Difference between revisions of "Turnovers"
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''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. | + | [[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. |
+ | == 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. | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Action Caps]], | [[Action Caps]], | ||
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== Relations == | == Relations == | ||
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=== Can Modulate === | === Can Modulate === | ||
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=== 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.
Contents
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
Relations
Can Instantiate
Action Caps, Penalties, Risk/Reward, Tactical Planning
Can Modulate
Can Be Instantiated By
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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