BOARDGAME NOTES
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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.
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