Reference

The design
glossary.

A short, plain-language glossary of the vocabulary designers use to talk about how games work. Learn a few and the field guide reads a little easier.

Core loop

The short cycle of actions a player repeats throughout a game — the beating heart of its design.

Engine

A set of pieces a player builds that produce more and more each turn once they're set up.

Tempo

The pace of progress — playing with good tempo means getting the most done in the fewest turns.

Snowball

When a small early lead compounds into a big one, because being ahead helps you get further ahead.

Downtime

The waiting between your turns. Designers work hard to keep it short so nobody tunes out.

Catch-up mechanism

A rule that gently helps trailing players, keeping the game close and worth finishing.

Input randomness

Chance that happens before your decision — like a card you draw — so you can plan around it.

Output randomness

Chance that happens after your decision — like a roll to resolve it — so the result stays uncertain.

Emergent complexity

Rich play that arises from a few simple rules interacting, rather than from many rules.

Tableau

The personal array of cards or tiles a player builds in front of them during a game.