Difference between revisions of "Extra Turns"
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== 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. | |
− | [[Turn Taking]] | + | |
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== Consequences == | == Consequences == |
Revision as of 10:30, 15 July 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
TV Tropes has a page for Extra Turns.
Contents
Examples
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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