Extra Turns

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The allowing of letting a player take a turn directly after just having taken one.

Many games organized gameplay in turns during which one player is the only one that can perform or initiate actions. Such games by necessity also have some order in which turns are taken but can have rules that modify the order in which turns are taken. Extra Turns occur when a player that just performed a turn gets to take another directly afterwards.

TV Tropes has a page for Extra Turns.

Examples

Rolling doubles in Monopoly allows a player an Extra Turns, and this can be done one more time without a problem (doing so three times in a row send the player to prison). While easily causing balance problems, Collectible Card Games such as Magic: The Gathering and Illuminati: New World Order have included cards which provide Extra Turns to players.

Using the pattern

Extra Turns are introduced into games to change the order of Turn Taking by injecting extra ones for the current player. The main design decisions quite naturally is when players should receive them and if they should be able to choose or affect when they occur.

Consequences

Extra Turns create a weak form of Flip-Flop Events, and provide a form of Extra Chances when used to retry failed actions. They can also be seen as a form of Game Time Manipulation since they let a player make double the amount of actions that one would normally be doing before it was another players' turn. This opens up for Extra Turns breaking Player Balance.

Relations

Can Instantiate

Extra Chances, Flip-Flop Events, Game Time Manipulation

Can Modulate

Turn Taking

Can Be Instantiated By

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Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

Player Balance

History

New pattern created in this wiki.

References

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Acknowledgements

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