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

TypeQuestion it answersExample
MechanicHow do you interact with the game?Worker placement, dice rolling, deck building
CategoryWhat kind of experience is it?Euro, party, cooperative, dungeon crawler
ThemeWhat 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 cooperative describes the system (shared win condition, game-as-opponent). The category cooperative-game describes the experience type (playing together). Both entries exist with distinct definitions and distinct slugs (cooperative vs cooperative-game).

  • “Legacy” – Both a mechanic and a category. The mechanic legacy describes the system (permanent component modification). The category legacy-game describes 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:

  1. 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 in categories.yaml. Cross-reference in definitions.

  2. 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).

  3. 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.

  4. 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.

  5. 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.

WeightLabelAnchor GamesCharacteristics
1.0TrivialCandy Land, Chutes and LaddersNo meaningful decisions, pure randomness
1.5LightUno, Sorry!Minimal decisions, simple mechanics
2.0Light-MediumTicket to Ride, Sushi Go!Clear decisions, learnable in one session
2.5MediumCarcassonne, PandemicMeaningful strategy, multiple viable approaches
3.0Medium-HeavyTerraforming Mars, WingspanSignificant decision space, interconnected systems
3.5Heavy-MediumSpirit Island, Brass: BirminghamComplex interlocking systems, rewards experience
4.0HeavyTwilight Imperium, AgricolaDeep strategy, long rules explanation
4.5Very HeavyMage Knight, War of the RingExtensive rules, many subsystems
5.0ExtremeThe Campaign for North Africa, ASLMaximum 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?