See also:
Balance. Game is balanced when it's mechanics don't lead to the dominance of a single scenario.
Downtime. A situation during the game when a player is not engaged in play.
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.
Learning curve. Characterization of progress of skill during the gaming experience.
Mechanic. A subsystem of the game that regulates interaction with a game state.
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.
Upgrade. Game mechanics of providing better possibilities to the player.