Difference between revisions of "Speedending"
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=== Examples === | === Examples === | ||
+ | One of the ways [[Dominion]] ends is if three stacks of cards are depleted. A player can perform [[Speedending]] in this game by purposefully buying cards from nearly depleted decks even if they are not otherwise useful. More specifically, depleting only the deck of "province" cards ends the game so this can be a quicker but more costly way of doing [[Speedending]]. Similarly, [[Concordia]] ends when all "personality" cards have been sold and players that wish to speedend this game can by these as often as possible. | ||
− | + | Players of [[Race for the Galaxy]] can engage in [[Speedending]] by playing cards both during "develop" and "settle" phases even if they cards played are not the best long-term investments. | |
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== Using the pattern == | == Using the pattern == | ||
− | Being able to do [[Speedending]] in a game relies on players being able to judge their own position in relation to others, and that when they judge themselves leaders that they can influence the game to end. | + | Being able to do [[Speedending]] in a game relies on players being able to judge their own position in relation to others, and that when they judge themselves leaders that they can influence the game to end. In addition, [[Speedending]] assumes [[Winner determined after Gameplay Ends]] since if one is able to end the game by winning players will simply be more focused on winning instead of ending the game as quickly as possible (even if they may be performing the exact same actions). |
+ | [[Game State Overviews]], [[Predictable Consequences]], [[Predictable Winner]], | ||
+ | [[Score Tracks]], | ||
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+ | [[Complete Resource Depletion]], | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
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=== Diegetic Aspects === | === Diegetic Aspects === | ||
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== Relations == | == Relations == | ||
+ | [[Investments]] | ||
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=== Can Instantiate === | === Can Instantiate === | ||
[[Game Mastery]], | [[Game Mastery]], | ||
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=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Complete Resource Depletion]], | ||
[[Game State Overviews]], | [[Game State Overviews]], | ||
[[Predictable Consequences]], | [[Predictable Consequences]], | ||
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=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
− | + | [[Investments]] | |
== History == | == History == |
Revision as of 08:03, 26 January 2015
The one-sentence "definition" that should be in italics.
This pattern is a still a stub.
Contents
Examples
One of the ways Dominion ends is if three stacks of cards are depleted. A player can perform Speedending in this game by purposefully buying cards from nearly depleted decks even if they are not otherwise useful. More specifically, depleting only the deck of "province" cards ends the game so this can be a quicker but more costly way of doing Speedending. Similarly, Concordia ends when all "personality" cards have been sold and players that wish to speedend this game can by these as often as possible.
Players of Race for the Galaxy can engage in Speedending by playing cards both during "develop" and "settle" phases even if they cards played are not the best long-term investments.
Using the pattern
Being able to do Speedending in a game relies on players being able to judge their own position in relation to others, and that when they judge themselves leaders that they can influence the game to end. In addition, Speedending assumes Winner determined after Gameplay Ends since if one is able to end the game by winning players will simply be more focused on winning instead of ending the game as quickly as possible (even if they may be performing the exact same actions).
Game State Overviews, Predictable Consequences, Predictable Winner, Score Tracks,
Can Modulate
Construction/Scoring Phase Shift
Can Be Instantiated By
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Successful Speedending results in Game Over for one or several players. Being able to notice when one should perform Speedending as well as being able to do it can be signs of Game Mastery.
Relations
Can Instantiate
Can Modulate
Construction/Scoring Phase Shift
Can Be Instantiated By
Complete Resource Depletion, Game State Overviews, Predictable Consequences, Predictable Winner, Score Tracks, Winner determined after Gameplay Ends
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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