The Ludarium Guild of Game Guides · Toolkit

The Jargon Translator

Hobby words, and the plain words to say instead when you teach a newcomer.

Every hobby word is a small cost to a newcomer: one more thing to decode while they are trying to learn. Use the left column to understand a word. Use the right column at the table instead of the word.

Mechanics

WordWhat it meansSay this instead
Action selectionEach turn you pick one action from a short menu of choices, and that is your turn.“On your turn, pick one of these four things to do.”
Area controlPlayers compete to have the most pieces in places on the map. Whoever has the most in a place usually scores it or controls it.“Whoever has the most pieces in a region owns it, so try to outnumber everyone there.”
AuctionPlayers bid against each other for something, and the highest bid wins it and pays.“We go around and offer money for this. Raise the price or drop out, and the last one in gets it.”
CooperativeEveryone plays on one team against the game itself. You all win together or lose together.“We're all on the same side tonight, and the game is trying to beat us.”
Deck buildingEveryone starts with a small, plain deck of cards and adds better cards over the game. Your deck gets stronger as you play.“You start with a weak pile of cards, and every turn you can buy a better one to shuffle in.”
Dice rollingDice decide some of what happens, so luck plays a part.“Roll these, and the numbers tell you what you get.”
DraftingPlayers take turns picking from a shared set of options. You pick one and pass the rest along.“Pick one card you like and pass the rest to your left.”
Engine buildingYou build up a set of things that make more stuff for you each turn, so later turns are bigger than early ones.“Early on, buy things that give you more things. By the end, your turns get big.”
Hand managementChoosing well what to play, what to keep, and when, from the cards you hold.“These cards are your options. Think about which to use now and which to save.”
LegacyA game you play as a series of sessions, where the rules and pieces change for good as you go. Stickers go on the board and some cards get torn up.“This game changes every time we play. What we do tonight sticks for next time.”
Pick up and deliverYou collect goods in one place and carry them to another place that wants them.“Grab cargo here and drop it off where someone needs it.”
Push your luckYou keep going for a bigger reward, but each step risks losing what you have built up that turn.“You can keep going for more, but if it goes wrong you lose this round's points. Stop whenever you like.”
Roll and writeSomeone rolls dice and everyone uses the result to fill in their own sheet with a pencil.“Each roll, everyone picks how to use the numbers and marks it on their own sheet.”
Set collectionYou score by gathering groups of matching or related things.“Collect sets of the same kind. Bigger sets score more.”
Social deductionSome players have secret roles, and the table tries to work out who is who by talking.“A few of us are secretly on the other side. Watch what people do and figure out who.”
Tile layingYou place tiles to build a shared map or your own area, and how they fit together matters.“Draw a tile and add it so it fits next to the others.”
Trick takingEach player plays one card, and the best card wins that set of cards, called a trick. Like Spades or Hearts.“Everyone plays one card, and the highest card of the color that was led takes the pile.”
Variable player powersEach player has a special ability or rule that the others do not have, so everyone plays a little differently. Also called asymmetric play.“Your character has a special trick nobody else has. Read it and we'll see how it helps.”
Worker placementYou put one of your pieces on a spot to claim that action. Once a spot is taken, others usually cannot use it this round.“You get a few people. Each turn, send one to a spot on the board to do that job, and nobody else can go there this round.”

Turns and rounds

WordWhat it meansSay this instead
Action economyHow many useful things you can do in a turn or a game. Extra actions are valuable.“Anything that lets you do one more thing on your turn is a big deal.”
First player tokenA marker that shows who goes first. In some games it moves each round, or you can take it as an action.“Whoever has this goes first. It moves around as we play.”
PhaseOne part of a round. Many games split each round into steps done in the same order every time.“Every round goes in the same order: first we do this, then this, then this.”
RoundOne full pass around the table, or one set of steps everyone does, depending on the game.“Once everybody has had a go, that's one round.”
TempoBeing a step ahead of others in timing, so you get to things first or force them to react to you.“Getting there first matters here, so a quick move now can beat a big move later.”
Turn orderThe order players take their turns in. Some games change it every round.“We go clockwise, starting with you.”
UpkeepA housekeeping step, often at the start or end of a round, where you refresh, pay, or reset things.“Before the next round, we all do a little cleanup: refill this and pay for that.”

Cards

WordWhat it meansSay this instead
Discard pileThe face-up stack where used or thrown-away cards go.“Done with a card? It goes face up on this pile.”
Draw pileThe face-down stack you take new cards from. Also called the deck.“New cards come off the top of this stack.”
Hand limitThe most cards you can hold. If you go over, you discard down to the limit, usually at a set time.“You can hold up to this many cards. Any extra go back.”
MulliganThrowing back your starting hand and drawing a new one, sometimes with a small cost.“Don't like your first hand? You can swap it once.”
TableauThe cards you have played in front of you, which stay out and usually help you for the rest of the game.“Cards you play stay in front of you and keep helping you.”
Tap or exhaustTurning a card sideways to show you have used it. It comes back at a set time, often your next turn.“Turn this card sideways once you've used it. It's ready again next turn.”

Scoring and winning

WordWhat it meansSay this instead
End-game triggerThe thing that starts the end of the game, like a track filling up or a pile running out. Often play finishes the round after it.“When someone reaches this, we finish the round and then count up.”
KingmakingWhen a player who cannot win still decides who does, by choosing whom to help or hurt.“If you can't win, it's fine to just play your best move. Nobody has to pick the winner.”
Point saladA game where almost everything you do scores a few points in a different way, so there are many paths to win.“Nearly everything here gets you points, so do what looks fun and you'll score.”
Runaway leaderA player who gets ahead early and keeps getting further ahead, because being ahead makes it easier to stay ahead.“If someone pulls way ahead, it's worth teaming up to slow them down.”
TiebreakerThe rule that decides the winner when scores are equal. It differs from game to game.“If we tie, the one with more of these wins.”
Victory pointsThe points that decide who wins. Most points at the end wins.“Whoever has the most points at the end wins. These are the points.”

Table talk

WordWhat it meansSay this instead
Ameritrash or thematic gameA game built around story, theme, and drama, often with dice, fighting, and big swings. Ameritrash is an old hobby nickname; thematic game is the kinder term.“This one is about the story, so expect big moments, lucky rolls, and some chaos.”
Analysis paralysisWhen a player gets stuck thinking about a move for a long time because there are so many options. Often shortened to AP.“Take your time. If it helps, tell me the two moves you're stuck between.”
BGGBoardGameGeek, a large website with a database of board games, forums, and ratings.“There's a big website where people rate games, if you want to find more like this one.”
EuroA style of game, first popular in Germany, with little luck, little direct conflict, and many ways to score points.“Nobody attacks anybody in this one. We're each building our own thing and comparing points at the end.”
FLGSFriendly local game store, the hobby shop where people buy and often play games.“There's a game shop nearby where you can try games before you buy them.”
Gateway gameA game that is easy to learn and fun for new players, often someone's first modern board game.“This one's quick to learn, and it's a nice first step into newer games.”
House ruleA change to the official rules that a group agrees to use at their table.“The book says one thing, but tonight let's play it this way. Everyone okay with that?”
MeepleA small wooden person-shaped playing piece. The word blends my and people.“These little wooden people are your pieces.”
Quarterback or alpha playerIn a team game, one player who tells everyone else what to do on their turns.“We can all share ideas, but on your turn, you make the call.”
Rules lawyerA player who holds the table closely to the exact rules, sometimes more than the moment needs.“Let's play it this way for now and check the book after the game.”
Take thatMoves that directly hurt another player, like stealing from them or wrecking their plans.“Some cards let you mess with other people. It's part of the fun, not personal.”
WeightHow complex or heavy a game is to learn and play. A light game is simple; a heavy game has many rules and long turns.“This one's on the lighter side, so we'll be playing in a few minutes.”

theludarium.com/academy/guild · The game is the reason. The people are the point.