Taxonomy Classification Criteria
This document provides the decision framework for classifying game attributes into the three OpenTabletop vocabulary types: mechanics, categories, and themes. Use this guide when proposing taxonomy additions via RFC, reviewing contributions, or importing data from external sources.
The Three Vocabulary Types
| Type | Question it answers | Example |
|---|---|---|
| Mechanic | How do you interact with the game? | Worker placement, dice rolling, deck building |
| Category | What kind of experience is it? | Euro, party, cooperative, dungeon crawler |
| Theme | What is it about? | Fantasy, pirates, trains, horror |
Decision Tree
Use this flowchart when classifying a proposed term:
flowchart TD
START["Does this term describe<br/>HOW you interact with the game?"]
START -->|Yes| OBS["Is it an observable, objective<br/>system or rule mechanism?"]
START -->|No| WHAT["Does it describe WHAT<br/>the game is about?<br/>(setting, subject, tone)"]
OBS -->|Yes| MECH["✅ MECHANIC<br/>(e.g., worker placement,<br/>dice rolling, auction)"]
OBS -->|No| DESIGN["Is it a design philosophy<br/>or genre classification?"]
DESIGN -->|Yes| CAT["✅ CATEGORY<br/>(e.g., euro, ameritrash,<br/>party game)"]
DESIGN -->|No| REEVAL["⚠️ Re-evaluate --<br/>may be too vague<br/>for the taxonomy"]
WHAT -->|Yes| THEME["✅ THEME<br/>(e.g., fantasy, pirates,<br/>trains, horror)"]
WHAT -->|No| EXPTYPE["Does it describe WHAT KIND<br/>of experience the game provides?"]
EXPTYPE -->|Yes| CAT2["✅ CATEGORY<br/>(e.g., cooperative,<br/>legacy, campaign)"]
EXPTYPE -->|No| META["❌ Does not belong in taxonomy<br/>-- may be game metadata<br/>(publisher, year, component list)"]
Worked Examples
Clear cases
- “Deck building” – You physically build a deck during play. Observable system with specific rules. -> Mechanic.
- “Euro” – Describes a cluster of design choices (low luck, indirect conflict, resource conversion). Not a single mechanism. -> Category.
- “Fantasy” – Describes the setting. -> Theme.
- “Trains” – What the game is about. -> Theme.
- “Party game” – What kind of experience (large group, social, quick). -> Category.
Grey zone cases
-
“Cooperative” – This is both a mechanic AND a category. The mechanic
cooperativedescribes the system (shared win condition, game-as-opponent). The categorycooperative-gamedescribes the experience type (playing together). Both entries exist with distinct definitions and distinct slugs (cooperativevscooperative-game). -
“Legacy” – Both a mechanic and a category. The mechanic
legacydescribes the system (permanent component modification). The categorylegacy-gamedescribes the format (finite lifecycle, sealed content). Both entries exist. -
“Horror” – A theme, not a category. “Horror” describes what the game is about (dark, frightening setting), not what kind of experience it provides. A worker-placement game about haunted houses is still a euro with a horror theme, not a “horror game” in the categorical sense.
-
“Miniatures” – A theme describing a component-centric hobby aspect, not a mechanic (miniatures don’t change how you play) and not a category (miniatures games span all design philosophies).
Grey Zone Rules
When a term sits at a boundary between vocabulary types:
-
Both mechanic and category: Acceptable when the mechanic describes a system and the category describes an experience. Use distinct slugs and definitions. The mechanic entry goes in
mechanics.yaml; the category entry goes incategories.yaml. Cross-reference in definitions. -
Category vs. theme boundary: Prefer theme unless the term describes a distinct design philosophy with defining mechanical characteristics. “Fantasy” is a theme (setting). “Euro” is a category (design philosophy). “Dungeon crawler” is a category (distinct gameplay loop with defining characteristics).
-
Components are not mechanics: “Cards,” “dice,” and “miniatures” are components. “Card drafting,” “dice rolling,” and “measurement movement” are mechanics – they describe how you use those components.
-
Scale test: A proposed term must apply to at least 10 published games to warrant inclusion in the controlled vocabulary. Narrower terms belong in game-level metadata, not the taxonomy.
-
Overlap test: If a proposed term cannot be distinguished from an existing term in one sentence, it should be merged with the existing term (possibly as a synonym).
Weight Scale Calibration
The OpenTabletop weight scale ranges from 1.0 to 5.0 and is anchored to reference games as comparative examples. Weight is a community perception of rules complexity and strategic depth – not an intrinsic property of the game and not a measure of game quality. The same game may be perceived as lighter by experienced players and heavier by newcomers. See Data Provenance & Bias for a deeper discussion of why all community metrics are population-dependent.
| Weight | Label | Anchor Games | Characteristics |
|---|---|---|---|
| 1.0 | Trivial | Candy Land, Chutes and Ladders | No meaningful decisions, pure randomness |
| 1.5 | Light | Uno, Sorry! | Minimal decisions, simple mechanics |
| 2.0 | Light-Medium | Ticket to Ride, Sushi Go! | Clear decisions, learnable in one session |
| 2.5 | Medium | Carcassonne, Pandemic | Meaningful strategy, multiple viable approaches |
| 3.0 | Medium-Heavy | Terraforming Mars, Wingspan | Significant decision space, interconnected systems |
| 3.5 | Heavy-Medium | Spirit Island, Brass: Birmingham | Complex interlocking systems, rewards experience |
| 4.0 | Heavy | Twilight Imperium, Agricola | Deep strategy, long rules explanation |
| 4.5 | Very Heavy | Mage Knight, War of the Ring | Extensive rules, many subsystems |
| 5.0 | Extreme | The Campaign for North Africa, ASL | Maximum complexity, simulation-level detail |
Calibration rule: When assigning weight, find the two anchor games that bracket the target game’s perceived complexity. The weight should fall between those anchors. Cross-reference with BGG’s community weight rating – significant divergence (>0.5) is worth investigating, as it may indicate a different voter population, a genuinely unusual game, or that the anchor comparison is misleading for this particular design.
RFC Reviewer Checklist
When evaluating a proposed taxonomy addition:
- Decision tree: Does the term pass the mechanic/category/theme flowchart?
- Scale test: Does it apply to 10+ published games?
- Overlap test: Is it distinguishable from existing terms in one sentence?
- Slug format: Lowercase, hyphenated, max 50 characters?
- Definition: Precise enough to distinguish from related terms?
- Examples: At least 3 canonical examples provided?
- BGG mapping: BGG IDs provided if a mapping exists?
- Cross-vocabulary check: If it exists in another vocabulary type (mechanic vs. category), are both entries justified with distinct definitions?