaming. These people are generally very welcomed at boardgaming circles, and are expected to pick up a game or two of their own after a couple of sessions.
Kingmaker
n. A player, with himself in a losing position, and having the power to decide who wins a given game, especially if the decision is made irrationally or unjustifiably.
Example of games with possible kingmaking elements: Age of Steam, El Grande, Intrige, Modern Art, Struggle of Empires. These are games with high player interactions, where the actions of one player can potentially result in a significant shift in other player's position. Kingmaking can potentially spoil the game for everyone and is a reflection of poor game ethics.
Metagame
v. To use reasons not strictly related to the game at hand to change one’s playing style and attitude towards other players. Choosing to attack player A instead of player B simply because player A owes you money (in life, not within the game) is an extreme example of
metagaming. Metagaming can potentially spoil the game for everyone and is a reflection of poor game ethics.
Family Game
n. game that typically has simple rules, a short playing time, relatively high levels of abstraction and player interaction, and requires three or more players. A large percentage of these games originate in Germany.
Example of family games: Carcassone, King Me, Settlers of Catan
Party Game
n. A game that is designed for large groups of people and emphasizes social interaction, creativity, and/or volubility.
Example of party games: Apple to Apples, Taboo, Cranium, Pictionary
Gamers' Game
n. Refer to games which are heavier, more mathematical, or otherwise less accessible (longer playtime, more fiddly, complicated rules) than standard games.
Example of gamer's game: Age of Steam
Fiddly
adj. Requiring lots of turn-by-turn maintenance which tends to bog down the ebb and flow of the game.
Example of fiddly games: Power Grid, Age of Steam
D6
n. Common abbreviation for 'six-sided die'. Similarly D8 refers to 'eight-sided die'. d10, d12, and d20 are also common terms.
Dice-fest - YUCK
n. 1. A game that uses a whole bunch of dice to determine game outcomes.
2. A game that has a very random nature because of die results.
Example of games where dice-fests are present: Risk, Snake and Ladders, Monopoly, Ludo. These are broken games in which the outcome is so random it doesn't matter how the game is played.
Broken
adj. (usually applied to a game) Having problems that result in a disappointing play experience. A game might be considered broken if even poor play can lead to victory, if it frequently ends in a stalemate, or if one strategy invariably wins.
Example of broken games: Monopoly, Snake and Ladders, Ludo
Random
n. –ness adj. When events or players’ actions in a game are very unpredictable. Often players will have little, if any, control over the elements that control their performance in the game.
Randomness is almost as bad as dice-fests, and fortunately I don't own many of these.
Example of games with randomness: Tikal, Carcassonne
Replay Value
n. A game’s capacity to remain entertaining after several playings.
Set-up
n. The first time period in a game, during which players ready all the components that will be needed for playing.
Games with long set-tup time: Puerto Rico, Through the Desert, Power Grid
Games with average set-up time: Caylus, El-Grande,
Games with short/no set-up time: Blokus, Apple to Apples, Intrige, Ra
Strategy
n. 1. The plan that a player uses in a game. adj –ic.
2. Requiring gaming decisions based on long-term goals.
Example of strategical games: Age of Steam, Caylus, Power Grid, Puerto Rico
Tactics
n. 1. Decisions that are based primarily on current situations and short-term goals. adj –ical.
Example of tactical games: El-Grande, Ra, Tikal, Struggle of Empires, Tigris and Euphrates. These are primarily games with high interaction in which the board can dramatically change from round to round, forcing you to adapt and to change your style of play according to the circumstances and your presently available resources rather than to strictly follow a plan perfectly mapped-out from the beginning.
Example of both strategical and tactical games: Diplomacy, Game of Thrones
Theme
n. 1. The topic or subject matter of a game. adj –atic.
2. Having rules and mechanics based on assumptions regarding the subject matter of the game.
Often considered the opposite of abstract.
Example of games with rich themes: Shadows Over Camelot, Diplomacy, Santiago, Amun-Re, Power Grid
Pasted On (Theme)
adj. A term given to a game where the link between the game's theme and mechanism is weak. Or in other words, the designer created the game's mechanism first abstractly, and then applied the theme afterwards.
Example of games with pasted on themes: Age of Steam, Ticket to Ride, Through the Desert, Tigris and Euphrates, Modern Art
Abstract
adj. Having greatly simplified concepts and actions, rather than strict attention to detail, in order to facilitate game play. Often used as opposite of thematic.
Example of abstract games: Chess, Go, Blokus, Reversi, Checkers
Dry
adj. Overly mechanical or lacking in thematic elements
Example of games with a dry theme: Modern Art
PBEM
adj. Acronym for Play by E-Mail, which is a descriptor of a game system that allow players to play against one another through e-mail. Often these games have graphical user interfaces, and uses e-mail as the only means of communication for their turn-based play.
Example of PBEM games: Diplomacy, Tikal, Amun-Re, Santiago. These games generally (but not always) play within a longer time period and may not always be possible to finish in one (face-to-face) setting.
Balance
n. The way in which elements of a game are equalized relative to each player. Often balance is established by giving all players similar starting positions and maintained by using mechanisms to hurt the apparent leader or help the likely loser if all players start out differently.
Whether each game is balanced or unbalanced is highly contentious, and designers can only go so far in placing perks (whatever they are) to actively compensate for the handicaps faced by each player in their position.
Example of balanced games: Chess, Checkers






