Tabletop Gamers Glossary
There are terms, phrases, and abbreviations that tabletop gamers have adopted. This jargon can be a bit tricky to understand, especially if you are just starting to get engaged with the board-gaming hobby. Below is a glossary of sorts for some common tabletop gaming terms.*
4X - Referring to games utilizing four primary features: eXplore, eXpand, eXploit, and eXterminate. These games tend to be more complex games that typically take a long time to play. Most 4X games are civilization building and space exploration themes.
Abstract - This is a widely contested term. Usually meaning a game that lacks theme or is streamlined to a minimum allowing for focus on strategy. Games like Checkers, Backgammon, & Blokus are considered abstract.
Acquisition Disorder - A humorous dig at those who have gotten carried away with purchasing games and accessories almost to the point of obsession. Obviously not confined only to gaming, this refers to an obsessive "need" to have more games or all the components, expansions and extras for a specific game.
Alpha Player - Also called "Quarterbacking" or "Dominant Player Syndrome", in a derogatory sense it refers to a player who takes control of a (typically Cooperative) game by dictating to other players what they need to do on their turns. If used positively, it can refer to a true leader who would listen to the group and guide them to consensus, share insights, teach others to see the angles and develop a team mentality (though this is not the prevalent usage).
Ameritrash - A catchphrase for "American-style" boardgames. In general, this means games that emphasize a highly developed theme, lots of components (miniatures), player to player conflict, and usually feature an element of luck (lots of dice). Many consider this a derogatory term or a negative way to refer to American-style game design. Often used to differentiate from European-style games (see Euro below). Examples include: Axis & Allies, Dune, Cosmic Encounter, Talisman, and Twilight Imperium.
Analysis Paralysis (AP) - When a player takes a long time to make a decision when faced with many options. Sometimes players overanalyze to a point that increases the downtime in a game beyond a desirable level.
Bits - Assorted components used to play a game. The dice, cubes, tokens, miniatures and other pieces needed to play a game.
Brain Burner - Referring to a game with lots of depth and complex decisions to be made. A mental challenge that will leave you feeling drained.
Collectible Card Game (CCG) - Also called a Trading Card Game (TCG). These games center around collecting cards by buying packets of random cards. Then players build decks from these cards to compete usually in 1 v 1 matches. Some examples include, Magic: the Gathering, Pokemon, and Netrunner.
Crunchy - Describes a game that has lots of deep decisions or number crunching. There's a lot for your brain to think about. Similar to Brain Burner.
Cult of the New - Refers to those having a desire to acquire and play all of the hot new games as they are released. Infers a trap or obsession that can cause players to neglect playing the games they already own.
D6 (also D8, D20 etc...) - Common abbreviation for 'six-sided die'. Similarly D8 refers to 'eight-sided die'. D10, d12, and d20 are also common terms. A pair of six-sided dice is sometimes called 2D6. These abbreviations are most common in RPGs and wargames.
Dudes on a Map - Refers to a game where the gameboard can be filled with ‘dudes’, miniatures, meeples, tokens or other characters. This is most typical in war-style or territory-control games requiring players to position armies in different locations on the board.
Dungeon Crawl - A game where players navigate a labyrinth-like environment or other defined area fighting enemies, finding treasures, completing missions. Most commonly in adventure and role-playing games.
Euro/Eurogame - Also called "Euro-style Game" or "German" game. This term emphasizes the more frequent publication of German-style games originating in Europe. Euro's are usually characterized by more complexity and depth via innovative mechanisms. Euro-style games typically avoid player elimination and are often designed to have little luck or randomness. Many (but not all) use Victory Points to determine the winner. The term is used to differentiate American-style games from Euro-style games. Euro games will almost always have a theme, however it’s not as tightly integrated with the game play nor as immersive as in American-style games. Examples include: Catan, Puerto Rico, Carcassonne, El Grande, and Power Grid.
Fiddly - A game with lots of pieces or components to move, or a game where pieces feel flimsy or may not fit well together. The term fiddly can also refer to a game being frustrating to play due to the number of components or the pieces being too difficult to use correctly. This term is also used when referring to a lengthy or difficult set-up for a game due to the pieces and parts.
Filler - A game with fairly simple rules, easy to learn, and with a short playing-time. This type of game is frequently used between lengthier, more complex games. (See also Light)
Game Weight - This is the measure of complexity or difficulty of a game. Generally games will fall into one of two difficulty levels.
Gateway Game - A game with relatively simple rules that is easy to teach to non-gamers in order to introduce them to board gaming as a hobby. A hobby board game that is considered a good entry point for someone new.
Kingmaker - A player in a position to take an action that determines the game’s winner. Usually this player has little-to-no chance of winning. It’s generally considered an undesirable trait of a player and/or game.
Legacy Game - These games "remember" what happened from one play to the next getting permanently altered while playing it. The game may require players to permanently mark the board or cards, tear up cards, or take other actions that change the game. The board or cards may change based on the outcome of past game plays or the choices players make along the way. The game is often still playable after the legacy campaign, however it may not be possible to completely reset it. Examples include: Pandemic Legacy, Risk Legacy, and Seafall.
Living Card Game (LCG) - A term trademarked by Fantasy Flight Games and described as a variant of Collectible Card Games. The contents of ‘booster packs’ in Collectible Card Games are randomized, the contents of Living Card Game packs or boxes are known. Other games use the non-trademarked term Expandable Card Game to represent a similar idea without running afoul of the trademark.
Mechanism/Mechanic - A specific part of a game’s rule system that covers one aspect of the game. Think of mechanisms or mechanics as the things you do to play the game. Game designers employ different game mechanics to make the experience of playing the game accomplish a certain goal or help the action "feel" more like its real-life counterpart. Examples include: combat, auction, or drafting mechanics.
Meeple(s) - A player token or component that is vaguely shaped like a person. Typically solid-colored and wooden, it’s claimed the word was coined by Alison Hansel when she combined ‘my’ and ‘people’. Also thought to mean 'miniature people'. Originally used to describe those used in Carcassonne. Now more broadly used to refer to nearly any pawn or figure in a game.
Metagame or Metagaming - To use reasons, strategies, actions, knowledge, or methods outside the game at hand to change one’s playing style and attitude towards other players. Changing how you play a game based on non-game factors. Examples: Attacking player A instead of player B simply because player A won the previous game. OR choosing not to take an item from your significant other so that you don't hurt their feelings. These are both examples of metagaming.
Miniatures or Minis - Detailed, sculpted figures used within a game. Games which completely revolve around the use of minis are called Miniatures Games. In board games, miniatures are generally considered to be upgraded components, making the game more detailed, intricate or pleasurable to look at. Minis may be made with plastic or resin, although previously some miniatures were made of pewter or soft metal. Minis come in several different sizes and are typically measured in millimeters.
Multiplayer Game - A game with 3 or more players. Used in this sense mainly because there are fundamental differences between single player, two-player, and games that use three or more. (Diplomatic elements, choosing whom to attack or interfere with, kingmaking, ganging up on the leader, etc.) This term is less cumbersome than stating "Three or more player game".
Party Game - A game typically intended for a group of people which emphasizes social interaction, creativity, or dexterity. Not a complex rule set, easy to teach and to learn. Examples include: Taboo, Charades, Catch Phrase, Just One
Pasted-on Theme - A reference to a game that appears that the design wasn't necessarily intended for the the theme that is applied. The theme appears to have been an afterthought or has a weak connection to gameplay. Many times this refers to games that utilize an acquired intellectual property (IP).
Point Salad - A game which offers a wide variety of ways to get points. This is often a negative connotation, since it can imply scoring points lacks strategic or tactical focus. Most typically found in Euro-style games.
Quarterbacking - A single player telling everyone what they should do, often in a co-op game. Some players may have good intentions or may be trying to help a new player, but it’s frowned on to have one player decide for the group without first getting input. See "Alpha Player".
Replayability or Replay Value - This term refers to a game's ability to remain enjoyable after several plays. Games which include different maps or boards, choice of different characters and factions, and other forms of variability lend themselves to higher replay value.
Resource(s) - Items acquired within a game, primarily used as a form of currency needed to purchase, activate, expend, or power other things. Resources are typically tied to the game's theme. Example: in Settlers of Catan resources include wool, brick, wood, ore and grain.
Role Playing Game (RPG) - This is a form of game in which a game master creates a progressive storyline and other players control the characters, making decisions and rolling dice to accomplish tasks within a scenario or campaign. Other tabletop games can include elements of role playing without fully being a role playing game. The most widely known example of a Role Playing Game is Dungeons & Dragons.
Tableau - A row or collection of cards, tiles or other game components that sit in front of you. These are typically ‘your’ items (not ‘community’ items). The items placed here will be built upon during a turn or the entire game. Many times a tableau is comprised of a card or mat used to identify placement of cards and other items for that player's unit, team, faction, etc.
Theme - A setting or feeling assigned to a game intended to evoke a particular situation, a period of time, culture, etc. A theme is to a game as a setting is to a book. Game designers pair a theme to game mechanics further reinforcing the concept of the game.
Trading Card Game (TCG) - These games center around collecting cards by buying packets of random cards. Then players build decks from these cards to compete usually in 1 v 1 matches. See Collectible Card Game (CCG).
Turtling - To play a very defensive strategy (i.e. hide in your shell). Seen primarily in multiplayer war games. The highly defensive strategy is typically used with the hopes that other players will attack each other thus weakening themselves. Generally seen as boring by players.
Victory Points (VPs) - Points accumulated for completing various actions which count towards victory. Helps differentiate from some games which use the term "points" to refer to other factors — movement points, action points, etc. Victory points are earned according to the rules of the game and almost always, the one with the most VPs is the winner.
Weight - A reference to the complexity of a game. BoardGameGeek uses a 1-to-5 rating scale (1 being light and 5 being heavy). See Game Weight.
Win Condition - Also known as Victory Condition. Referring to what needs to occur in order to win the game. Examples include: Collect a specific set, score the most victory points, be the first to reach a certain space on the board, have the most money, etc.
Yahtzee Roll - Whenever a game has a dice rolling mechanism where you get three rolls and get to choose to keep any of the dice after each roll. (example King of Tokyo).
4X - Referring to games utilizing four primary features: eXplore, eXpand, eXploit, and eXterminate. These games tend to be more complex games that typically take a long time to play. Most 4X games are civilization building and space exploration themes.
Abstract - This is a widely contested term. Usually meaning a game that lacks theme or is streamlined to a minimum allowing for focus on strategy. Games like Checkers, Backgammon, & Blokus are considered abstract.
Acquisition Disorder - A humorous dig at those who have gotten carried away with purchasing games and accessories almost to the point of obsession. Obviously not confined only to gaming, this refers to an obsessive "need" to have more games or all the components, expansions and extras for a specific game.
Alpha Player - Also called "Quarterbacking" or "Dominant Player Syndrome", in a derogatory sense it refers to a player who takes control of a (typically Cooperative) game by dictating to other players what they need to do on their turns. If used positively, it can refer to a true leader who would listen to the group and guide them to consensus, share insights, teach others to see the angles and develop a team mentality (though this is not the prevalent usage).
Ameritrash - A catchphrase for "American-style" boardgames. In general, this means games that emphasize a highly developed theme, lots of components (miniatures), player to player conflict, and usually feature an element of luck (lots of dice). Many consider this a derogatory term or a negative way to refer to American-style game design. Often used to differentiate from European-style games (see Euro below). Examples include: Axis & Allies, Dune, Cosmic Encounter, Talisman, and Twilight Imperium.
Analysis Paralysis (AP) - When a player takes a long time to make a decision when faced with many options. Sometimes players overanalyze to a point that increases the downtime in a game beyond a desirable level.
Bits - Assorted components used to play a game. The dice, cubes, tokens, miniatures and other pieces needed to play a game.
Brain Burner - Referring to a game with lots of depth and complex decisions to be made. A mental challenge that will leave you feeling drained.
Collectible Card Game (CCG) - Also called a Trading Card Game (TCG). These games center around collecting cards by buying packets of random cards. Then players build decks from these cards to compete usually in 1 v 1 matches. Some examples include, Magic: the Gathering, Pokemon, and Netrunner.
Crunchy - Describes a game that has lots of deep decisions or number crunching. There's a lot for your brain to think about. Similar to Brain Burner.
Cult of the New - Refers to those having a desire to acquire and play all of the hot new games as they are released. Infers a trap or obsession that can cause players to neglect playing the games they already own.
D6 (also D8, D20 etc...) - Common abbreviation for 'six-sided die'. Similarly D8 refers to 'eight-sided die'. D10, d12, and d20 are also common terms. A pair of six-sided dice is sometimes called 2D6. These abbreviations are most common in RPGs and wargames.
Dudes on a Map - Refers to a game where the gameboard can be filled with ‘dudes’, miniatures, meeples, tokens or other characters. This is most typical in war-style or territory-control games requiring players to position armies in different locations on the board.
Dungeon Crawl - A game where players navigate a labyrinth-like environment or other defined area fighting enemies, finding treasures, completing missions. Most commonly in adventure and role-playing games.
Euro/Eurogame - Also called "Euro-style Game" or "German" game. This term emphasizes the more frequent publication of German-style games originating in Europe. Euro's are usually characterized by more complexity and depth via innovative mechanisms. Euro-style games typically avoid player elimination and are often designed to have little luck or randomness. Many (but not all) use Victory Points to determine the winner. The term is used to differentiate American-style games from Euro-style games. Euro games will almost always have a theme, however it’s not as tightly integrated with the game play nor as immersive as in American-style games. Examples include: Catan, Puerto Rico, Carcassonne, El Grande, and Power Grid.
Fiddly - A game with lots of pieces or components to move, or a game where pieces feel flimsy or may not fit well together. The term fiddly can also refer to a game being frustrating to play due to the number of components or the pieces being too difficult to use correctly. This term is also used when referring to a lengthy or difficult set-up for a game due to the pieces and parts.
Filler - A game with fairly simple rules, easy to learn, and with a short playing-time. This type of game is frequently used between lengthier, more complex games. (See also Light)
Game Weight - This is the measure of complexity or difficulty of a game. Generally games will fall into one of two difficulty levels.
- Heavy - Having very complex rules and/or complex strategies that require deep thought, careful planning, and long playing times.
- Light - Having very simple rules and strategies that do not require deep thought. Also can be used to describe a game with an extremely short playing time. (See also Filler)
Gateway Game - A game with relatively simple rules that is easy to teach to non-gamers in order to introduce them to board gaming as a hobby. A hobby board game that is considered a good entry point for someone new.
Kingmaker - A player in a position to take an action that determines the game’s winner. Usually this player has little-to-no chance of winning. It’s generally considered an undesirable trait of a player and/or game.
Legacy Game - These games "remember" what happened from one play to the next getting permanently altered while playing it. The game may require players to permanently mark the board or cards, tear up cards, or take other actions that change the game. The board or cards may change based on the outcome of past game plays or the choices players make along the way. The game is often still playable after the legacy campaign, however it may not be possible to completely reset it. Examples include: Pandemic Legacy, Risk Legacy, and Seafall.
Living Card Game (LCG) - A term trademarked by Fantasy Flight Games and described as a variant of Collectible Card Games. The contents of ‘booster packs’ in Collectible Card Games are randomized, the contents of Living Card Game packs or boxes are known. Other games use the non-trademarked term Expandable Card Game to represent a similar idea without running afoul of the trademark.
Mechanism/Mechanic - A specific part of a game’s rule system that covers one aspect of the game. Think of mechanisms or mechanics as the things you do to play the game. Game designers employ different game mechanics to make the experience of playing the game accomplish a certain goal or help the action "feel" more like its real-life counterpart. Examples include: combat, auction, or drafting mechanics.
Meeple(s) - A player token or component that is vaguely shaped like a person. Typically solid-colored and wooden, it’s claimed the word was coined by Alison Hansel when she combined ‘my’ and ‘people’. Also thought to mean 'miniature people'. Originally used to describe those used in Carcassonne. Now more broadly used to refer to nearly any pawn or figure in a game.
Metagame or Metagaming - To use reasons, strategies, actions, knowledge, or methods outside the game at hand to change one’s playing style and attitude towards other players. Changing how you play a game based on non-game factors. Examples: Attacking player A instead of player B simply because player A won the previous game. OR choosing not to take an item from your significant other so that you don't hurt their feelings. These are both examples of metagaming.
Miniatures or Minis - Detailed, sculpted figures used within a game. Games which completely revolve around the use of minis are called Miniatures Games. In board games, miniatures are generally considered to be upgraded components, making the game more detailed, intricate or pleasurable to look at. Minis may be made with plastic or resin, although previously some miniatures were made of pewter or soft metal. Minis come in several different sizes and are typically measured in millimeters.
Multiplayer Game - A game with 3 or more players. Used in this sense mainly because there are fundamental differences between single player, two-player, and games that use three or more. (Diplomatic elements, choosing whom to attack or interfere with, kingmaking, ganging up on the leader, etc.) This term is less cumbersome than stating "Three or more player game".
Party Game - A game typically intended for a group of people which emphasizes social interaction, creativity, or dexterity. Not a complex rule set, easy to teach and to learn. Examples include: Taboo, Charades, Catch Phrase, Just One
Pasted-on Theme - A reference to a game that appears that the design wasn't necessarily intended for the the theme that is applied. The theme appears to have been an afterthought or has a weak connection to gameplay. Many times this refers to games that utilize an acquired intellectual property (IP).
Point Salad - A game which offers a wide variety of ways to get points. This is often a negative connotation, since it can imply scoring points lacks strategic or tactical focus. Most typically found in Euro-style games.
Quarterbacking - A single player telling everyone what they should do, often in a co-op game. Some players may have good intentions or may be trying to help a new player, but it’s frowned on to have one player decide for the group without first getting input. See "Alpha Player".
Replayability or Replay Value - This term refers to a game's ability to remain enjoyable after several plays. Games which include different maps or boards, choice of different characters and factions, and other forms of variability lend themselves to higher replay value.
Resource(s) - Items acquired within a game, primarily used as a form of currency needed to purchase, activate, expend, or power other things. Resources are typically tied to the game's theme. Example: in Settlers of Catan resources include wool, brick, wood, ore and grain.
Role Playing Game (RPG) - This is a form of game in which a game master creates a progressive storyline and other players control the characters, making decisions and rolling dice to accomplish tasks within a scenario or campaign. Other tabletop games can include elements of role playing without fully being a role playing game. The most widely known example of a Role Playing Game is Dungeons & Dragons.
Tableau - A row or collection of cards, tiles or other game components that sit in front of you. These are typically ‘your’ items (not ‘community’ items). The items placed here will be built upon during a turn or the entire game. Many times a tableau is comprised of a card or mat used to identify placement of cards and other items for that player's unit, team, faction, etc.
Theme - A setting or feeling assigned to a game intended to evoke a particular situation, a period of time, culture, etc. A theme is to a game as a setting is to a book. Game designers pair a theme to game mechanics further reinforcing the concept of the game.
Trading Card Game (TCG) - These games center around collecting cards by buying packets of random cards. Then players build decks from these cards to compete usually in 1 v 1 matches. See Collectible Card Game (CCG).
Turtling - To play a very defensive strategy (i.e. hide in your shell). Seen primarily in multiplayer war games. The highly defensive strategy is typically used with the hopes that other players will attack each other thus weakening themselves. Generally seen as boring by players.
Victory Points (VPs) - Points accumulated for completing various actions which count towards victory. Helps differentiate from some games which use the term "points" to refer to other factors — movement points, action points, etc. Victory points are earned according to the rules of the game and almost always, the one with the most VPs is the winner.
Weight - A reference to the complexity of a game. BoardGameGeek uses a 1-to-5 rating scale (1 being light and 5 being heavy). See Game Weight.
Win Condition - Also known as Victory Condition. Referring to what needs to occur in order to win the game. Examples include: Collect a specific set, score the most victory points, be the first to reach a certain space on the board, have the most money, etc.
Yahtzee Roll - Whenever a game has a dice rolling mechanism where you get three rolls and get to choose to keep any of the dice after each roll. (example King of Tokyo).
This list is certainly not the only gaming glossary out there. I referenced a few other sites to help properly define as needed (see source list below*).
* External sources used for some glossary terms and definitions: Board Game Geek, Pub Meeple, Entro Games, Board Game Halv
* External sources used for some glossary terms and definitions: Board Game Geek, Pub Meeple, Entro Games, Board Game Halv