There are a number of different categories that board games can be classified into, although considerable overlap exists, and a game may belong in several categories. The following is a list of some of the most common: Abstract strategy games – e.g. chess, checkers, Go, Reversi, tafl games, or modern games such as Abalone, Stratego, Hive, or GIPF Alignment games – e.g. Renju, Gomoku, Connect6, Nine Men's Morris, or Tic-tac-toe Auction games – e.g. Hoity Toity Chess variants – traditional variants e.g. shogi, xiangqi, or janggi; modern variants e.g. Chess960, Grand chess, Hexagonal chess, or Alice chess Configuration games – e.g. Lines of Action, Hexade, or Entropy Connection games – e.g. TwixT, Hex, or Havannah Cooperative games – e.g. Max the Cat, Caves and Claws, or Pandemic Cross and circle games – e.g. Yut, Ludo, or Aggravation Deduction games – e.g. Mastermind or Black Box The abstract strategy game GIPF Dexterity games – e.g. Tumblin' Dice or Pitch Car Economic simulation games – e.g. The Business Game Educational games – e.g. Arthur Saves the Planet, Cleopatra and the Society of Architects, or Shakespeare: The Bard Game Elimination games – e.g. draughts, Alquerque, Fanorona, Yoté, or Surakarta Family games – e.g. Roll Through the Ages, Birds on a Wire, or For Sale Fantasy games – e.g. Shadows Over Camelot German-style board games or Eurogames – e.g. The Settlers of Catan, Carson City, or Puerto Rico Guessing games – e.g. Pictionary or Battleship Historical simulation games – e.g. Through the Ages or Railways of the World Large multiplayer games – e.g. Take It Easy or Swat (2010) Learning/communication non-competitive games – e.g. The Ungame (1972) Mancala games – e.g. Oware or The Glass Bead Game Musical games – e.g. Spontuneous Negotiation games – e.g. Diplomacy Paper-and-pencil games – e.g. Tic-tac-toe or Dots and Boxes Physical skill games – e.g. Camp Granada Position games (no captures; win by leaving the opponent unable to move) – e.g. Konane, mū tōrere, or the L game Race games – e.g. Pachisi, backgammon, Snakes and Ladders, Hyena chase, or Worm Up Roll-and-move games – e.g. Monopoly or Life Share-buying games (games in which players buy stakes in each other's positions) – typically longer economic-management games Single-player puzzle games – e.g. peg solitaire or Sudoku Spiritual development games (games with no winners or losers) – e.g. Transformation Game or Psyche's Key Stacking games – e.g. Lasca or DVONN Territory games – e.g. Go or Reversi Tile-based games – e.g. Scrabble, Tigris and Euphrates, or Evo Train games – e.g. Ticket to Ride, Steam, or 18xx Trivia games – e.g. Trivial Pursuit Two-player-only themed games – e.g. En Garde or Dos de Mayo Unequal forces (or "hunt") games – e.g. Fox and Geese or Tablut Wargames – ranging from Risk, Diplomacy, or Axis & Allies, to Attack! or Conquest of the Empire Word games – e.g. Scrabble, Boggle, Anagrams, or What's My Word? (2010) Glossary Although many board games have a jargon all their own, there is a generalized terminology to describe concepts applicable to basic game mechanics and attributes common to nearly all board games. bit: see piece. board: see gameboard. capture: a method that removes another player's piece(s) from the board. For example: in checkers, if a player jumps the opponent's piece, that piece is captured. In some games, captured pieces remain in hand and can be reentered into active play (e.g. shogi, Bughouse chess). card: a piece of cardboard often bearing instructions, and usually chosen randomly from a deck by shuffling. cell: see hex and space. counter: see piece. currency: a scoring mechanic used by some games to determine the winner, e.g. money (Monopoly) or counters (Zohn Ahl). custodian capture (or custodial capture): a capture method whereby an enemy piece is captured by being blocked on adjacent sides by opponent pieces. (Typically laterally by two sides as in Tablut and Hasami shogi, or laterally by four sides as in Go.) The five Platonic solid polyhedrals, from left: tetrahedron (d4), cube (d6), octahedron (d8), dodecahedron (d12), icosahedron (d20) Wooden meeples from the Carcassonne board game deck: a stack of cards. die/dice: modern cubic dice are used to generate random numbers in many games – e.g. a single die in Trivial Pursuit, or two dice per player in backgammon. Role-playing games typically use one or more polyhedral dice. Games such as Pachisi and chaupur traditionally use cowrie shells. The games Zohn Ahl and Hyena chase use dice sticks. The game yut uses yut sticks. displacement capture: a capture method whereby a capturing piece replaces the captured piece on its square, cell, or point on the gameboard. equipment: refers to physical components required to play a game, e.g. pieces, gameboard, dice. game equipment: see equipment. game piece: see piece. gameboard: the (usually quadrilateral) surface on which one plays a board game. The namesake of the board game, gameboards would seem to be a necessary and sufficient condition of the genre, though card games that do not use a standard deck of cards (as well as games that use neither cards nor a gameboard) are often colloquially included. Most games use a standardized and unchanging board (chess, Go, and backgammon each have such a board), but many games use a modular board whose component tiles or cards can assume varying layouts from one session to another, or even during gameplay. gameplay: the execusion of a game; or specifically its strategy, tactics, conventions, or mechanics. gamespace: a gameboard for a three-dimensional game. (E.g., the 5×5×5 cubic gameboard for Raumschach.) hex: in hexagon-based board games, this is the common term for a standard space on the board. This is most often used in wargaming, though many abstract strategy games such as Abalone, Agon, hexagonal chess, GIPF Project games, and connection games use hexagonal layouts. in hand: a piece "in hand" is one not currently in play on the gameboard, but may be entered into play on a turn. Examples are captured pieces in shogi or Bughouse chess, able to be "dropped" into play as a move; or pieces initially in hand at the start of the game, e.g. game Chessence. jump: to bypass one or more pieces or spaces. Depending on the context, jumping may also involve capturing or conquering an opponent's piece. See also Game mechanic#Capture/eliminate. leap: see jump. man: see piece. meeple: see piece. orthogonal: a horizontal (straight left or right) or vertical (straight forward or backward) direction a piece moves on a gameboard. move: see turn. pass: the voluntary or involuntary forfeiture of a turn by a player. Simple wooden pawn-style playing pieces, often called "Halma pawns" piece (or bit, checker, chip, counter, disc, draughtsman, game piece, man, meeple, mover, pawn, player piece, playing piece, stone, token, unit): a player's representative on the gameboard made of a piece of material made to look like a known object (such as a scale model of a person, animal, or inanimate object) or otherwise general symbol. Each player may control one or more pieces. Some games involve commanding multiple pieces, such as chess pieces or Monopoly houses and hotels, that have unique designations and capabilities within the parameters of the game; in other games, such as Go, all pieces controlled by a player have the same capabilities. In some modern board games, such as Clue, there are other pieces that are not a player's representative (i.e. weapons). In some games, pieces may not represent or belong to any particular player. See also Counter (board wargames). player: the participant(s) in the game. See also Player (game). point: see space. polyhedral dice: see die/dice. replacement capture: see displacement capture. rule: a condition or stipulation by which a game is played. ruleset: the comprehensive set of rules which define and govern a game. space: a physical unit of progress on a gameboard delimited by a distinct border, and not further divisible according to the game's rules. Alternatively, a unique position on the board on which a piece in play may be located. For example, in Go, the pieces are placed on grid line intersections, called points, and not in the areas bounded by the borders, as in chess. The bounded area geometries can be square (e.g. chess), rectangular (e.g. shogi), hexagonal (e.g. Chinese checkers), triangular (e.g. Bizingo), quadrilateral (e.g. Three-player chess), or other shapes (e.g. Circular chess). See also Game mechanic#Movement. square: see space. token: see piece. turn: a player's opportunity to move a piece or make a decision that influences gameplay. Turns to move usually alternate equally between competing players or teams. See also Turn-based game. |
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