Difference between revisions of "Token Placement"
From gdp3
Line 21: | Line 21: | ||
== Using the pattern == | == Using the pattern == | ||
− | |||
=== Diegetic Aspects === | === Diegetic Aspects === | ||
Line 30: | Line 29: | ||
== Consequences == | == Consequences == | ||
+ | [[Tension]] | ||
+ | [[Anticipation]] | ||
+ | [[Tactical Planning]] | ||
== Relations == | == Relations == | ||
=== Can Instantiate === | === Can Instantiate === | ||
[[Action Programming]], | [[Action Programming]], | ||
+ | [[Anticipation]], | ||
[[Freedom of Choice]], | [[Freedom of Choice]], | ||
[[Limited Resources]], | [[Limited Resources]], | ||
[[Limited Set of Actions]], | [[Limited Set of Actions]], | ||
− | [[Planning Phases]] | + | [[Planning Phases]], |
− | + | [[Tactical Planning]], | |
− | + | [[Tension]] | |
=== Can Modulate === | === Can Modulate === |
Revision as of 07:59, 16 June 2011
Using tokens to select future actions to be performed.
Many games give players
This pattern is a still a stub.
Note: BoardGameGeek uses Worker Placement[1] to describe a similar concept.
Contents
Examples
The Board Games Agricola, Caylus, Dominant Species, Homesteaders, and Stone Age all make use of Token Placement.
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Tension Anticipation Tactical Planning
Relations
Can Instantiate
Action Programming, Anticipation, Freedom of Choice, Limited Resources, Limited Set of Actions, Planning Phases, Tactical Planning, Tension
Can Modulate
Budgeted Action Points, 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
-