Difference between revisions of "Flip-Flop Events"

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[[Category:To be Published]]
 
[[Category:To be Published]]
 
[[Category:Staffan's current workpage]]
 
[[Category:Staffan's current workpage]]
''The one-sentence "definition" that should be in italics.''
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''The taking of two turns in a row by a player by having the last turn in one round and the first turn in the next round.''
  
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Turn taking is common in board games and some games have rules that allow the turn order to change during gameplay.
 
This pattern is a still a stub.
 
This pattern is a still a stub.
  
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== Using the pattern ==
 
== Using the pattern ==
=== Can Be Instantiated By ===
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Providing the possibility of [[Flip-Flop Events]] is mainly a question of using [[Varying Turn Orders]]. One common design solution that allows this is tying the use of a [[Score Tracks|Score Track]] to the turn order — as for example [[Egizia]] and [[Ursuppe]] does  — but the possibility of performing [[Flip-Flop Events]] with this system depends heavily on how other players behave. Similarly, even if many instantiations of [[Varying Turn Orders]] can allow [[Flip-Flop Events]], sometimes unintentionally, the pattern only becomes strongly present in a game when players can take actions to cause these events. Actions, often through [[Token Placement]], that let players claim the position of first player the next round make the pattern have more presence. [[Agricola]] and [[Lords of Waterdeep]] are examples of this.
[[Varying Turn Orders]]
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use [[Score Tracks]] as an example of [[Varying Turn Orders]]
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== Consequences ==
 
== Consequences ==
=== Can Instantiate ===
 
 
[[Flip-Flop Events]] affect [[Turn Taking]] by making a specific form of [[Combos]] possible. Since this can be tricky to set up, being able to create [[Flip-Flop Events]] can be a sign of [[Game Mastery]] in games where it is possible.
 
[[Flip-Flop Events]] affect [[Turn Taking]] by making a specific form of [[Combos]] possible. Since this can be tricky to set up, being able to create [[Flip-Flop Events]] can be a sign of [[Game Mastery]] in games where it is possible.
  

Revision as of 22:09, 17 January 2015

The taking of two turns in a row by a player by having the last turn in one round and the first turn in the next round.

Turn taking is common in board games and some games have rules that allow the turn order to change during gameplay. This pattern is a still a stub.

Examples

Flip-Flop Events are primarily the concern of Board Games. Agricola, Caylus, and Lords of Waterdeep allows players to perform direct actions that make them first players in a round so those in the last place can create Flip-Flop Events. Dominant Species is a weak example because players can only change their position in the turn order one step per round, so Flip-Flop Events are only possible in two-player game instances.

Egizia, Golf, and Ursuppe base turn order on the inverse order of the players' score, which means that players that move from first to last position in points moves from last to first position in turn order. Since this requires making a move that minimizes the amount of point gathered it is not necessarily good. Further, the possibility of doing so depends heavily on what the other players do and may not be possible at all except in rare circumstances. To add to this, in the case of Golf there is little gameplay advantage in creating Flip-Flop Events since it gives no direct gameplay advantage...

History of the World

Kristine Ask - Vampire: The Masquerade

Richard Wetzel - Battle at Kemble's Cascade and Skat

Andreas Lindegaard Gregersen - Uno with two players?

Alexander Dahl - Advanced Third Reich

Niels Swinkels - Macchiavelli

Lars Konzack - Shogun

Using the pattern

Providing the possibility of Flip-Flop Events is mainly a question of using Varying Turn Orders. One common design solution that allows this is tying the use of a Score Track to the turn order — as for example Egizia and Ursuppe does — but the possibility of performing Flip-Flop Events with this system depends heavily on how other players behave. Similarly, even if many instantiations of Varying Turn Orders can allow Flip-Flop Events, sometimes unintentionally, the pattern only becomes strongly present in a game when players can take actions to cause these events. Actions, often through Token Placement, that let players claim the position of first player the next round make the pattern have more presence. Agricola and Lords of Waterdeep are examples of this.

Consequences

Flip-Flop Events affect Turn Taking by making a specific form of Combos possible. Since this can be tricky to set up, being able to create Flip-Flop Events can be a sign of Game Mastery in games where it is possible.

Relations

Can Instantiate

Combos, Game Mastery

Can Modulate

Turn Taking

Can Be Instantiated By

Varying Turn Orders

Can Be Modulated By

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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

Jesper Berglund, Daniel Bernhoff, Alexander Kjäll