A is for…

In Table top Gaming A is for…

A to Z Challenge

A lighthearted gaming challenge where players try to play games in order from A to Z. The challenge is mostly for fun but can be a great way to explore a collection, try new games, or revisit old favourites. Some gamers attempt to complete the challenge solo, while others tackle it as a group. It’s also a popular idea for board game bloggers and YouTubers looking for a unique way to structure their content.

Abstract Games

Abstract games strip away narrative elements, focusing purely on mechanics. Classics like Chess and Go are prime examples, where gameplay is about strategy rather than theme. Modern abstract games like Qwirkle follow the same principles, often featuring simple rules with deep, strategic possibilities. These games tend to have minimal luck and can be highly competitive, making them a favourite among players who love pure strategy.

AC (Armor Class)

Armor Class represents how difficult a character is to hit in combat. The higher the AC, the harder it is for an enemy to land a successful attack. This number is determined by a combination of armour, dexterity, magical effects, and other factors. In Dungeons & Dragons (D&D), for example, a heavily armoured fighter will have a much higher AC than an unarmoured wizard. Rolling to attack means trying to meet or exceed this number with a dice roll, usually modified by a character’s attack bonuses.

Action Points (AP)

Some games use Action Points to limit how much a character can do in a turn. Think of them as a pool of energy you spend on actions—moving, attacking, or casting spells. The more you have, the more you can do before your turn ends. Games like Pathfinder or Gloomhaven rely heavily on this system, making every choice matter. Run out too soon, and you might find yourself standing awkwardly in front of an enemy with no way to defend yourself.

Action Selection

A mechanic where players choose actions from a set of options, often with a limited number of choices per turn. Some games feature simultaneous action selection, meaning everyone picks an action at the same time before revealing their choices. Games like Puerto Rico and Scythe use this mechanic to create tension and strategic depth, forcing players to anticipate their opponents’ decisions while optimizing their own moves.

Actual Play

This term has two meanings. First, it refers to recorded or streamed gameplay sessions where people can watch a group play a TTRPG—popular examples include Critical Role and The Adventure Zone. Second, it simply means a session where people are playing, as in, “We had an actual play last night.” These recordings help newer players understand how the game flows and can even serve as a form of entertainment on platforms like Twitch or YouTube.

Adjacency

When two elements in a game are next to each other, they’re considered adjacent. This typically refers to spaces on a board, such as hexes in Catan or tiles in Carcassonne. Most games define adjacency as orthogonal (up, down, left, or right) rather than diagonal, but some games make exceptions. Understanding adjacency is key in games involving movement, area control, or placement mechanics.

Admin / Admin Time

The part of the game where players reset, tally scores, or clean up components between rounds. Some games have minimal admin time, keeping gameplay flowing smoothly, while others require extensive upkeep between turns. Heavy strategy games often involve more admin time as players adjust game states, restock resources, or check rule conditions.

Adventure Path

An Adventure Path is a pre-written campaign, often broken into chapters or books, guiding players through a long-form story. Unlike one-shots or homebrew campaigns, these are structured and designed to take characters from level one to high-level play. Think of it as the tabletop equivalent of a TV series, where each session builds on the last. Pathfinder and Dungeons & Dragons both have famous Adventure Paths that can span months—or even years.

American-Style Games

Often referred to as Ameritrash (sometimes affectionately, sometimes not), these games emphasize strong themes, direct conflict, and often a bit of luck. Think Arkham Horror, Risk, or Zombicide—games where storytelling and dramatic moments matter as much as mechanics. They tend to contrast with Eurogames, which favour strategy over randomness.

Analysis Paralysis (AP)

That dreaded moment when a player overthinks every possible move and grinds the game to a halt. AP is more common in strategy-heavy games where decisions feel weighty, and some players struggle with making a move unless they’re sure it’s the best one. If you’ve ever sat through a five-minute turn that should’ve taken thirty seconds, you’ve seen AP in action.

Area Control

A game mechanic where players compete to dominate regions of the board. Controlling an area may provide points, resources, or strategic advantages. Examples include Risk, El Grande, and Blood Rage, where maintaining a strong presence in key territories is essential for victory.

Area of Effect – AOE

This refers to abilities, spells, or attacks that affect multiple creatures or objects within a defined area. Think of a fireball spell—rather than targeting a single opponent, it explodes and impacts everyone in its radius. AoE effects can be beneficial, like a healing spell that helps allies, or devastating, like a dragon’s breath attack that engulfs a group of adventurers.

AoO Attack of Opportunity – AOO

In many games, moving carelessly near an enemy can trigger an Attack of Opportunity. This is a special kind of attack that happens when a character moves out of an opponent’s reach without taking precautions (like disengaging). It’s a way to reflect that in a real fight, you can’t just run past someone without giving them a chance to strike.

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