Board Game Mechanics for Music
Bobby McFerrin
Carl Bergstrøm-Nielsen
Circle of 5
Conducting in Music Games
Conductor's Remote
Convergent Ostinato
Counterpoint Party
D. Bloomfield, Games and Puzzles for the Musical
Democratic Chord Writing
Dice Contract
Diced Events
Djent Game
Draw It Yourself
Entitled Piece
European Intuitive Music Conference 2019, PL
Event Lists Game Template
Evolution of music
Exotic Constellations
Fairy Tale
Fleugelman New Games Book
Flickr Backend
Fluxfestkit Legacy
Fluxus Event Scores
Follow the Images
Forum Categories
Forum Category
Forum Thread
Frederic Rzewski, Les Moutons de Panurge
Free Form
Free Form Backend
Game in Ear Training
Game Over
Game Symphony Workshop 2019
Games library
Games of John Zorn
Gatherings at the University of California San Diego

Games that might (or have to) be played in a common harmony context (traditionally Western).

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.
Xenochrony. Extracting a part of one piece of music and combining it within a context of a rhythmically different piece.
Psychographics. Three player types, Timmy, Johnny, and Spike, by main internal motivation to play.
Bartle types. Taxonomy of players by their playstyle preference in relation to others and the game.
King-making. Game design issue that occurs in competitive games for more than two players when one's result is not dependent on one's performance.
Quarterbacking. Game design issue that occurs in cooperative board games when all decisions are taken by one player that is more skilled in the game than others.
Horizon of intent. A set of desirable moves at the given stage of the game.
Speedrun. Playing the game as fast as possible.
Extended technique. Any unusual way of producing sounds with your instruments or voice.
Preparation. Instrument preparation. Altering sounds of the instruments by placing objects on it.
Victory condition. A rule (preferably precise and conclusive) that decides who wins the game.
End Condition. A rule by which the game ends.
Emergence. A phenomenon when qualities of the entity are not due to qualities of its parts but as the result of interactions between them.
Music game. A set of rules that control players to create music.
Mechanic. A subsystem of the game that regulates interaction with a game state.
Trading. When two musicians interchange their playing.
Upgrade. Game mechanics of providing better possibilities to the player.

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