Difference between revisions of "Extra Turns"
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[[Category:Needs examples]] | [[Category:Needs examples]] | ||
[[Category:Needs references]] | [[Category:Needs references]] | ||
[[Category:Patterns created on the Wiki]] | [[Category:Patterns created on the Wiki]] | ||
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[[Category:To be Published]] | [[Category:To be Published]] | ||
− | + | ''The allowing of letting a player take a turn directly after just having taken one.'' | |
− | ''The 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 [http://tvtropes.org/pmwiki/pmwiki.php/Main/ExtraTurn Extra Turns]. | TV Tropes has a page for [http://tvtropes.org/pmwiki/pmwiki.php/Main/ExtraTurn Extra Turns]. | ||
=== Examples === | === 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, [[:Category:Collectible Card Games|Collectible Card Games]] such as [[Magic: The Gathering]] and [[Illuminati: New World Order]] have included cards which provide [[Extra Turns]] to players. | |
− | [[Monopoly]] | + | |
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− | [[Magic:The Gathering]] | + | |
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− | [[Illuminati: New World Order]] | + | |
== Using the pattern == | == 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. | |
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== Consequences == | == 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 == | == Relations == | ||
+ | === Can Instantiate === | ||
+ | [[Extra Chances]], | ||
+ | [[Flip-Flop Events]], | ||
[[Game Time Manipulation]] | [[Game Time Manipulation]] | ||
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=== Can Modulate === | === Can Modulate === | ||
− | + | [[Turn Taking]] | |
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
− | + | [[Player Balance]] | |
== History == | == History == |
Latest revision as of 10:43, 15 July 2015
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.
Contents
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
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
History
New pattern created in this wiki.
References
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Acknowledgements
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