Tags Overview

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This is an overview for the purpose of editing. For reading see tags explanation page.

G4M operates with a curated set of tags for all activities. The table below is based on this feature, as well as explanations in "tag" category visible the table. Apart from that all the tags are hard-coded in the following include files:

"Included page … does not exists" should mean that this tag was already explained before together with another that was earlier in the alphabet.

tag used by description pp.
acapella

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Acapella games have to be performed without instruments, or are at their best when performed only with singing or "singing". Many games might be adapted to voices, but unfortunately often games loose their balance when voices and instruments are combined.

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algorithm

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In the "deterministic", algorithm games players will not improvise (at least in sections, parts or variant) but will follow rules to construct the music. These games often require playing skill or knowledge of music theory.

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ambient

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Some games might need to be played in-genre or can be adjusted to such playing.
When a game is fixed within a single genre, ambient and minimalism are relatively frequent.

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board

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Modern designs use a game board to track many resources. Old-school approach was to show location and possibilities of movement for pawns, meeples etc. In music games you may often remember your position and not use game tokens.

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cards

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Games may need cards like rule cards, cue cards, or inspire cards.

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classic

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Pages tagged as classic are for games that were created before 2000s.

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competitive

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Games might be cooperative or competitive, but also have it mixed as cooptional or with teams. Games without interaction and goals have no special tag.

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composers

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Composers might appear in games that use pre-existing pieces or touch on history.

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cooperative

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Games might be cooperative or competitive, but also have it mixed as cooptional or with teams. Games without interaction and goals have no special tag.

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cooptional

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Games might be cooperative or competitive, but also have it mixed as cooptional or with teams. Games without interaction and goals have no special tag.

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dance

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Dance is understood in a broad sense and may be optional.

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dice

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Dice might mean different types as for number of sides and faces.

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dimensions

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Dissecting music into dimensions (in our glossary sense) may be a useful technique both to design and win at music games.

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draw

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If players have to do some pen-and-paper work themselves, we'll call that they draw. This tag may include other art creation.

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easy

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There are tags for four levels of difficulty: easy, low-mid, high-mid and hard. In the library there is three with intermediate levels unified. The classification is overall, trying to include both musical skill needed and the complexity of rules and strategizing.

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events

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Everything is an event, but events tag applies when events are individually described.

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few

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At G4M few players means up to 3 and many marks games for 10 or more players.
If a game is very flexible as for amount of players, it may be tagged with both.

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found

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Found tag is for activities that use found sound, and also those where instrument preparation is required (it generally is rarely forbidden).

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free-improv

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Games with free-improv tag will require improvising to very broad instructions. On-off games are based on constellations and regulate only who plays and who doesn't without directing the contents.

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gestures

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Gestures tag describes games influenced by hand movements. It might mean that a conductor will directly and purposefully shape the music or that gestures serve some other purpose.

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guess

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Some tasks are frequent. Players may have to interpret given content musically, others might have to listen for specific sound or guess its meaning. In some cases maybe stretch their memory to recall something later. Games with speeding-up usually test your performance ability.

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hard

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There are tags for four levels of difficulty: easy, low-mid, high-mid and hard. In the library there is three with intermediate levels unified. The classification is overall, trying to include both musical skill needed and the complexity of rules and strategizing.

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high-mid

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There are tags for four levels of difficulty: easy, low-mid, high-mid and hard. In the library there is three with intermediate levels unified. The classification is overall, trying to include both musical skill needed and the complexity of rules and strategizing.

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in-genre

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Some games might need to be played in-genre or can be adjusted to such playing.
When a game is fixed within a single genre, ambient and minimalism are relatively frequent.

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insert

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Insert tag is for insert games.

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interpret

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Some tasks are frequent. Players may have to interpret given content musically, others might have to listen for specific sound or guess its meaning. In some cases maybe stretch their memory to recall something later. Games with speeding-up usually test your performance ability.

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kids

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A selection of games have been tested on children ("kids" for short).

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listen

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Some tasks are frequent. Players may have to interpret given content musically, others might have to listen for specific sound or guess its meaning. In some cases maybe stretch their memory to recall something later. Games with speeding-up usually test your performance ability.

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loop

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Music might repeat itself (in parts) when players play a loop, or ostinato.

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low-mid

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There are tags for four levels of difficulty: easy, low-mid, high-mid and hard. In the library there is three with intermediate levels unified. The classification is overall, trying to include both musical skill needed and the complexity of rules and strategizing.

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many

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At G4M few players means up to 3 and many marks games for 10 or more players.
If a game is very flexible as for amount of players, it may be tagged with both.

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memory

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Some tasks are frequent. Players may have to interpret given content musically, others might have to listen for specific sound or guess its meaning. In some cases maybe stretch their memory to recall something later. Games with speeding-up usually test your performance ability.

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minimal

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Some games might need to be played in-genre or can be adjusted to such playing.
When a game is fixed within a single genre, ambient and minimalism are relatively frequent.

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narrative

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Games may use words both as a mechanic and as a musical result, including recitation, calls, singing and others. Some role-play or basing the game on narratives may also happen. If you want all of it, maybe Improvisational theatre is a thing for you.

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no-props

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Games with no-props tag will not need special objects. However, musical instruments and sufficient space might be needed.

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on-off

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Games with free-improv tag will require improvising to very broad instructions. On-off games are based on constellations and regulate only who plays and who doesn't without directing the contents.

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props

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The general props tag is used for items other than board, cards or dice.

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quick

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Not having much time? Quick games to the rescue!

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random

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Random games don't let participants influence the progress of the game, although players may usually play music quite freely.

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rhythm

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When rhythm appears in games it may not be steady throught the piece.

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role-play

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Games may use words both as a mechanic and as a musical result, including recitation, calls, singing and others. Some role-play or basing the game on narratives may also happen. If you want all of it, maybe Improvisational theatre is a thing for you.

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score

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It's rare, but a traditional score may be used in a game, so reading musical notation may be needed for some or all participants.

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simple

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You don't want to explain stuff? Pick a simple activity! (it's not about the difficulty)

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solo

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Solo games include a one-person performance (this includes but is not restricted to games with a "single-player" mode).

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spatial

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Spatial games use the environment extensively. This may mean specific requirements, character of the experience and musical opportunities. Players will usually move around in some way.

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speeding-up

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Some tasks are frequent. Players may have to interpret given content musically, others might have to listen for specific sound or guess its meaning. In some cases maybe stretch their memory to recall something later. Games with speeding-up usually test your performance ability.

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teams

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Games might be cooperative or competitive, but also have it mixed as cooptional or with teams. Games without interaction and goals have no special tag.

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timed

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In timed games you will need a timer or use other time-tracking method.

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tonal

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Tonal games might or have to be played in a harmony context (mostly in Western tuning).

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words

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Games may use words both as a mechanic and as a musical result, including recitation, calls, singing and others. Some role-play or basing the game on narratives may also happen. If you want all of it, maybe Improvisational theatre is a thing for you.

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