Difference between revisions of "Token Placement"
Line 11: | Line 11: | ||
''Using tokens to select future actions to be performed.'' | ''Using tokens to select future actions to be performed.'' | ||
− | Many games give players | + | Many games give players several different actions to choose from. Those using [[Token Placement]] let players compete with each other in picking actions to be played by placing tokens. By having limited number of tokens that can be played and needing to compete with other players for the actions, [[Token Placement]] can require players to make tradeoffs between with actions to do and iteratively design their plans before performing them. |
− | + | ||
− | + | ||
''Note: BoardGameGeek uses ''Worker Placement<ref name="bgg"/>'' to describe a similar concept.'' | ''Note: BoardGameGeek uses ''Worker Placement<ref name="bgg"/>'' to describe a similar concept.'' | ||
Line 32: | Line 30: | ||
[[Anticipation]] | [[Anticipation]] | ||
[[Tactical Planning]] | [[Tactical Planning]] | ||
+ | |||
+ | [[Tradeoffs]] | ||
== Relations == | == Relations == | ||
Line 42: | Line 42: | ||
[[Planning Phases]], | [[Planning Phases]], | ||
[[Tactical Planning]], | [[Tactical Planning]], | ||
− | [[Tension]] | + | [[Tension]], |
+ | [[Tradeoffs]] | ||
=== Can Modulate === | === Can Modulate === |
Revision as of 10:47, 16 June 2011
Using tokens to select future actions to be performed.
Many games give players several different actions to choose from. Those using Token Placement let players compete with each other in picking actions to be played by placing tokens. By having limited number of tokens that can be played and needing to compete with other players for the actions, Token Placement can require players to make tradeoffs between with actions to do and iteratively design their plans before performing them.
Note: BoardGameGeek uses Worker Placement[1] to describe a similar concept.
Contents
Examples
The Board Games Agricola, Caylus, Dominant Species, Homesteaders, and Stone Age all make use of Token Placement.
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Tension Anticipation Tactical Planning
Relations
Can Instantiate
Action Programming, Anticipation, Freedom of Choice, Limited Resources, Limited Set of Actions, Planning Phases, Tactical Planning, Tension, Tradeoffs
Can Modulate
Budgeted Action Points, Turn-Based Games, Turn Taking, Variable Turn Order
Can Be Instantiated By
Can Be Modulated By
Variable Turn Order, Turn Taking
Possible Closure Effects
-
Potentially Conflicting With
History
New pattern created in this wiki.
References
Acknowledgements
-