Difference between revisions of "Turnovers"

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''The immediate ending of one player's turn due to a game event to start another player's turn.''
 
''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.
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Many games divide the gameplay into turns in which one player can do actions. While many different ways of determining when a turn should end for one player and start for another, [[Turnovers]] describe the cases when failing specific actions immediately end the turn.
  
 
=== Examples ===
 
=== Examples ===

Revision as of 12:52, 9 November 2011

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

Many games divide the gameplay into turns in which one player can do actions. While many different ways of determining when a turn should end for one player and start for another, Turnovers describe the cases when failing specific actions immediately end the turn.

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. The actual implementation of a Turnover can be seen as forcing No-Ops on actions that remained to be done.

Consequences

Turnovers are a form of Penalties in Turn-Based Games with Turn Taking. Since players are aware that failed actions can lead to Turnovers in games with this pattern, it forces them to do Risk/Reward considerations and quite likely also Tactical Planning in which order to do actions.

Given that Turnovers become more or less certainties if players do enough actions that can fail and have this as a Penalty, the pattern gives rise to a soft version of Action Caps.

Relations

Can Instantiate

Action Caps, Penalties, Risk/Reward, Tactical Planning

Can Modulate

Can Be Instantiated By

No-Ops

Can Be Modulated By

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Possible Closure Effects

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Potentially Conflicting With

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History

New pattern created in this wiki.

References

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Acknowledgements

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