Game Boards

From gdp3
Revision as of 12:16, 20 July 2016 by Staffan Björk (Talk | contribs)

Jump to: navigation, search

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Examples

Game Boards are the defining characteristic of Board Games. Besides classical examples such as Chess, Diplomacy, Go, Monopoly, and Pachisi, there are many examples including 7 Wonders, Advanced Squad Leader, Agricola, Car Wars, Concordia, Dead of Winter: A Crossroads Game Egizia, Forbidden Island, King of Tokyo, Memoir '44, and Twilight Struggle.

Using the pattern

The design of Game Boards consists of the actual design of the board and what game elements, e.g. Cards, Dice, and Tokens, should be used in conjunction with them.

If a Game Board isn't a Score Track in itself it can be augmented with one.

Interface Aspects

Game Boards is an Interface Pattern.

Consequences

Game Boards are often Maps and in that sense can depict Game Worlds. When they are used to keep track of how players move Tokens from one place to another to win, they also work as Score Tracks. When they are used with Dice or Tokens, the latter becomes Non-Diegetic Features in the Game Worlds.

When they are physical game components (as opposed to representations on a computer screen), Game Boards work against Ubiquitous Gameplay since players need to be near them to use them.

Relations

Can Instantiate

Game Worlds, Maps, Score Tracks

with Dice or Tokens

Non-Diegetic Features

Can Modulate

-

Can Be Instantiated By

-

Can Be Modulated By

Score Tracks

Possible Closure Effects

-

Potentially Conflicting With

Ubiquitous Gameplay

History

New pattern created in this wiki.

References

-

Acknowledgements

-