GLOSSARY
Talk the talk
Dice notation, deck-building, what a meeple is, what a weekend rate means — all the vocabulary that shows up on our listings and around the hobby, explained the way we'd explain it at the table.
All glossary terms
Sensory & Neurodivergent Play
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Executive Function
The mental skills behind planning, starting a task, switching between steps, and following multi-step instructions — the parts a complicated rulebook leans on hardest.
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Fidget Tool
A small object — a spinner, a cube, a piece of putty — kept in hand to support focus or self-regulation, including during a long game.
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Hyperfocus
A state of deep, sustained absorption in an activity, common in ADHD and autism, where time and everything else outside the task tends to disappear.
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Info Dumping
Enthusiastically sharing detailed knowledge about a favorite topic — a common and genuinely positive way autistic people connect, not oversharing to be corrected.
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Meltdown vs. Tantrum
A meltdown is an involuntary response to being overwhelmed, not a choice or a bid for something — which is what actually separates it from a tantrum.
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Neurodivergent
An umbrella term for brains that process, learn, and experience the world differently than what's considered typical — autism and ADHD are two examples, not the whole list.
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Neurotypical
The word for a brain that processes the world in whatever way counts as 'typical' — the counterpart to neurodivergent, not a judgment either way.
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Parallel Play
Being present and engaged at the same table without needing constant back-and-forth interaction — a completely legitimate way to enjoy a game night.
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Sensory Break
A pause taken specifically to step back from too much sensory input and reset, before rejoining whatever's happening.
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Sensory Overload
The point where sensory input — noise, light, clutter, too much happening at once — outpaces what a nervous system can comfortably sort through.
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Sensory Processing
How a brain takes in and makes sense of input like sound, light, texture, and movement — and why the same game can feel completely different to two people at the same table.
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Sensory-Friendly
Chosen or designed with an eye toward lower, more predictable sensory input — not the absence of stimulation, just less of it landing all at once.
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Social Script
A rehearsed or planned way of navigating a social situation — knowing the moves ahead of time so the interaction takes less improvising in the moment.
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Special Interest
A deep, energizing, long-running interest — common among autistic people — that someone returns to for genuine joy, not just a hobby among many.
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Stimming
Repetitive movement or sound — rocking, tapping, humming, fidgeting — used to self-regulate, focus, or process. A normal tool, not a problem to fix.
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Visual Schedule
A picture-or-word sequence showing what's coming next, used to lower the uncertainty of 'what happens now' before it happens.
Dice & Randomizers
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Critical Hit & Critical Fail
Rolling the best or worst possible result on a die — usually the max or the minimum — which triggers an extra-good or extra-bad outcome.
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D10
A ten-sided die numbered 0 through 9, used on its own for a 1-to-10 roll or paired up for percentile results.
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D12
A twelve-sided die with pentagon-shaped faces, giving a wider result range than a D6 or D8 without going all the way to a D20.
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D20
The twenty-sided die that decides most rolls in tabletop RPGs, numbered 1 through 20 and instantly recognizable even outside the hobby.
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D4
A four-sided die shaped like a tiny pyramid, usually read from whichever number sits at the top point rather than a flat face.
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D6
The standard six-sided die everyone already knows from Monopoly and Yahtzee, and the most common die in tabletop gaming by far.
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D8
An eight-sided die shaped like two pyramids glued base to base, landing on a flat triangular face like most other dice.
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Dice Drafting
A mechanic where players take turns picking dice from a shared pool, using each die's number or color as a resource rather than rolling for luck.
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Dice Notation
The shorthand for describing a roll, like 2d6+3, meaning roll two six-sided dice and add 3 to the total.
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Dice Pool
Rolling a handful of dice at once and counting how many hit a target, instead of rolling one die and adding a modifier.
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Exploding Dice
A mechanic where rolling the highest possible number lets you roll again and add the new result on top.
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Novelty Dice
Decorative or collectible dice — metal, resin, glow-in-the-dark, oversized — that go beyond the plain set that ships in a game box.
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Percentile Dice (D100)
A pair of ten-sided dice, one for the tens digit and one for the ones digit, read together for a result from 1 to 100.
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Polyhedral Dice Set
The standard matched set of seven dice — D4, D6, D8, two D10s, D12, and D20 — that most RPGs and dice-heavy games are built around.
Game Mechanics
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Abstract Strategy Game
A pure-strategy game with little or no theme layered on top, like chess, go, or their modern descendants.
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American-Style Game
A theme-forward design tradition built on direct conflict and dice or cards driving the outcome, with story taking priority over abstraction.
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Area Control
A scoring style based on holding more presence in a region of the board than anyone else, rather than collecting points directly.
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Asymmetric Game
A game where players have genuinely different abilities, goals, or rules from each other, not mirrored starting positions.
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Campaign Game
A series of connected sessions that build on each other from one game night to the next, without the permanent changes of a legacy game.
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Catch-Up Mechanic
A rule that gives players who are behind a boost, keeping the game close instead of letting an early lead run away with it.
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Cooperative Game
A game where everyone plays on the same team against the game itself, winning or losing together.
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Dexterity Game
A game decided by physical skill — stacking, flicking, balancing, or aiming — rather than strategy, luck, or reading the table.
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Drafting
A mechanic where players pick one item from a hand or pool and pass the rest along, repeating until everyone's built their set.
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Engine Building
A mechanic where your early turns are spent assembling abilities and resources that combine into bigger, faster turns later on.
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Euro Game
A design tradition built around indirect competition, resource management, and low luck, usually with a light or abstract theme.
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Hex-and-Counter
A wargame style played on a hexagonal grid with cardboard unit counters, favored for precise movement and range.
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Hidden Movement
A mechanic where one or more players move in secret and everyone else has to deduce or track where they've gone.
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Legacy Game
A game that permanently changes as you play it across sessions — stickers get placed, cards get torn up, and none of it resets.
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Party Game
A quick-to-learn, social game built for a big, loud group rather than deep individual strategy.
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Player Elimination
A design where a losing player can be knocked out of the game entirely before it ends for everyone else.
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Push Your Luck
A mechanic that dares you to keep risking what you've already gained against a rising chance of losing all of it.
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Roll-and-Write
A game where players roll shared dice and mark the results on their own personal scoresheet.
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Social Deduction Game
A game where players are secretly assigned hidden roles or teams and must talk, bluff, and vote to figure out who's who.
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Tile-Laying
A mechanic where players place tiles turn by turn to build out a shared map or their own personal board.
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Variable Player Powers
A design where each player starts the game with a unique special ability or asymmetric starting condition instead of identical options.
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Worker Placement
A mechanic where players place a limited number of pawns on a shared board to claim actions before anyone else gets there first.
Card Games
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Bluffing Game
A game where winning depends on convincingly misrepresenting your hand, your intentions, or what you actually know.
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Deck-Building
A game where you start with a weak, uniform deck and spend the game buying or adding cards to build it into something stronger.
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Discard Pile
The face-up pile where played or unwanted cards land — sometimes dead cards, sometimes still in play.
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Draw Pile
The face-down stack players pull new cards from during play, sometimes called the stock or the deck.
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Hand Management
The skill of deciding what to play, hold back, or discard from a limited hand of cards as a game unfolds.
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Living Card Game (LCG)
A card game sold in fixed, known expansions instead of random booster packs — same deck-building appeal, no gambling on pulls.
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Meld
A scoring set of cards — a run or a group of matching ranks — laid down or declared, most common in rummy-style games.
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Set Collection
The mechanic of gathering matching or complementary sets of cards or items over the course of a game to score points.
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Standard Deck
The ordinary 52-card deck — four suits, ace through king — underneath countless traditional and modern card games.
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Trading Card Game (TCG)
A game built around collectible cards sold individually or in random packs, where you build your own deck from what you own.
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Trick-and-Bid
A trick-taking game where players first predict how many tricks they'll win, then get scored on how close their guess was.
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Trick-Taking Game
A card game where each round every player plays one card, and the highest or best-matching card wins the pile — the 'trick.'
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Trump
A suit (or specific card) designated to automatically beat every other suit for that hand, round, or game.
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Wild Card
A card that can stand in for any other card's suit or value, at the playing player's choice.
Accessories & Components
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Card Sleeves
Clear plastic covers that slip over individual cards to protect them from wear, bends, and sticky little hands.
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Component Overload
Hobby slang for a game with so many pieces, tokens, and cards that setup and storage become challenges of their own.
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Dice Tower
A tower-shaped tool you drop dice through so they land randomized and contained instead of flying off the table.
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Dice Tray
A felt-lined tray that catches rolled dice so they stay put instead of skittering across the table.
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Game Expansion
An add-on set that extends a base game with new content — not a standalone game on its own.
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Game Insert
The molded or custom tray inside a game box that gives every component its own spot.
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Meeple
The small person-shaped playing piece — first popularized by Carcassonne — that's now shorthand for board gaming itself.
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Miniatures
Sculpted plastic or resin figures used as playing pieces instead of simple tokens or flat standees.
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Player Board
An individual board each player gets to track their own resources, score, or tableau, separate from any shared main board.
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Player Screen
A small standing panel that hides a player's hand, resources, or choices from the rest of the table.
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Playmat
A fabric or neoprene mat, often printed with a board layout or play zones, that a game gets played directly on top of.
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Resource Tokens
Small cardboard or wooden pieces standing in for in-game currency, materials, or points.
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Rulebook
The booklet that explains how to set up and play a game, sometimes split into a quick-start guide and a full reference.
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Standee
A flat cardboard cutout that stands upright in a plastic base, used in place of a sculpted miniature.
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Tuck Box
The small flip-top cardboard box a deck of cards ships in, sized to fit just that deck.
Hobby & Community
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Analysis Paralysis
Getting stuck overthinking a decision because a game offers too many options to easily choose between.
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Board Game Cafe
A cafe or venue with an in-house library of games to play on-site over food and drinks.
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Community Center Game Night
A game night hosted at a community center, rec department, or similar public gathering space rather than a private home.
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Family Game Library
A curated collection of games a family or organization keeps on hand to borrow from, rather than owning every title outright.
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Friendly Local Game Store (FLGS)
Hobby shorthand for an independent, locally owned game shop — as opposed to a big-box aisle.
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Game Night
A gathering, recurring or one-off, built specifically around playing games together instead of just being nearby each other.
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Gateway Game
A simple, welcoming game used to introduce new players to the modern hobby without overwhelming them.
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Hobby Game
A game made for the dedicated tabletop audience, rather than a mass-market title sold in every big-box store.
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House Rules
A group's own agreed-upon tweaks to a game's official rules, whether to fix a flaw or just because it's more fun their way.
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Kingmaking
When a player who can no longer win decides who else does, through their remaining choices late in the game.
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Library Game Program
A public library's program lending or hosting games for patrons, often as part of kids' or family programming.
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Min-Maxing
Optimizing a strategy or character to be as efficient as possible, sometimes at the expense of theme or fun.
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Replayability
How much a game changes or stays interesting across repeated plays, rather than feeling identical every time.
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Senior Living Game Program
Recurring game activities run at a senior living or assisted living community for resident enrichment.
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Session Zero
A short conversation before the first real play session to set expectations, house rules, or comfort levels at the table.
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Shelf of Shame
Affectionate hobby slang for the pile of games someone owns but hasn't actually gotten to the table yet.
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Table Talk
Players discussing strategy or hinting at their hands out loud during play — some games ban it, others depend on it.
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Tabletop Gaming
The general hobby of board games, card games, and dice games played at a table, as opposed to on a screen.
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The Meta
The current consensus on the strongest strategies for a game, which can shift as players discover new approaches.
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Theme vs. Mechanics
The distinction between what a game is about and how it actually plays — the two don't always match.
Process
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Game Shelf
Our full, always-current catalog of rentable games — a virtual shelf, not a physical one, since there's no storefront to walk into and browse.
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Not Stocked
A title that's on the shelf list but not something we've bought yet — you can request it, you just can't get a price on it.
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Rental Window
The standard length of a single-night rental — out after 10am, back before 10am the next day.
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Waitlist
What you join when a title is out, on its way back, or not something we own yet.
Pricing
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Delivery Fee
A flat, one-way charge for a delivery trip — not per game, and not per mile inside our service area.
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Deposit
A refundable, per-game hold some rental businesses charge — not currently part of a rental with us.
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Weekend Rate
A flat, per-game price for keeping a title across the weekend instead of a single night.
General
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Complexity Rating
A 1-to-5 rating of how much rules-explaining a game needs before anyone can actually play — not a measure of quality.
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Quiet Kit
A tag on games chosen for a lower-sensory night — nothing loud, nothing that needs a big reaction to work.
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Sensory Level
A quiet, moderate, or loud rating on every listing, describing what a night with that game actually sounds and feels like.
Missing a term you were looking for?
Tell us what you didn't find and we'll add it — this list grows with what people actually ask us.