Difference between revisions of "Turnovers"
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== Relations == | == Relations == | ||
− | + | === Can Instantiate === | |
− | [[ | + | [[Action Caps]], |
− | [[Penalties]] | + | [[Penalties]], |
− | + | [[Risk/Reward]], | |
− | [[Risk/Reward]] | + | |
[[Tactical Planning]] | [[Tactical Planning]] | ||
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==== with ... ==== | ==== with ... ==== | ||
=== Can Modulate === | === Can Modulate === | ||
+ | [[Turn Taking]], | ||
[[Turn-Based Games]] | [[Turn-Based Games]] | ||
Revision as of 13:31, 27 October 2011
The immediate ending of one player's turn due to a game event to start another player's turn.
This pattern is a still a stub.
Contents
Examples
Rules for Turnovers exist in both American Football and Basketball to regulate cases where possession of the ball changes. Although Turnovers happen when one team scores this is typically not referred to as a Turnover. Being a fantasy version of American Football, it may not be surprising that Bloodbowl (both in its original form and as a computer game) also have rules for Turnovers. A difference here is however that several additional failure, e.g. failing tackles, causes Turnovers.
CrossFire: Rules & Organizations for Company Level WW2 Gaming is example of a Strategy Game with Turnover game mechanics.
Using the pattern
Turnovers is one way of enacting Turn Taking in games but one that occur as Penalties for failed actions rather than due to a deterministic process.
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Action Caps, Penalties, Risk/Reward, Tactical Planning
with ...
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Possible Closure Effects
Potentially Conflicting With
History
New pattern created in this wiki.
References
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Acknowledgements
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