I call this the computer-human scale of board games. That is, how much of playing this game is doing the work that could be done by a computer, vs. how much is doing human reasoning and actually playing.
As an example, Carcassonne is I'd say 95% human. The computer parts are the physical placing of tiles in aligned fashion and counting score, but those take almost no time and effort, compared to actually playing the game. Mage Knight (or god forbid Relic) score very low on that scale - the computer activities start dominating and there is too little game left.
My cutoff point is basically "this would be more fun to play if implemented as a program". Conversely however, if implemented as a program, such games become very good fun. Even just simulating the pieces in a way that frees you from physical constraints (i.e. Tabletop Simulator implementation with almost no scripting) can make a game like that enjoyable to play.
As an example, Carcassonne is I'd say 95% human. The computer parts are the physical placing of tiles in aligned fashion and counting score, but those take almost no time and effort, compared to actually playing the game. Mage Knight (or god forbid Relic) score very low on that scale - the computer activities start dominating and there is too little game left.
My cutoff point is basically "this would be more fun to play if implemented as a program". Conversely however, if implemented as a program, such games become very good fun. Even just simulating the pieces in a way that frees you from physical constraints (i.e. Tabletop Simulator implementation with almost no scripting) can make a game like that enjoyable to play.