Score Tracks

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A track to show players' scores.

Games with scores need a way for keeping track of these. While simply having a token for each point (and possibly some with higher values) is the most obvious reusable solution for non-computerized games, having Score Tracks on which each players has one lowers the number of tokens need.

Examples

Pachisi (and its offspring Ludo) is an early example of a game with Score Tracks. They are still quite common in Board Games, be it casual Party Games such as Balderdash or Pictionary, or more complex games such as Amun-Re, Carcassonne, Dominant Species, Inca Empire, Egizia, and Ursuppe. They are not so common in Category:Computer Games since players' scores can there be displayed more compactly in their own individual areas of the interface with is updated by the computer as gameplay progresses.

Using the pattern

Score Tracks can be used to reduce the number of Bookkeeping Tokens that needs to be included in a game, but does not eliminate the need for them in regards to Scores.

While the amount of Movement one should make on Score Tracks is typically given, i.e. the amount of points on has just achieved, slight variations are possible. Ursuppe for example lets players who reach an already occupied spot skip ahead to the first free spot on the track.

Score Tracks can both be modulated by Tie Breakers and be used as Tie Breakers. The first case is a necessity when games as supposed to only have one winner. The use of Score Tracks as Tie Breakers are probably most common in determining the exact turn order in games with Turn Taking (e.g. Egizia and Ursuppe).

Diegetic Aspects

Building on earlier sources[1], Parlett argues that it "seems intuitively obvious" that the use of Score Tracks led to the development of games with Races[2], both on a gameplay and thematic level.

Interface Aspects

Consequences

Score Tracks is a way to handle Scores in games and can reduce the Excise somewhat related to this. Besides the already mentioned effects that Score Tracks can have in relation to Bookkeeping Tokens and Tie Breakers,

Relations

Turn Taking


Races

Game State Overview

Beat the Leader

Uncommitted Alliances

Temporary Alliances


Can Instantiate

Movement

Can Modulate

Bookkeeping Tokens, Excise, Tie Breakers

Can Be Instantiated By

Can Be Modulated By

Scores, Tie Breakers

Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

  1. Erasmus, C. J. (1950). Patolli, Pachisi, and the Limitation of Possibilities, Southwestern Journal of Antropology, 6 (Winter 1950), pp. 369-387 (as reprinted in Avedon, E. M. & Sutton-Smith, B. (1971). The Study of Games, pp. 109-129).
  2. Parlett, D. Oxford History of Board Games, p. 35. ISBN-10: 0192129988.

Acknowledgements

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