Difference between revisions of "Secret Scoring Mechanisms"
Line 14: | Line 14: | ||
== Using the pattern == | == Using the pattern == | ||
− | [[Secret Scoring Mechanisms]] are typically added to games with [[Scores]] in order to avoid having [[Predictable Winner]] and thereby set up for [[Beat the Leader]] situations. The pattern only makes sense to use in [[Multiplayer Games]] since they are used for creating uncertainty among players regarding their [[Scores]]. It is commonly used in games with the pattern [[Winner determined after Gameplay Ends]]. | + | [[Secret Scoring Mechanisms]] are typically added to games with [[Scores]] in order to avoid having [[Predictable Winner]] and thereby set up for [[Beat the Leader]] situations. It also works against players having perceived [[Unwinnable Game States]]. The pattern only makes sense to use in [[Multiplayer Games]] since they are used for creating uncertainty among players regarding their [[Scores]]. It is commonly used in games with the pattern [[Winner determined after Gameplay Ends]]. |
The actual design of what gives points to a [[Scores|Score]] does not differ significantly from designing normal scoring except that the mechanisms are typically design so they can be activated to win a game or automatically are activated when [[End State Scoring]] begins. | The actual design of what gives points to a [[Scores|Score]] does not differ significantly from designing normal scoring except that the mechanisms are typically design so they can be activated to win a game or automatically are activated when [[End State Scoring]] begins. | ||
Line 51: | Line 51: | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
[[Beat the Leader]], | [[Beat the Leader]], | ||
− | [[Predictable Winner]] | + | [[Predictable Winner]], |
+ | [[Unwinnable Game States]] | ||
== History == | == History == |
Latest revision as of 14:14, 26 July 2016
Ways of gaining points in a game which is not revealed until used or until the final scoring phase of the game.
Some games determine winners by using victory points. A game has Secret Scoring Mechanisms when players can get some of these in ways that are not public to other players before they are achieved and displayed.
Contents
Examples
Settlers of Catan have development cards, of which some give victory points that can be revealed at any time as a Secret Scoring Mechanism. There are many example of other Board Games that have secret cards which give points to players if they have met some specific requirements. Examples of such games include Amun-Re, Android, Egizia, Murano, Ticket to Ride, and Lords of Waterdeep.
Using the pattern
Secret Scoring Mechanisms are typically added to games with Scores in order to avoid having Predictable Winner and thereby set up for Beat the Leader situations. It also works against players having perceived Unwinnable Game States. The pattern only makes sense to use in Multiplayer Games since they are used for creating uncertainty among players regarding their Scores. It is commonly used in games with the pattern Winner determined after Gameplay Ends.
The actual design of what gives points to a Score does not differ significantly from designing normal scoring except that the mechanisms are typically design so they can be activated to win a game or automatically are activated when End State Scoring begins.
Consequences
Secret Scoring Mechanisms affect how Scores in Multiplayer Games work in a game by adding Imperfect Information. They can be seen as a form of Secret Goals as long as they require players to fulfill something secret to received them (the development cards in Settlers of Catan are an example of when this is not the case), and provide both Anticipation and Tension to gameplay while making more difficult to have a Predictable Winner. The use of them lessens the importance of Score Tracks since not all points may be shown there (especially if End State Scoring is used).
Higher-Level Closures as Gameplay Progresses is at least partly likely to occur when Secret Scoring Mechanisms is used together with Winner determined after Gameplay Ends. This since the closure of who won the game is maintained until after gameplay ends and all closures up until the very end of gameplay can at least in the players perception influence the outcome.
Relations
Can Instantiate
Anticipation, Imperfect Information, Secret Goals, Tension
with Winner determined after Gameplay Ends
Higher-Level Closures as Gameplay Progresses
Can Modulate
End State Scoring, Score Tracks, Winner determined after Gameplay Ends
Can Be Instantiated By
-
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
Beat the Leader, Predictable Winner, Unwinnable Game States
History
New pattern created in this wiki.
References
-
Acknowledgements
-