Difference between revisions of "Varying Turn Orders"

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== Using the pattern ==
 
== Using the pattern ==
 +
 +
=== Can Be Modulated By ===
 +
[[First Player Tokens]],
 +
[[Freedom of Choice]]
  
 
=== Diegetic Aspects ===
 
=== Diegetic Aspects ===
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== Consequences ==
 
== Consequences ==
  
== Relations ==
+
=== Can Instantiate ===
 +
[[Balancing Effects]],
 +
[[Flip-Flop Events]]
 +
 
 +
=== Can Modulate ===
 +
[[Asymmetric Starting Conditions]],
 +
[[First Player Advantages]],
 
[[Turn Taking]]
 
[[Turn Taking]]
[[Asymmetric Starting Conditions]]
 
[[First Player Advantages]]
 
[[Balancing Effects]]
 
  
 +
== Relations ==
 
=== Can Instantiate ===
 
=== Can Instantiate ===
 +
[[Balancing Effects]],
 
[[Flip-Flop Events]]
 
[[Flip-Flop Events]]
 
==== with ... ====
 
  
 
=== Can Modulate ===
 
=== Can Modulate ===
 +
[[Asymmetric Starting Conditions]],
 +
[[First Player Advantages]],
 +
[[Turn Taking]]
  
 
=== Can Be Instantiated By ===
 
=== Can Be Instantiated By ===
 +
-
  
 
=== Can Be Modulated By ===
 
=== Can Be Modulated By ===
 +
[[First Player Tokens]],
 +
[[Freedom of Choice]]
  
 
=== Possible Closure Effects ===
 
=== Possible Closure Effects ===
 +
-
  
 
=== Potentially Conflicting With ===
 
=== Potentially Conflicting With ===
 +
-
  
 
== History ==
 
== History ==

Revision as of 07:29, 24 June 2011

Varying who is the starting player in games with turn taking.

This pattern is a still a stub.

Examples

Systems for Rotating Starting Players are found in Board Games and Card Games, much likely because they most often use turn taking. Puerto Rico and Race for the Galaxy use a round-robin system for who starts a turn, which can be seen as turn taking sequence on its own on a higher level. Agricola, Caylus, and Dominant Species have a fixed turn order but players can change this through explicit actions; Carolus Magnus requires players to play tokens that determine the next turn order for the next turn. Egizia and Ursuppe determine the turn order for each turn based on the players' current scores.

Using the pattern

Can Be Modulated By

First Player Tokens, Freedom of Choice

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Can Instantiate

Balancing Effects, Flip-Flop Events

Can Modulate

Asymmetric Starting Conditions, First Player Advantages, Turn Taking

Relations

Can Instantiate

Balancing Effects, Flip-Flop Events

Can Modulate

Asymmetric Starting Conditions, First Player Advantages, Turn Taking

Can Be Instantiated By

-

Can Be Modulated By

First Player Tokens, Freedom of Choice

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

-

Acknowledgements