Keep the vocabulary simple
A small glossary
for a big hobby.
Common meanings, explained plainly. A game’s own definitions always take precedence.
- Action
- A permitted step a player can take. A turn may contain one action or several; the rulebook defines the limit.
- Asymmetric powers
- Different players have different abilities or starting conditions. Read each power’s scope rather than assuming it changes every general rule.
- Campaign
- A linked sequence of sessions. Check whether progress is recorded and whether components are permanently changed.
- Cooperative game
- Players work toward a shared objective. Communication can still be limited by the rules.
- Deck-building
- A mechanism in which players change the contents of their personal decks during play. It differs from constructing a deck before a session.
- Drafting
- Choosing from a limited selection of options, often leaving the remainder for other players.
- Downtime
- Time between opportunities to participate. Observation and planning can make a wait feel different from inactivity.
- Engine building
- Developing interacting effects that improve or expand later actions.
- Hand management
- Deciding when and how to use cards in a hand, including what to keep for later.
- Hidden information
- Information that some players cannot see, such as a private hand or unrevealed objective.
- House rule
- An agreed change to the published rules. Useful to label clearly when discussing a game with another group.
- Legacy game
- A game that can change persistently across sessions, sometimes through writing on or altering components. Check the specific design before assuming it can be reset.
- Open information
- Information all players are allowed to inspect. Whether they must remember earlier public information is a separate rule.
- Push your luck
- Choosing whether to seek another benefit while risking a setback. The exact reward and risk depend on the game.
- Round
- A unit of play that may include turns by several players and a reset or maintenance step. Not always the same as one complete circuit of the table.
- Set collection
- Scoring or gaining benefits by gathering particular combinations of items.
- Simultaneous selection
- Players choose at the same time, often revealing decisions together. Timing and communication limits still matter.
- Tableau
- The area of cards or pieces a player has laid out, often showing available effects or accumulated progress.
- Tile placement
- Adding tiles to a shared or personal arrangement under connection or positioning rules.
- Trick
- A sequence of played cards whose winner is determined by a trick-taking game’s rules.
- Turn
- A player’s opportunity to act. It may contain multiple phases and is distinct from a round.
- Worker placement
- Using pieces to select actions, with availability, capacity or costs defined by the particular game.