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Combat Commander: Europe

 

Here is a little Gaming Glossary for the unititiated...by Derk and Ken

 

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.
abstract strategy game n. A game, typically designed for two players, that has no theme, little or no randomness, and usually a fairly simple set of rules. Chess is an example of an abstract strategy game.
analysis paralysis n. When overanalysis and mini/maxing increase the downtime in a game beyond a desirable level. (See also overanalyze)
auction game n. A game that features players bidding on resources as the main mechanism. Modern Art is a prime example of an auction game. Also called a bidding game
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. (See also mechanism)
beer & pretzels game n. A game so random that long-term strategies are nearly impossible, and with such a goofy theme that it is played as a humorous diversion rather than a real competition. Frequently these games feature several mechanisms that can interact with each other in surprising ways. Wiz War is an example of a beer & pretzels game. (See also light)
bidding game n. See auction game.
bits n. The assorted components used to play a game. Most of time this term is applied to game components of higher quality. Note that the singular, bit, is almost never used in a gaming sense.
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 a victory, if it frequently ends in a stalemate, or if one strategy invariably wins. (See also solvable)
CCG n. Abbreviation for Collectable Card Game, this type of game uses a basic rule structure and a large assortment of cards which each have characteristics that contradict or supplement the basic rules. Each player brings a customized set of cards to the game, which allows players to predetermine their strategies. Magic: The Gathering and Pokemon are examples of CCGs.
chrome n. A mechanic or mechanics added to a game to support the theme or make it feel more realistic.
closer n. A game with very simple rules and strategies that does not require deep thought and can be used at the end of a gaming session, when everyone’s brain is worn out. (See also light)
computational adj. Overtly using mathematics to determine victory conditions. (See also dry)
dice-fest 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.
downtime n. The time that a player spends doing nothing while waiting for other players to complete their turns. (See also player interaction)
dry adj. Overly mechanical or lacking in thematic elements.
economic game n. A game that features money management as the main mechanism. Monopoly and 1830 are examples of this genre. Note that although many games use money as a move-limiting factor or as a way to track performance such games are not necessarily economic.
end-game n. The final time period in a game, which will usually determine the victor. Strategies during this period often vary slightly from strategies used during the earlier portion of the game.
family game n. A 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. (See also German games)
fart-factor n. This refers to the apparent ‘fart’ sound when a game box is closed. This usually occurs with games that have a significant number of components. (See also components)
fiddly adj. Requiring lots of turn-by-turn maintenance which tends to bog down the ebb and flow of the game.
filler n. A game with very simple rules, strategies that do not require deep thought, and an extremely short playing-time. This type of game is frequently used between heavier games. (See also light)
gamer n. A person that likes to spend a most of his free time playing games.
gamey adj. (usually applied to a mechanism) Seeming contrived and unrelated to the theme. Often mechanisms described this way have been added to preserve the game’s balance. (See also dry)
geek n. A person that tends to have keen interest in alter-reality pursuits (science fiction, fantasy, etc.), almost to the point of distraction. Often these people may lack certain social graces because of an inability (or unwillingness) to separate fantasy from reality. (See also nerd and Neil’s treatise)
German game n. A game from Germany. Such games typically have relatively simple rules, short playing times, fairly high levels of abstraction and player interaction, and attractive physical components. Games not from Germany that otherwise meet the criteria are occasionally included in this group, but are more frequently described as ‘German-like’ (See also family games)
going nuclear v. Deciding to disregard one’s personal standing in the game and simply destroy or harm other players’ chances of winning. Generally, this is done in response to another player’s actions. (See also metagame)
group think n. The general approach adopted by most of the players in a game, which to some degree determines how other players will need to play in order to succeed.
heavy adj. Having very complex rules and/or complex strategies that require deep thought, careful planning, and long playing times.
heft factor n. The physical weight of the game, used to describe the quality of the components. A game with a well-made board and lots of cool wooden bits will have a high heft factor.
kingmaker n. A player, himself in a losing position, that has the power to decide who will win a given game.
LARP n. Acronym for Live Action Role-Playing, a form of Role-Playing Game in which players are encouraged to physically act exactly how they think their character would behave with other characters and the surroundings. (See also RPG)
light adj. 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, opener, closer, and beer & pretzels game)
luck n. A result of randomness giving one or more players an advantage within a game. (See also random)
mechanism n, -ic. Part of a game’s rule system that covers one general or specific aspect of the game.
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 is an extreme example of metagaming.
mini/max v. The process of analyzing a particular turn with an emphasis on getting the best ratio of personal resources expended to realized gains.
miniatures game n. A type of wargame that uses small three-dimensional lead or plastic figurines to represent military units to represent tactical-level conflict. Often these games have a high level of simulation or re-creation. (See also wargame)
negotiation game n. A game in which players make deals and trade resources or favors as the main mechanism. Diplomacy is perhaps the best example of this type of game.
nerd n. A person that tends to be immersed in cerebral interests, often at the expense of social functionality. These people can be recognized by their distinctive pit-stained polyester shirts and pocket-protectors. (See also geek)
newbie n. Someone who’s new to gaming.
non-gamer n. A person that does not spend every waking moment thinking, talking, playing, and breathing games, a.k.a. a normal person.
opener n. A game with very simple rules and strategies that does not require deep thought and that can be used at the beginning of a gaming session to get people warmed up for heavier games. (See also light)
overanalyze v. To use an exorbitant amount of time to find an optimal move, especially when the resulting move is virtually equal to all other choices. (See also downtime)
parakeetitis n. An affliction suffered primarily by spielfreaks, it causes the gamer to be enthralled by gorgeous components. Sufferers can often be heard to softly murmur, "nice bits" while examining a game and can be easily distracted by the sight of shiny objects.
party game n. A game that is designed for large groups of people and emphasizes social interaction, creativity, and/or volubility. Taboo and Charades are examples of party games.
player interaction n. The degree and frequency with which players can affect each other during a game. High player interaction can reduce a game’s downtime.
playtest v. To examine the rules of and play a prototype game in order to find possible improvements and determine its viability.
processional adj. Describes a game that tends to be very cyclical and/or monotonous. A processional game will often have little player interaction and high downtime.
race game n. A game that features players vying to be the first to complete a given course of travel as the main mechanism. Formula De or Candy Land are examples of this type of game.
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. (See also luck)
re-creation n. A game that takes simulation to a new level by trying to duplicate original historical conditions in detail. (See also simulation)
replay value n. A game’s capacity to remain entertaining after several playings.
RGB n. Abbreviation for Rec.Games.Board, a Usenet newsgroup which has discussions about all types of board gaming. It can be very useful for researching information about games and for getting answers to rules questions.
RPG n. Abbreviation for Role-Playing Game, in which a gamemaster creates a progressive storyline and other players control the characters within the story. Dungeons and Dragons is an example of an RPG. (See also LARP)
rules lawyer n. A gamer who interprets rules in an overly literal sense or in such a way to significantly reduce the thematic or logical aspects of a game.
set-up n. The first time period in a game, during which players ready all the components that will be needed for playing.
simulation n. A game that puts major emphasis on accurately depicting historical reality. (See also wargame and re-creation)
solvable adj. (applied to a game) Inevitably winnable when a particular strategy is employed. (See also broken)
spielfreak n. A gamer that is totally captivated by German games. From the German word for game, spiel.
strategy n. 1. The plan that a player uses in a game. adj –ic. 2. Requiring gaming decisions based on long-range goals. 3. In a wargaming sense, using a high level of abstraction to depict conflict.
tactics n. 1. Decisions that are based primarily on current situations and short-term goals. adj –ical. 2. In a wargaming sense, using a low level of abstraction to simulate conflict. For example, using counters to depict individual soldiers or squads instead of platoons or battalions.
Teutonic adj. Having a large number of variables for consideration and an essentially mechanical, slightly abstract, often repetitive structure [this is an almost direct quote from Sumo issue 8]. This quality is often found in German games. (See also German games)
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.
tile-laying game n. A game that features the placement of components onto a playing surface (rather than moving components along the playing surface) as the main mechanism.
train game n. A game that features route-building and/or picking up and delivery of commodities along particular routes as the main mechanisms. The crayon rail games, like Empire Builder and Eurorails, are good examples of train games.
trick-taking game n. A card game that features players each sequentially placing a card down to make a trick, which is then awarded to one of the players. Bridge, Spades, or Hearts are examples of this type of card game.
wargame n. A game in which players put military units in direct conflict with each other. The goal of these games is typically either annihilation of opponents or the attainment of certain strategic conditions. These types of games will often have high thematic content and a varying degree abstraction. (See also miniatures game)
zero-sum adj. Having an ‘everything good for me is bad for you’ quality. This is generally found in two-player games, and is reduced as the number of players increases.
 
 
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