New game taxonomy
Bruno Pigeon
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The actual taxonomy of the games on BGG has annoyed me for a while. There's category and mechanics, but both are a mix of different things and it's not all that useful to help you identify games that you would like.

Maybe it's time to redefine the taxonomy. People a reluctant, some systems have already been proposed, but not much have been done to implement it. So let's do it. Let's begin with the 5 top games on the geek. Then I'll add five games at a time and see how it goes.

The taxonomy is a work in progress. For the moment there's a lot of missing information and I will need help to define terms and add new ones. I'll add to it once we agree on a term and it's usefulness.

The Taxonomy:

Players relationship (how do the players interact with each other):
- Competitive: everybody against everybody. Only 1 winner
- Cooperative: Everybody agains the game. Everybody win or lose
- Team: Groups of players against groups of players. Size of groupe are not necessarily equal. A group of player wins

Genre(What is the essence of the game?)
- Racing
- Network building
- Deduction
- Adventure
- Tile-laying
- Area control
- Development
- Role selection

Main Mechanics (the idea is to list the main mechanics of the game, not every possible thing about a game):
- Set Collection:
- Card Drafting:
- Card Driven Cards are the main mechanic by which players take actions/interact within the game
- Hidden objective: You do not know what the other players are trying to accomplish.
- Hidden movement: Some players move secretly
- Hidden information: You do not have complete information on the other players
- Negotiations
- Bidding
- Dice rolling
- Asymmetrical: The game plays differently depending on which side you are playing
- Action point allowance
- Risk managment: Managing your exposure to fail factors is a large part of the game
- Economic: The game has a persistent economy and both sides are managing their resources to maximise the economic output
- Worker Placement

Setting:
Pirates, zombies, World war II, ancient greece, abstract, etc.

Main components (not a list of every single component in the game, but those that are the most important):
- Cards
- Central Board
- Individual boards
- Dice
- Miniatures
- Tiles
- Meeples
- Wood Cubes: includes not only cubes, but also every wood components that serve as a ressource.
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1. Board Game: Twilight Struggle [Average Rating:8.33 Overall Rank:5]
Bruno Pigeon
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Player relationship: Competitive

Genre:
Area control

Mechanics:
Card driven

Setting:
Cold War

Components:
Cards

Haven't played the game, so can't complete the info. I'll need some help.
 
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2. Board Game: Puerto Rico [Average Rating:8.04 Overall Rank:20]
Bruno Pigeon
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Player relationship:
Competitive

Genre:
Development

Mechanics:
Set collection
Role selection

Setting:
Age of discovery

Components:
Individual player boards
Wood cubes
Tiles

Haven't played the game, so can't complete the info. I'll need some help.
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3. Board Game: Agricola [Average Rating:7.99 Overall Rank:25]
Bruno Pigeon
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Playe relationship: Competitive

Genre:
Development

Mechanics:
Worker placement

Setting: Medieval, Agriculture

Components:
Individual boards
Wood cubes
Cards

Haven't played the game, so can't complete the info. I'll need some help.
 
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4. Board Game: Through the Ages: A Story of Civilization [Average Rating:7.99 Overall Rank:35]
Bruno Pigeon
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Player relationship: Competitive

Genre:
Development

Mechanics:
Card Drafting
Card Driven
Action Point allowance

Setting:
Civilization

Components:
Central player board
Individual player boards
Cards
Wood cubes

Haven't played the game, so can't complete the info. I'll need some help.
 
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5. Board Game: Android: Netrunner [Average Rating:7.90 Overall Rank:44]
Bruno Pigeon
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Player relationship: Competitive

Genre:
Card games

Mechanics:
Hidden information
Economic
Risk management

Setting:
Science-Fiction
Cyberpunk
Dystopia

Components:
Cards

Haven't played the game, so can't complete the info. I'll need some help.
 
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