Difference between revisions of "Token Placement"
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=== Examples === | === Examples === | ||
− | The [[:Category:Board Games|Board Games]] [[Agricola]], [[Caylus]], [[Dominant Species]], [[Homesteaders]], and [[Stone Age]] all make use of [[Token Placement]]. | + | The [[:Category:Board Games|Board Games]] [[Agricola]], [[Caylus]], [[Dominant Species]], [[Egizia]], [[Homesteaders]], and [[Stone Age]] all make use of [[Token Placement]]. |
== Using the pattern == | == Using the pattern == | ||
+ | [[Token Placement]] systems require deciding what actions players can pick by placing [[Bookkeeping Tokens]] and how many such tokens players should have. Since one of the reasons for using it is that players need to compete for being able to perform actions, the pattern is primarily one for [[Multiplayer Games]]. Regarding the actions, this not only means designing a [[Limited Set of Actions]] players can choose from but also considering if there should be one or several slots for each type of action. The actual amount of [[Tokens]] give to each player each round is often designed to occupy a certain percentage of the total number of actions - this means that the number is often changed depending on how many players participate but at the same time the number of actions are typically set so that players at least get to place two or three [[Tokens]] (the pattern [[Role Selection]] basically supersedes [[Token Placement]] if one can only place one token). | ||
+ | |||
+ | [[Token Placement]] are rarely designed to be contest of reactions, so a [[Turn Taking]] sequences need to be designed for the pattern. It is however quite common to support a [[Variable Turn Order]] by allow [[Token Placement]] to placed so the change the turn order, in effect turning the [[Token Placement]] pattern back on the [[Turn Taking]] pattern - [[Agricola]], [[Caylus]], and [[Dominant Species]] all do this in various ways. | ||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
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[[Tradeoffs]] | [[Tradeoffs]] | ||
+ | |||
+ | === Can Instantiate === | ||
+ | [[Action Programming]], | ||
+ | [[Freedom of Choice]], | ||
+ | [[Limited Resources]], | ||
+ | [[Limited Set of Actions]], | ||
+ | [[Planning Phases]], | ||
+ | |||
+ | === Can Modulate === | ||
+ | [[Budgeted Action Points]], | ||
+ | [[Turn-Based Games]], | ||
+ | [[Turn Taking]], | ||
+ | [[Variable Turn Order]] | ||
+ | |||
+ | === Potentially Conflicting With === | ||
+ | [[Real-Time Games]] | ||
== Relations == | == Relations == | ||
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=== Can Modulate === | === Can Modulate === | ||
[[Budgeted Action Points]], | [[Budgeted Action Points]], | ||
+ | [[Multiplayer Games]], | ||
[[Turn-Based Games]], | [[Turn-Based Games]], | ||
[[Turn Taking]], | [[Turn Taking]], |
Revision as of 11:20, 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, Egizia, Homesteaders, and Stone Age all make use of Token Placement.
Using the pattern
Token Placement systems require deciding what actions players can pick by placing Bookkeeping Tokens and how many such tokens players should have. Since one of the reasons for using it is that players need to compete for being able to perform actions, the pattern is primarily one for Multiplayer Games. Regarding the actions, this not only means designing a Limited Set of Actions players can choose from but also considering if there should be one or several slots for each type of action. The actual amount of Tokens give to each player each round is often designed to occupy a certain percentage of the total number of actions - this means that the number is often changed depending on how many players participate but at the same time the number of actions are typically set so that players at least get to place two or three Tokens (the pattern Role Selection basically supersedes Token Placement if one can only place one token).
Token Placement are rarely designed to be contest of reactions, so a Turn Taking sequences need to be designed for the pattern. It is however quite common to support a Variable Turn Order by allow Token Placement to placed so the change the turn order, in effect turning the Token Placement pattern back on the Turn Taking pattern - Agricola, Caylus, and Dominant Species all do this in various ways.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Tension Anticipation Tactical Planning
Can Instantiate
Action Programming, Freedom of Choice, Limited Resources, Limited Set of Actions, Planning Phases,
Can Modulate
Budgeted Action Points, Turn-Based Games, Turn Taking, Variable Turn Order
Potentially Conflicting With
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, Multiplayer Games, 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
-