Difference between revisions of "Construction/Scoring Phase Shift"

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(Using the pattern)
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=== Examples ===
 
=== Examples ===
 
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In [[Dominion]], a sign of a [[Construction/Scoring Phase Shift]] is that players begin investing in "province" score cards rather than other cards. In [[Race for the Galaxy]], consistent use by a player of the "Consume: 2x VPs" action can be a sign of a shift in building an efficient deck to focusing on gathering points. Another sign in this game can be players that build in both the "develop" and "settle" phases when possible to gain the points on the placed cards.
==== Anti-Examples ====
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== Using the pattern ==
 
== Using the pattern ==

Revision as of 13:52, 28 January 2015

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

In Dominion, a sign of a Construction/Scoring Phase Shift is that players begin investing in "province" score cards rather than other cards. In Race for the Galaxy, consistent use by a player of the "Consume: 2x VPs" action can be a sign of a shift in building an efficient deck to focusing on gathering points. Another sign in this game can be players that build in both the "develop" and "settle" phases when possible to gain the points on the placed cards.

Using the pattern

Construction/Scoring Phase Shift typically occur in games with Scores where players can create Gameplay Engines, but can occur in other gamers with make use of the pattern Winner determined after Gameplay Ends.

The possibility of Speedending heavily affects Construction/Scoring Phase Shift, both in that beginning Speedending can constitute the phase shift between Construction of Gameplay Engines and gathering Scores and that players can use Speedending to shorten the scoring phase.

Consequences

Construction/Scoring Phase Shift affect how Gameplay Engines and Positive Feedback Loops work in games by creating transitions points from when building Gameplay Engines are beneficial to when maximizing Scores are important. Since this in practice is one type of Endgame, the pattern also modulates when a Endgame begins.

Noticing when Construction/Scoring Phase Shift happen, or causing them to happen when it's beneficial for oneself, is one way to have Game Mastery.

Relations

Risk/Reward, conflict Winning by Ending Gameplay

Can Instantiate

Game Mastery

Can Modulate

Endgame, Gameplay Engines, Positive Feedback Loops

Can Be Instantiated By

Winner determined after Gameplay Ends

Gameplay Engines together with Scores

Can Be Modulated By

Speedending

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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