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 ===
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 [[Turnovers|Turnover]]. Being a fantasy version of [[American Football]], it may not be surprising that [[Bloodbowl]] (both in its original form and as a [[Bloodbowl (computer game)|computer game]]) also have rules for [[Turnovers]]. A difference here is however that several additional failure, e.g. failing tackles, causes [[Turnovers]].  
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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 [[Turnovers|Turnover]]. Being a fantasy version of [[American Football]], it may not be surprising that [[Bloodbowl]] (both in its original form and as a [[Bloodbowl (computer game)|computer game]]) also have rules for [[Turnovers]]. A difference here is however that several additional failure, e.g. failing tackles or falling when sprinting, causes [[Turnovers]].  
  
[[CrossFire: Rules & Organizations for Company Level WW2 Gaming]] is example of a [[:Category:Strategy Games|Strategy Game]] with [[Turnovers|Turnover]] game mechanics.
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[[CrossFire: Rules & Organizations for Company Level WW2 Gaming]] is example of a [[:Category:Strategy Games|Strategy Game]] with a [[Turnovers|Turnover]] game mechanic.
  
 
== Using the pattern ==
 
== 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.
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[[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 [[Turnovers|Turnover]] can be seen as forcing [[No-Ops]] on actions that remained to be done.
 
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The actual implementation of a [[Turnovers|Turnover]]  
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[[No-Ops]]
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=== Diegetic Aspects ===
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=== Interface Aspects ===
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=== Narrative Aspects ===
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== Consequences ==
 
== Consequences ==
=== Can Instantiate ===
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[[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.
[[Action Caps]],
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[[Penalties]],  
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[[Risk/Reward]],
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[[Tactical Planning]]
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=== Can Modulate ===
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Given that [[Turnovers]] become more or less certainties if players do enough actions that can fail and have this as a [[Penalties|Penalty]], the pattern gives rise to a soft version of [[Action Caps]].
[[Turn Taking]],  
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[[Turn-Based Games]]
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== Relations ==
 
== Relations ==
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=== Can Modulate ===
 
=== Can Modulate ===
[[Turn Taking]],
 
[[Turn-Based Games]]
 
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===

Latest revision as of 10:39, 15 January 2015

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 or falling when sprinting, causes Turnovers.

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

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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