Difference between revisions of "Token Placement"

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''Using tokens to select future actions to be performed.''
 
''Using tokens to select future actions to be performed.''
  
Many games give players
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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.
 
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This pattern is a still a stub.
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''Note: BoardGameGeek uses ''Worker Placement<ref name="bgg"/>'' to describe a similar concept.''
 
''Note: BoardGameGeek uses ''Worker Placement<ref name="bgg"/>'' to describe a similar concept.''
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[[Anticipation]]
 
[[Anticipation]]
 
[[Tactical Planning]]
 
[[Tactical Planning]]
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[[Tradeoffs]]
  
 
== Relations ==
 
== Relations ==
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[[Planning Phases]],  
 
[[Planning Phases]],  
 
[[Tactical Planning]],  
 
[[Tactical Planning]],  
[[Tension]]
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[[Tension]],
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[[Tradeoffs]]
  
 
=== Can Modulate ===
 
=== Can Modulate ===

Revision as of 10:47, 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.

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

Tradeoffs

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, Turn-Based Games, Turn Taking, Variable Turn Order

Can Be Instantiated By

Bookkeeping Tokens

Can Be Modulated By

Variable Turn Order, Turn Taking

Possible Closure Effects

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Potentially Conflicting With

Real-Time Games

History

New pattern created in this wiki.

References

  1. Entry at BoardGameGeek for the mechanic Worker Placement.

Acknowledgements

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