Glossary of board games

Last updated

This glossary of board games explains commonly used terms in board games, in alphabetical order. For a list of board games, see List of board games; for terms specific to chess, see Glossary of chess; for terms specific to chess problems, see Glossary of chess problems.

Contents

A

active
See in play .

B

bear off
To remove game piece(s) from the board and out of play. [1] Past tense: borne off.
bit
See piece .
Black
Used often to refer to one of the players in two-player games. Black's pieces are typically a dark color but not necessarily black (e.g. in English draughts official play they are red). Cf. White . See also White and Black in chess.
board
Short for gameboard .

C

capture
A method that removes another player's piece(s) from the board. For example: in checkers, if a player jumps an opponent's piece, that piece is captured. Captured pieces are typically removed from the game. In some games, captured pieces remain in hand and can be reentered into active play (e.g. shogi, Bughouse chess). See also Game mechanics § Capture/eliminate.
card
A piece of cardboard often bearing instructions, and usually chosen randomly from a deck by shuffling.
cell
See hex and space .
checker
See piece .
checkerboard
A square gameboard with alternating dark and light-colored squares.
chessboard
The square gameboard used in chess, having 64 squares of alternating dark and light-colors.
column
See file .
component
A physical item included in the game. E.g. the box itself, the board, the cards, the tokens, zipper-lock bags, inserts, rule books, etc. See also equipment .
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
A capture method whereby an enemy piece is captured by being blocked on adjacent sides by opponent pieces. (Typically laterally on two sides as in Tablut and Hasami shogi, or laterally on four sides as in Go. Capture by blocking on two sides diagonally is done in Stone Warriors, and surrounding on three sides is required in Bizingo.) Also called escort capture and interception capture.
custodian method
See custodian capture .

D

deck
A stack of cards.
die
sing. of dice . [1]
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.
direction of play
The order of turns in a multiplayer game, e.g. clockwise around the board means the player to the left has the next turn.
disc
See piece .
displacement capture
A capture method whereby a capturing piece replaces the captured piece on its square, cell, or point on the gameboard.
doublet
1.  The same number displayed by two dice.
2.  The number displayed by one or more die is doubled.
3.  The union of two game pieces to move as one.
[1]

E

empty board
Many games start with all pieces out of play; for example, Nine men's morris, Conspirateurs, Entropy , and Go (if a handicap is not employed). Some gameboards feature staging areas for the pieces before any are put into play; for example, Ludo and Malefiz.
enemy
An enemy piece is a piece in the same army or set of pieces controlled by the opponent; or, in a multiplayer game, a piece controlled by the partner of an opponent.
Engine-building
A board game genre and gameplay mechanic that involves adding and modifying combinations of abilities or resources to assemble a virtuous circle of increasingly powerful and productive outcomes. [2] A successfully built engine can create a snowball or domino effect.
Equipment for Ludo: four Ludo pieces, a die, a dice cup, a Ludo board Ludo Pieces.JPG
Equipment for Ludo: four Ludo pieces, a die, a dice cup, a Ludo board
equipment
Refers to physical components required to play a game, e.g. pieces, gameboard, dice.
escort capture
See custodian capture .
exchange
For games featuring captures, the capture of a piece followed immediately by the opponent's recapture.

F

file
A straight line of spaces running from top to bottom of a gameboard at right angle to a rank. Also called column. [1]
friendly
A piece in the same army or set of pieces controlled by a player; or, in a multiplayer game, a piece controlled by a player's partner.

G

Surakarta gameboard and initial setup Surakarta.png
Surakarta gameboard and initial setup
gameboard
Or game board . The (usually quadrilateral) marked 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 some games use a modular board whose component tiles or cards can assume varying layouts from one session to another, or even during gameplay.
game component
See component .
game equipment
See equipment .
game piece
See piece .
gameplay
The execution of a game; or specifically its strategy, tactics, conventions, or mechanics.
gamer
A person who plays board game(s). See also player .
gamespace
A gameboard for a three-dimensional game (e.g., the 5×5×5 cubic board for Raumschach).
grace
An extra turn. [1]

H

handicap
An advantage given to a weaker side at the start of a game to level the winning chances against a stronger opponent. Go has formal handicap systems (see Go handicaps); chess has traditional handicap methods not used in rated competitions (see Chess handicap).
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.
huff
The forfeiture of a piece as a penalty for infringing a rule. [1]

I

in hand
A piece in hand is one currently not 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 that begin the game in a staging area off the main board, as in Ludo or Chessence.
in play
A piece active on the main board, not in hand or in a staging area. Antonym: out of play .
interception capture
See custodian capture .
intervention capture
A capture method the reverse of the custodian method: a player captures two opponent pieces by moving to occupy the empty space between them.

J

jump
To move a piece over one or more pieces or spaces on the gameboard. [1] Depending on the context, jumping may include capturing an opponent's piece. See also Game mechanics § Capture/eliminate.

L

leap
See jump .

M

man
In chess, a piece or a pawn. In draughts, an uncrowned (i.e. not a king) piece.
Wooden meeples from the board game Carcassonne Carcassonne Miples.jpg
Wooden meeples from the board game Carcassonne
meeple
A game piece that represents a person in concept, shaped like an approximation of a person.
mill
Three or more pieces in a line of adjacent spaces. [1]
move
See turn .

O

odds
See handicap .
open board
A gameboard with no pieces, or one piece, in play. Typically for demonstration or instruction.
order of play
See direction of play .
orthogonal
A horizontal (straight left or right) or vertical (straight forward or backward) direction a piece moves on a gameboard.
out of play
A piece not active on the main board, it might be in hand or in a staging area. Antonym: in play .
over the board
A game played face to face with the opponent, as opposed to playing remotely (online or other means, for e.g. correspondence chess).

P

pass
The voluntary or involuntary forfeiture of a turn by a player.
pie rule
Used in some two-player games to eliminate any advantage of moving first. After the first player's opening move, the second player may optionally swap sides.
Simple wooden pawn-style playing pieces, often called Halma pawns Spielstein.jpg
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, singleton, 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, such as mancala games, pieces may not represent or belong to any particular player. Mancala pieces are undifferentiated and typically seeds but sometimes beans, coins, cowry shells, ivory balls, or pebbles.
Note that in chess usage the term piece in some contexts only refers to some of the pieces, which are also known as chessmen.
playboard
See gameboard .
player
The participant(s) in the game. See also gamer .
playing area
The spaces on a gameboard for use by pieces in play.
playspace
See playing area .
point
See space .
The five Platonic solid polyhedrals (from the left): tetrahedron (d4), cube (d6), octahedron (d8), dodecahedron (d12), icosahedron (d20) BluePlatonicDice.jpg
The five Platonic solid polyhedrals (from the left): tetrahedron (d4), cube (d6), octahedron (d8), dodecahedron (d12), icosahedron (d20)
polyhedral dice
Dice that are not cubes, usually some kind of Platonic solid. Polyhedral dice are generally referred to through the construction "d + number of sides" (ex. d4, d8, d12, d20). See also dice .

R

rank
A straight line of spaces running from one side to the other across a gameboard at right angle to a file. Also called row. [1]
replacement capture
See displacement capture .
row
See rank .
rule
A condition or stipulation by which a game is played.
ruleset
The comprehensive set of rules which define and govern a game.

S

singleton
A game piece that is isolated and often prone to attack. [1]
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), cubic (e.g. Raumschach), or other shapes (e.g. Circular chess). Cf. gamespace . See also Game mechanics § Movement.
square
See space .
staging area
A space set aside from the main gameboard to contain pieces in hand. In Ludo, the staging areas are called yards. In shogi, pieces in hand are placed on komadai.
starting area
See staging area .
stone
See piece .
swap
See exchange .

T

take
See capture .
token
See piece .
trade
See exchange .
triplet
The same number displayed by three dice. [1]
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.

W

White
Used often to refer to one of the players in two-player games. White's pieces are typically a light color but not necessarily white (e.g. backgammon sets use various colors for White; shogi sets have no color distinction between sides). White often moves first but not always (e.g. Black moves first in English draughts, shogi, and Go). Cf. Black . See also White and Black in chess.
Worker Placement
A genre of board games in which players take turns selecting an action while optimizing their resources and making meaningful decisions. [3]

Notes

  1. 1 2 3 4 5 6 7 8 9 10 11 Bell, R. C. (1983). "Glossary". The Boardgame Book. Exeter Books. p. 160. ISBN   0-671-06030-9.
  2. Engelstein, Geoffrey; Shalev, Isaac. Building Blocks of Tabletop Game Design. CRC Press. p. 438. ISBN   978-1-138-36549-0.
  3. "Best Worker Placement Board Games | Ultimate Guide". The Board Gamer. 2023-03-20. Retrieved 2023-04-25.

Related Research Articles

<span class="mw-page-title-main">Shogi</span> Japanese strategy board game

Shogi, also known as Japanese chess, is a strategy board game for two players. It is one of the most popular board games in Japan and is in the same family of games as Western chess, chaturanga, xiangqi, Indian chess, and janggi. Shōgi means general's board game.

Mak-yek is a two-player abstract strategy board game played in Thailand and Myanmar. Players move their pieces as in the rook in Chess and attempt to capture their opponent's pieces through custodian and intervention capture. The game may have been first described in literature by Captain James Low a writing contributor in the 1839 work Asiatic Researches; or, Transactions of the Society, Instituted in Bengal, For Inquiring into The History, The Antiquities, The Arts and Sciences, and Literature of Asian, Second Part of the Twentieth Volume in which he wrote chapter X On Siamese Literature and documented the game as Maak yék. Another early description of the game is by H.J.R. Murray in his 1913 work A History of Chess, and the game was written as Maak-yek.

<i>Parcheesi</i> Abstract strategy board game

Parcheesi is a brand-name American adaptation of the Indian cross and circle board game Pachisi, published by Selchow & Righter and Winning Moves Games USA.

<span class="mw-page-title-main">Tori shogi</span>

Tori shōgi is a variant of shogi, which was invented by Toyota Genryu in 1799 despite being traditionally attributed to his master Ōhashi Sōei. It was first published in 1828 and again in 1833. The game is played on a 7×7 board and uses the drop rule; it is the only traditional shogi variant, possibly besides wa shogi, to do so. This is one of the more popular shogi variants. There were tournaments in London and Royston in the 1990s and early 2000s.

<span class="mw-page-title-main">Chu shogi</span>

Chu shogi is a strategy board game native to Japan. It is similar to modern shogi in its rules and gameplay. Its name means "mid-sized shogi", from a time when there were three sizes of shogi variants that were regularly being played. Chu shogi seems to have been developed in the early 14th century as a derivative of dai shogi. There are earlier references, but it is not clear that they refer to the game as we now know it.

<span class="mw-page-title-main">Tai shogi</span> 25x25 grid variant of Japanese chess

Tai shogi is a large board variant of shogi. The game dates to the 15th century and is based on earlier large-board shogi games. Before the discovery of taikyoku shogi in 1997, tai shogi was believed to be the largest playable chess variant, if not board game, ever. One game may be played over several long sessions and require each player to make over a thousand moves. It was never a popular game; indeed, a single production of six game sets in the early 17th century was a notable event.

Yari shogi is a modern variant of shogi ; however, it is not Japanese. It was invented in 1981 by Christian Freeling of the Netherlands. This game accentuates shogi’s intrinsically forward range of direction by giving most of the pieces the ability to move any number of free squares orthogonally forward like a shogi lance. The opposite is true of promoted pieces which can move backward with the same power.

<span class="mw-page-title-main">Hasami shogi</span>

Hasami shogi is a variant of shogi. The game has two main variants, and all Hasami variants, unlike other shogi variants, use only one type of piece, and the winning objective is not checkmate. One main variant involves capturing all but one of the opponent's men; the other involves building an unbroken vertical or horizontal chain of five-in-a-row.

Whale Shogi is a modern variant of shogi. It is not, however, Japanese: it was invented by R. Wayne Schmittberger of the United States in 1981. The game is similar to Judkins shogi, but with more pieces, and the pieces are named after types of whale.

Judkins shogi is a modern variant of shogi, however it is not Japanese. Credit for its invention has been given to Paul Judkins of Norwich, UK, prior to April 1998.

Dai shogi or Kamakura dai shogi (鎌倉大将棋) is a board game native to Japan. It derived from Heian era shogi, and is similar to standard shogi in its rules and game play. Dai shogi is only one of several large board shogi variants. Its name means large shogi, from a time when there were three sizes of shogi games. Early versions of dai shogi can be traced back to the Kamakura period, from about AD 1230. It was the historical basis for the later, much more popular variant chu shogi, which shrinks the board and removes the weakest pieces.

<span class="mw-page-title-main">Tenjiku shogi</span>

Tenjiku shogi is a large-board variant of shogi. The game dates back to the 15th or 16th century and was based on the earlier chu shogi, which itself was based on dai shogi.

Navia Dratp is a collectible miniatures game with similarities to shogi, the Japanese equivalent of chess. See also chess variants for similar games.

Ming mang is a two-player abstract strategy board game from Tibet. Ming mang is also a general term for the word "boardgame" in Tibet. The correct name and spelling of the game may actually be Mig mang(s), but pronounced Ming mang or Mi Mang. The term mig mang is also applied to Tibetan go with both games using exactly the same board which is a 17 x 17 square board, and black and white pieces. Mig is in reference to the chart of the board, and Mangs refers to the notion that the more charts are used on the board, the more pieces are needed to play the game, but some state that it means "many eyes". The game may also be known as Gundru. The game was popular among some Tibetan monks before the Chinese invasion of Tibet in 1950, and the uprising in 1959, and among aristocratic families.

Jul-gonu is a two-player abstract strategy board game from Korea. It is one of many gonu games. The game has a relatively small board, and yet offers a challenge at different levels. The game could be played on a larger board, however, it tends to be tiresome. Jul means "lines", and the lines of the board are often drawn on the ground. The game is also referred to as "ne-jul-gonu", i.e. "four-lines gonu", referring to the four lines in each direction.

<span class="mw-page-title-main">Outline of chess</span> Overview of and topical guide to chess

The following outline is provided as an overview of and topical guide to chess:

<span class="mw-page-title-main">The Duke (board game)</span> Abstract strategy board game

The Duke is a two-player abstract strategy board game played on a square-tiled gameboard, with 36 squares arranged in a 6×6 grid. The game has been compared to chess and chess variants, while retaining notable differences in unit movement and overall gameplay.

<span class="mw-page-title-main">Glossary of tables game terms</span> List of definitions of terms used in tables games

The following is a glossary of terms used in tables games, essentially games played on a Backgammon-type board. Terms in this glossary should not be game-specific, but applicable to a range of tables games.

<span class="mw-page-title-main">Gunjin Shōgi</span> Japanese board game

Gunjin Shōgi or Japanese Military Chess (軍人将棋), also known as Marching Chess, is a two-player board game, intended for children. Although the pentagonal pieces are shaped like those of Shōgi, the objective is to capture the other player's flag, more similar in gameplay to Stratego (1942) and its antecedent L'Attaque (1908). Both players start with an equal number of pieces in varying strengths; like Stratego and L'Attaque, Gunjin Shōgi is a game of imperfect information, where the placement of the opponent's pieces are hidden initially and must be determined by deduction. It is not known what influence these games, which were developed around the same time, may have had on each other, as there are notable similarities and differences.

References