Difference between revisions of "Turnovers"

From gdp3
Jump to: navigation, search
(Relations)
Line 20: Line 20:
 
[[Turnovers]] is one way of enacting [[Turn Taking]] in games but one that occur as [[Penalties]] for failed actions rather than due to a deterministic process.
 
[[Turnovers]] is one way of enacting [[Turn Taking]] in games but one that occur as [[Penalties]] for failed actions rather than due to a deterministic process.
  
 +
 +
=== Can Be Instantiated By ===
 +
[[No-Ops]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
Line 28: Line 31:
  
 
== Consequences ==
 
== Consequences ==
 +
=== Can Instantiate ===
 +
[[Action Caps]],
 +
[[Penalties]],
 +
[[Risk/Reward]],
 +
[[Tactical Planning]]
 +
 +
=== Can Modulate ===
 +
[[Turn Taking]],
 +
[[Turn-Based Games]]
  
 
== Relations ==
 
== Relations ==
Line 35: Line 47:
 
[[Risk/Reward]],  
 
[[Risk/Reward]],  
 
[[Tactical Planning]]
 
[[Tactical Planning]]
 
==== with ... ====
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===
Line 46: Line 56:
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
-
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
 +
-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 +
-
  
 
== History ==
 
== History ==

Revision as of 13:32, 27 October 2011


The immediate ending of one player's turn due to a game event to start another player's turn.

This pattern is a still a stub.

Examples

Rules for Turnovers exist in both American Football and Basketball to regulate cases where possession of the ball changes. Although Turnovers happen when one team scores this is typically not referred to as a Turnover. Being a fantasy version of American Football, it may not be surprising that Bloodbowl (both in its original form and as a computer game) also have rules for Turnovers. A difference here is however that several additional failure, e.g. failing tackles, causes Turnovers.

CrossFire: Rules & Organizations for Company Level WW2 Gaming is example of a Strategy Game with Turnover game mechanics.

Using the pattern

Turnovers is one way of enacting Turn Taking in games but one that occur as Penalties for failed actions rather than due to a deterministic process.


Can Be Instantiated By

No-Ops

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Can Instantiate

Action Caps, Penalties, Risk/Reward, Tactical Planning

Can Modulate

Turn Taking, Turn-Based Games

Relations

Can Instantiate

Action Caps, Penalties, Risk/Reward, Tactical Planning

Can Modulate

Turn Taking, Turn-Based Games

Can Be Instantiated By

No-Ops

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements

-