Difference between revisions of "Turnovers"

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(Using the pattern)
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[[Category:Needs references]]
 
[[Category:Needs references]]
 
[[Category:Patterns created on the Wiki]]
 
[[Category:Patterns created on the Wiki]]
[[Category:Stub]]
 
 
[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
 
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[[Category:To be Published]]
 
''The immediate ending of one player's turn due to a game event to start another player's turn.''
 
''The immediate ending of one player's turn due to a game event to start another player's turn.''
  
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== Using the pattern ==
 
== Using the pattern ==
[[Turnovers]] is one way of enacting [[Turn Taking]] in games but one that occur as [[Penalties]] for failed actions rather than due to a deterministic process.
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[[Turnovers]] is one way of enacting [[Turn Taking]] in games but one that occur as [[Penalties]] for failed actions rather than due to a deterministic process. The actual implementation of a [[Turnovers|Turnover]] can be seen as forcing [[No-Ops]] on actions that remained to be done.
  
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== Consequences ==
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[[Turnovers]] are a form of [[Penalties]] in [[Turn-Based Games]] with [[Turn Taking]]. Since players are aware that failed actions can lead to [[Turnovers]] in games with this pattern, it forces them to do [[Risk/Reward]] considerations and quite likely also [[Tactical Planning]] in which order to do actions.
  
The actual implementation of a [[Turnovers|Turnover]]
 
 
[[No-Ops]]
 
 
=== Diegetic Aspects ===
 
 
=== Interface Aspects ===
 
 
=== Narrative Aspects ===
 
 
== Consequences ==
 
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 
[[Action Caps]],  
 
[[Action Caps]],  
[[Penalties]],
 
[[Risk/Reward]],
 
[[Tactical Planning]]
 
 
=== Can Modulate ===
 
[[Turn Taking]],
 
[[Turn-Based Games]]
 
  
 
== Relations ==
 
== Relations ==
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=== Can Modulate ===
 
=== Can Modulate ===
[[Turn Taking]],
 
[[Turn-Based Games]]
 
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===

Revision as of 12:48, 9 November 2011

The immediate ending of one player's turn due to a game event to start another player's turn.

This pattern is a still a stub.

Examples

Rules for Turnovers exist in both American Football and Basketball to regulate cases where possession of the ball changes. Although Turnovers happen when one team scores this is typically not referred to as a Turnover. Being a fantasy version of American Football, it may not be surprising that Bloodbowl (both in its original form and as a computer game) also have rules for Turnovers. A difference here is however that several additional failure, e.g. failing tackles, causes Turnovers.

CrossFire: Rules & Organizations for Company Level WW2 Gaming is example of a Strategy Game with Turnover game mechanics.

Using the pattern

Turnovers is one way of enacting Turn Taking in games but one that occur as Penalties for failed actions rather than due to a deterministic process. The actual implementation of a Turnover can be seen as forcing No-Ops on actions that remained to be done.

Consequences

Turnovers are a form of Penalties in Turn-Based Games with Turn Taking. Since players are aware that failed actions can lead to Turnovers in games with this pattern, it forces them to do Risk/Reward considerations and quite likely also Tactical Planning in which order to do actions.

Can Instantiate

Action Caps,

Relations

Can Instantiate

Action Caps, Penalties, Risk/Reward, Tactical Planning

Can Modulate

Can Be Instantiated By

No-Ops

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

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Acknowledgements

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