The Puzzle Maker's Dictionary
Look for the owl mark beside a passage to read or begin a discussion.
Start Here
- Mechanics, Gameplay, and Experience
- Game State, State Space, and Action Space
- Perceived Action Space
- Rules
- Explicit and Implicit Mechanics
- Primary and Derived Mechanics
- Abstract Subgames and the Essential Game
- Game Arcs, Balance, and Strategic Collapse
- Metagames, Communities, and Microclimates
- Spectation
- Play Lifetime
Browse by Design Problem
- Puzzle Design Foundations and Language (16)
- Understanding Puzzle Players and Motivation (6)
- Puzzle Goals, Outcomes, and Structure (24)
- Player Actions, Turns, and Participation (16)
- Uncertainty, Information, and Resolving Outcomes (18)
- Resources, Trading, and Progression Systems (11)
- Space, Movement, and Control in Games (8)
- Collections, Cards, and Combinatorial Play (6)
- Game Systems, Feedback, Balance, and Emergence (9)
- Puzzle Content, Theme, Narrative, and Meaning (5)
- Social Puzzling, Communities, and Metagames (7)
- Puzzle Accessibility, Effort, Pacing, and Longevity (6)
- Puzzle Testing, Tuning, and Development (4)
- Practical Puzzle Design and Player Understanding (13)
Learning Paths
Make your first distinctive puzzle
Start with the experience you want to offer, give players productive limits, and test the smallest playable version.
Experience Goals and Design Intent → Productive Constraints → Mechanics, Gameplay, and Experience → Prototyping and Playtesting → Rules
Help players understand what they can do
Build a useful mental model, show available actions, and reveal complexity only when it becomes relevant.
Mental Models, Affordances, and Signifiers → Onboarding and Progressive Disclosure → Perceived Action Space → Complexity Trees and Pruning → Notice the practical rules players invent for themselves
Make choices expressive and consequential
Meaningful Choices and Tradeoffs → Connection Goals → Tile Laying, Grid Coverage, and Networks → Abstract Subgames and the Essential Game → Feedback Loops, Emergence, and Chaos
Design a puzzle that communicates with its solver
Authorial Inference and Curatorial Puzzles → Targeted Clues → Hidden, Public, and Puzzlelike Information → Exhaustible Content and Intrinsic Variability → Scenarios, Missions, and Campaigns
Build a thoughtful puzzle-making community
Metagames, Communities, and Microclimates → Spectation → Customization, Mastery, and Modding → Role Usurpation → Rewards
A–Z
- Absolute control
- Abstract subgame
- Accessibility
- Accumulative prototype
- Acquiring and losing workers
- Action
- Action drafting
- Action points
- Action queue
- Action retrieval
- Action selection restrictions
- Action space
- Action speed
- Action timer
- Action-event
- Adaptive difficulty
- Adding and blocking buildings
- Advantage token
- Affordance
- Age
- Agency
- Agential characteristic
- Agential outcome
- Alliance
- Alpha-player problem
- Alternate removal
- Always available purchase
- Archetype
- Area influence
- Area majority
- Area parameters
- Asymmetric information
- Atom
- Authorial inference
- Automatic resource growth
- Batman problem
- Betting
- Bias
- Bid turn order
- Blind kingmaking
- Bluffing
- Branch and merge
- Branching narrative
- Brawl
- Bribery
- Buildcrafting
- Building actions and rewards
- Built-in customization
- Bushiness
- Busywork
- Calculation
- Campaign
- Campaign
- Card draw
- Card play resolution
- Catch the leader
- Catch-up
- Chaining
- Challenge progression
- Chaos
- Characteristic
- Cheating
- Chip-taking effect
- Choice overload
- Circuit breaker
- Claim turn order
- Closed-economy auction
- Cognitive load
- Combinatorial game theory
- Combo ability
- Command cards
- Communication limit
- Competitive game
- Completing targets
- Complexity tree
- Conceit
- Concepting
- Connection goal
- Constrained bidding
- Content arc
- Content design
- Contract
- Control feel
- Convention
- Conventions tree
- Conversion chain
- Cooperative game
- Cooperative interaction
- Coordination game
- Core loop
- Critical failure
- Critical hit
- Curatorial puzzle
- Dark pattern
- Deck building
- Deck exhaustion
- Delayed purchase
- Derived mechanic
- Design intent
- Dexterity auction
- Dexterity resolution
- Dice selection
- Die icons
- Different dice
- Difficulty curve
- Difficulty scaling
- Diminishing returns to effort
- Directional convention
- Discount
- Dominant strategy
- Dominated strategy
- Downtime
- Drafting
- Drift
- Dutch auction
- Dutch priority auction
- Effective elimination
- Elapsed real time
- Emergent behavior
- Emotional goal
- Enabling constraint
- Enclosure
- End-game bonus
- Ending condition
- English auction
- Essential game
- Ethical engagement
- Event
- Exchange rate
- Exchanging
- Exhaustible content
- Exhausting resources
- Experience archetype
- Experience goal
- Explicit mechanic
- Exploit
- Exposed victory points
- Extrinsic motivation
- Fail forward
- Fantasy
- Finale
- First-order rule
- Fixed number of events
- Fixed number of rounds
- Fixed turn order
- Fixed-placement auction
- Flow
- Follow action
- Force commitment
- Force projection
- Formal outcome
- Game
- Game arc
- Game balance
- Game concept
- Game customization
- Game feel
- Game fiction
- Game state
- Game sum
- Game system
- Gameplay
- Gameplay loop
- Gating
- Genre
- Goal chunking
- Grid coverage
- Griefing
- Grognard capture
- Hand limit
- Handicap
- Hidden control
- Hidden information
- Hidden movement
- Hidden role
- Hidden victory points
- High number
- Highest lowest
- Horizontal progression
- Hot position
- House rule
- Hub and spokes
- I cut you choose
- Impartial game
- Implicit mechanic
- Impulse
- Inclusive design
- Income
- Increase value of unchosen resources
- Individual prototype
- Information load
- Interactivity
- Interleaved phases
- Interrupt
- Intrinsic motivation
- Intrinsic variability
- Investment
- Iterative prototyping
- Kill steal
- Kinesthetics
- King of the hill
- Kingmaking
- Ladder climbing
- Layering
- Legacy game
- Length of playtime
- Licensed intellectual property
- Line of sight
- Linear narrative
- Loan
- Locking
- Logical elimination
- Loop frequency
- Lose a turn
- Luck
- Luck
- Ludonarrative alignment
- Ludonarrative dissonance
- Mancala movement
- Map addition
- Map deformation
- Map reduction
- Market
- Mastery metagame
- Match
- Meaningful choice
- Measurement movement
- Mechanic chain
- Mechanic composition
- Mechanic design convention
- Mechanics
- Melding
- Memory mechanism
- Metagame
- Minimap
- Mission
- Mixed strategy
- Modding
- Motif
- Move through deck
- Movement points
- Movement template
- Moving multiple units
- Multiple maps
- Multiple-lot auction
- Narrative
- Narrative choice
- Nash equilibrium
- Negative feedback loop
- Negotiation
- Network building
- Nimber
- Number of players
- Number of sides
- Onboarding
- Once-around auction
- Once-per-game ability
- Onion diagram
- Open auction
- Opportunity cost
- Order counters
- Orthogame
- Outcome type
- Outcome uncertainty
- Over-catch-up
- Ownership
- Pacing
- Partisan game
- Pass order
- Passed action token
- Pattern movement
- Payoff matrix
- Perceived action space
- Perceived elimination
- Permanent victory points
- Personal style
- Phase
- Physical action
- Pieces as map
- Pitch
- Placement order
- Play lifetime
- Player community
- Player cost
- Player elimination
- Player experience
- Player fantasy
- Player judge
- Player mental model
- Player microclimate
- Player-count sweet spot
- Player-motivation model
- Playing for points
- Playtesting
- Politics
- Position decomposition
- Positional asymmetry
- Positional convention
- Positional convention
- Positive feedback loop
- Postrelease
- Power creep
- Pragmatic inference
- Preproduction
- Primary mechanic
- Prisoner's dilemma
- Private information
- Probability management
- Production
- Productive constraint
- Programmed movement
- Progressive disclosure
- Progressive turn order
- Pruning
- Public information
- Punctuated real-time
- Pure strategy
- Push your luck
- Puzzlelike hidden information
- Quarterbacking
- Race
- Race
- Random production
- Random turn order
- Randomness
- Ratio combat results table
- Readability
- Real-time play
- Recovery
- Relative player experience
- Relative position
- Release
- Required player skill
- Rerolling
- Resolution order
- Resource to move
- Retention
- Return to skill
- Reverse auction
- Reward
- Reward effort ratio
- Reward schedule
- Rock paper scissors
- Role fantasy
- Role order
- Role usurpation
- Roll and move
- Rondel
- Round
- Rule
- Scenario
- Score-and-reset game
- Sealed bid with cancellation
- Sealed-bid auction
- Second-bid auction
- Second-order rule
- Selection-order bid
- Semi-cooperative game
- Sensory feedback
- Sequential phases
- Session
- Set valuation
- Setter-solver communication
- Shared action queue
- Sharp play
- Shortcut
- Signifier
- Simulation
- Simultaneous action selection
- Single-loser game
- Single-worker placement
- Skill
- Skill chain
- Snowball
- Social metagame
- Soft failure
- Solo game
- Sources of randomness
- Spectation
- Splaying
- Sprague-Grundy equivalence
- Stage
- Standard
- Stat check
- Stat turn order
- State space
- Stateful branching
- Static capture
- Step
- Story
- Strategic collapse
- Strict elimination
- Sudden death
- Symmetric game
- Synergy
- System tuning
- Systemic characteristic
- Systems design
- Targeted clue
- Targeted interaction
- Team-based game
- Teamwork
- Tech track
- Tech tree
- Telegraphing
- Temperature
- Temporary victory points
- Territories and regions
- Tessellation
- Theme
- Theory of mind
- Tie-breaker
- Tile laying
- Time track
- Track bonus
- Tradeoff
- Trading
- Tragedy of the commons
- Traitor game
- Trick taking
- Troop types
- Tug of war
- Turn
- Turn-order-until-pass auction
- Tutorialization
- Unknown information
- Unlocking
- Upgrade
- User persona
- User-centered game design
- Variable player powers
- Variable setup
- Vertical progression
- Victory condition
- Victory points as a resource
- Victory points from game state
- Victory points from player actions
- Voting
- Worker placement
- Workers as dice
- Workers of differing types
- Zero-sum game
- Zone of control