We've had a number of discussions here on the concepts of game mechanisms, themes, "types," etc., trying to classify games in order to better get a grip on designing them. All of these conversations have been quite interesting.
Right now I'm working on a little web app to make Game Design Showdowns easier. As part of it I realized that I wanted descriptions for the various mechanisms, themes, etc. and so, remembering that there are some on the BoardGameGeek, went over to take a look.
Unfortunately they vary considerably in quality and, even, existence (lots are missing). When I started working through them I remembered that some of the things listed as "themes" included stuff like "card game" and "dice". I decided to reclassify such things as "types," which while being a non-ideal word, is certainly better than nothing.
Here's where I'd like some assistance: I'd like descriptions for each of these, and I'd like them to be better categorized where necessary, so I'm looking for any input you can provide on the lists below. Most of the descriptions are from the 'Geek, though I modified a number of them and added a few.
Something missing? Something in the wrong group? Something just not fit the groups? Something wrong/incomplete with the description? Have a thought for a description? Any thoughts would be great. I will, of course, pass all of it back to the BoardGameGeek guys after we come up with something.
Types
Action/Dexterity: Features manual dexterity.
Board: A game board is the primary focus of play.
Card: Cards are the primary focus of play.
Children's: Simple rules allow children to play and reasonably compete.
Collectible: Players collect items -- cards, miniatures, etc. -- between playings by purchasing additional sets or "boosters" designed to improve or change the game.
Dice: Dice are the primary focus of play
Educational:
Electronic:
Math:
Miniatures: Miniature figures are the primary focus of play.
Party: Light, fun game, usually designed to be played by a festive, boisterous group.
Puzzle: (Not strategy/tactics oriented)
Strategy:
Tile-Laying:
Trivia: Players' knowledge of specific facts is tested.
Wargame: Often based on historical scenarios, wargames usually feature overt conflict between players.
Word: Features the use of vocabulary or spelling skills.
Mechanisms
Acting: Players must represent another/perform theatrically.
Action Point Allowance: Players get a set number of points each turn to devote to various actions, at their discretion.
Area Enclosure: Fence off or surround.
Area Movement: Players move pieces on a board, often traversing irregular areas rather than a grid.
Auction/Bidding: Evaluation and bidding for items or opportunity.
Battle Cards: Players resolve conflict by choosing from a limited hand of cards to play against each other, commonly adding to or modifying some other conflict comparison.
Betting/Wagering: Players risk money to gain more money, based on the outcome of the game or sub-game.
Bluffing: Players try to fool each other.
Commodity Speculation: Players acquire commodities or other speculative elements in the hope that the value will rise.
Cooperative Play: All of the players (or all but one) play as a team and win or lose together.
Crayon Rail: Players draw (usually railroad) tracks between cities.
Deduction: Players use logic to determine currently-unknown information.
Dice Rolling: Players roll one or more dice that significantly affect the outcome of the game.
Drafting: Players make selections from a number of open choices.
Exploration: Players reveal unknown territories or rewards.
Hand Management: Players are given a collection of cards with which to accomplish a set of goals with the caveat being that players should be very frugal with the cards.
Hex-and-Counter: Played by moving cardboard counters over a map superimposed with a hexagonal grid as in many wargames.
Line Drawing: Players produce a likeness by making lines on a surface.
Maze:
Memory: Players memorize and recall game information.
Modular Board: The playing surface of this game is composed of changeable elements which are vary with each playing (different setup), or mutate during play.
Negotiation: Players are required to make deals with other players in order to win.
Paper-and-Pencil: Plays mostly using pencil and paper. Does not include games like Bridge where it only includes scorekeeping or Boggle where where it is merely used to record information.
Partnership: Each player cooperates with at least one other, winning or losing as a team.
Pattern Building: Players match or associate colors, shapes, symbols, etc. to form a larger pattern.
Pattern Recognition: Players actively attempt to recognize patterns in colors, shapes, symbols, etc.
Pick-up and Deliver: Players need to physically move resources around the board to fill demands or game requirements.
Point-to-Point Movement: Players move pieces from one point on a board to another, not necessarily in a linear fashion.
Race: Players attempt to finish a sequence or task first.
Real-Time: Instead of taking turns, quick thinking and action are rewarded.
Rock-Paper-Scissors: Based on the simple children's game of the same name, players attempt to out wit opponents by correctly guessing and countering others' moves. Requires that some moves are "better" than others.
Roleplaying: Players use their imaginations to "act out" roles, usually only verbally.
Roll-and-Move: Players roll one or more dice and move pawns or markers the indicated number of spaces on a (usually) fixed game board, generally along a linear path..
Secret Unit Deployment: Player's on-board resources are not implicitly known by all players, all the time.
Set Collection: Players seek to acquire particular sets of elements and usually more of one type is better.
Simultaneous Action Selection: Each player picks his action for the turn secretly, and then all moves are resolved simultaneously.
Singing: Players sing, hum, whistle, or play melodies.
Stock Holding: Players acquire interest through purchasing stock, which usually means one player doesn't have exclusive control/benefit over an element.
Storytelling: Players tell parts or all of a story, usually coming up with the wording and sometimes the plot and characters.
Territorial: Players control and, usually, attempt to expand areas of a board.
Tile Placement: This game features non-moving tiles arranged on a playing surface.
Trading: Players exchange resources to better suit their individual needs.
Trick-Taking: Players serially play cards (usually one card each), with the "trick" (or played cards) usually being awarded to the winner.
Variable Phase Order: Order of the phases changes from turn to turn; not all phases may be present every turn.
Variable Player Powers: Each player has different gameplay abilities, commonly powers that "break" the rules.
Voting: Players make game decisions together by voting.
Themes
Abstract: No theme.
Adventure: (Like Raiders of the Lost Ark, etc.)
American Civil War: Features the civil war in America, primarily 1861-1865.
American Revolutionary War: (I'm thinking all of war might be collapsed into one theme for these purposes?)
American West: Features the 19th century American West, including cowboys, ranching, and American Indians.
Ancient: From the beginning of written history (about 4000 BC) to the end of the Roman Empire (about 500 AD). Later than Prehistoric, earlier than Medieval.
Animals:
Arabian:
Automobiles:
Book-Based:
City Building: Players plan and erect buildings.
Civilization: Players represend different cultures or the game is about developing different cultures.
Comic Book:
Computer/Internet:
Economic: Money management is a main feature, which isn\'t simply used to keep score.
Environmental:
Fantasy: Features elements commonly found in fantasy fiction such as elves, swords, and magic.
Farming: Features the planting and harvesting of crops.
Fighting:
Horror: Features gore, violence, and/or the supernatural.
Humor:
Industry/Manufacturing:
Korean War:
Mafia: Features the elements of gangster films, including crime and crime families.
Medieval: Thematic elements from the Middle Ages are represented in this game, such as knights and serfs. Later than Ancient, earlier than Renaissance.
Modern Warfare:
Movies and Television:
Murder/Mystery: Features some sort of mystery to solve or murder to thwart.
Music:
Mythology:
Napoleonic: Features the military conflicts of France's Napoleon Bonaparte.
Nautical: Features nautical elements such as ships, fishing, and navigation.
Pirates:
Political: Players seek to manipulate elements or events to fit a personal agenda.
Prehistoric: Takes place prior to written history (generally pre 4000 BC).
Religious:
Renaissance: 15th century in Italian areas and later elsewhere awakening to new ideas, global exploration and expansion of long-distance trade. After Medieval.
Science Fiction: Features elements commonly found in science fiction such as aliens, space, and futuristic technology.
Spies:
Sports: This game is about sporting events: bicycling, soccer, football, etc.
Trains: In general, this game is about trains (or a reasonable facsimile).
Transportation: Players move people, commodities, and/or vehicles from place to place.
Travel:
Videogame-Based:
Vietnam War:
World War I:
World War II:
I have lots of ideas for changes and more information myself, but time is always short for me and so any input y'all can provide would be great!
-- Matthew
Ooh, good point. Though the Wiki's general lack of visibility right now makes it slightly less ideal, so I'd like to leave it here for the early responses.