Extra Turns

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

This pattern is a still a stub.

TV Tropes has a page for Extra Turns.

Examples

Monopoly

Magic: The Gathering

Illuminati: New World Order

Using the pattern

Extra Turns are introduced into games to change the order of Turn Taking by injecting extra ones for the current player. The main design decisions quite naturally is when players should receive them and if they should be able to choose or affect when they occur.

Consequences

Extra Turns create a weak form of Flip-Flop Events, and provide a form of Extra Chances when used to retry failed actions. They can also be seen as a form of Game Time Manipulation since they let a player make double the amount of actions that one would normally be doing before it was another players' turn. This opens up for Extra Turns breaking Player Balance.

Relations

Can Instantiate

Extra Chances, Flip-Flop Events, Game Time Manipulation

Can Modulate

Turn Taking

Can Be Instantiated By

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Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

Player Balance

History

New pattern created in this wiki.

References

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Acknowledgements

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