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Modern designs use boards to track different types of resources. Here, we will rather use this tag for an old-school type of boards that can be interpreted spatially. These boards show "where" something is and establish the possibilities of movement for game tokens, however, in music games quite often you will not use pawns or meeples to track the position, but remember it instead.

Aspect. Any quality of musical material.
Aleatoricism. Using chance in music-making.
Win condition. Same as victory condition.
Goals. In games, goals are usually established by rules and are the main factor that differentiates games from other types of play.
Karaoke. Singing with the accompaniment from a machine/video game. The most popular form of amateur music performance.
Spike. plays for the challenge
Johnny. plays for self-expression
Timmy. plays for an unusual experience, see: psychographics
Quarterbacking issue. Same as leader problem

XP. "Experience points" that are gathered during the game to gain upgrades.
Rule Cards. Cards that provide instruction to players (usually in text).
Ad libitum. "As you like it", a score annotation that gives a level of freedom to the performer.
Segue. smooth transition
Dice. Throwable objects used for randomization.
Skill ceiling. see: Learning curve
Learning curve. Characterisation of progress of skill during the gaming experience.
RPG. Role-Playing Game, a game where main focus is assuming the role of a fictional character.
Prompter (role). Participant that gives signals to change music without deciding about the direction of that change.
Skill floor. Minimum skill required to play the game. See: Learning curve
Non-idiomatic music. The genre of "no genre", also known as free music.

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