Original Design Patterns Flashcards
Game Design patterns from "Patterns in Game Design" by Staffan Bjork and Jussi Holopainen
The loss of ability to perform an action in the game.
Ability Losses
A special weakness of an enemy that can be used to defeat that enemy much easier than by other means.
Achilles’ Heels
Entities in games that take the roles of players but are controlled by the game system.
Agents
The act of taking aim at something and then shooting at it.
Aim & Shoot
Abstract game elements that provide information about particular game state changes.
Alarms
This goal consists of forming a linear alignment of game elements.
Alignment
A group of players who have agreed to obey particular and specific rules of conduct towards each other and who, usually, also have a shared agenda.
Alliances
The game is described as taking place in an alternative reality in order to justify and motivate game elements, possible actions, and rules that contradict the ordinary laws of nature or the usual rules of social conduct.
Alternative Reality
The players can spend considerable amounts of time planning their actions, because the consequences of the actions are at least somewhat predictable, and the number of possible outcomes grows exponentially the further in game time the players plan ahead.
Analysis Paralysis
The feeling of being able to predict future game events in the games to which one has emotional attachments.
Anticipation
Being in control over who can move within an area in the game world, or having access to actions linked to locations in the game world.
Area Control
The possible rewards have a linear relationship to the investments, that is, if the investment is double, the comparable reward is doubled.
Arithmetic Rewards for Investments
Players, or game elements, do not all have the same actions available.
Asymmetric Abilities
Players have structurally different goals requiring different tactics and actions.
Asymmetric Goals
Players have different information available to them, i.e., some players know more than other players
Asymmetric Information
Players have different access and ownership rights to different kinds of resources during the game.
Asymmetric Resource Distribution
Games where the players game and play sessions do not necessarily overlap in time.
Asynchronous Games
Players have to move their attention between different parts of the game.
Attention Swapping
A game element, which is tightly connected to the player’s success and failure in the game. In many cases, it’s the only means through which a player can affect the game world.
Avatars
Rules and effects in games that lessen the differences of value used to measure competition between players.
Balancing Effects
One or several players that have an agreement with other players either intentionally fail to do as agreed or otherwise hinder the fulfillment of the agreement.
Betrayal
Investing resources in the likelihood of an outcome.
Betting
Players invest resources, usually some kind of a currency, for an uncertain outcome in order to get a reward of some kind.
Bidding
Players have a possibility to convey false information to other players in order to benefit from the situation.
Bluffing
Game elements that do not represent concrete objects in the game world but instead holds specific parts of the game state.
Book-Keeping Tokens
A more powerful enemy the players have to overcome to reach certain goals in the game.
Boss Monsters
Points that are used by players to do actions during their turns.
Budgeted Action Points
An abstract game element that decides what is the player’s current view to the game world.
Cameras
Staying in one location in the game for extended periods of time and perform the same action repeatedly.
Camping
The goal pattern where the end result is the elimination or change of ownership of an actively resisting goal object.
Capture
Physical game elements used to distribute tokens, often with different characteristics, to players without necessarily revealing the distribution.
Cards
The improvement of characters’ skills or knowledge.
Character Development
Abstract representations of persons in a game.
Characters
Locations in the Game World that affect the players’ resources when they are in the location.
Chargers
A game design which makes the number of a certain type of resources fixed during entire game sessions, although the resources may take different forms or have different status during that period.
Closed Economies
Events in gameplay where the game state is, or can be, reduced in size.
Closure Points
Clues are game elements that give the players information about how the goals of the game can be reached.
Clues
Having ones attention focused upon problem-solving aspects of a game.
Cognitive Immersion
Compound actions that require several players to simultaneously perform actions.
Collaborative Actions
The action of gathering game elements from the game world.
Collecting
The completion of several goals that together form a coherent unit.
Collection
Actions where the intent is to kill or otherwise overcome opponents
Combat
Sets of actions that trigger additional effects than those that occur due to the individual actions.
Combos
Goals that players have entered a form of contract to try and fulfill.
Committed Goals
The medium and the methods players can use to send messages to other players.
Communication Channels
Players have or can develop an area of specialty within a game.
Competence Areas
The struggle between players or against the game system to achieve a certain goal where the performance of the players can be measured at least relatively.
Competition
The goal of trying to hinder other players ability to gain information.
Conceal
The goal of forming a spatial, temporal, or logical arrangement of game elements.
Configuration
Two or more parties, often players or players against the game system, have goals, that cannot be satisfied together.
Conflict
Linking or spatially positioning game elements to each other so that they have a physical relation.
Connection
Governs that the game elements, the player actions and their consequences, and the game events are consistent.
Consistent Reality Logic
The action of introducing new game elements that are presented as intentional creations into the Game World.
Construction
Based on putting game elements together to build new kinds of game element configurations, which might have different emergent characteristics.
Constructive Play
A game element, usually some kind of a resource, is consumed as a consequence of a player action, certain game element configuration, or other type of a game event.
Consumers
A game element that can store other game elements.
Container
Goals that require the player to maintain a subset of a certain game state within certain limits.
Continuous Goals
Game elements fixed in particular locations in the Game World that allow players to perform actions that would not be possible otherwise.
Controllers
Produces different types of game elements from other game elements, typically from other resources. In essence, they transform game elements into other game elements.
Converters
Players coordinate their actions and share resources, in order to reach goals or subgoals of the game.
Cooperation
Players have the ability to be creative within the Game World.
Creative Control
Sequences of storytelling where players cannot act within the game.
Cut Scenes
Effects from actions or events that can lead to negative consequences.
Damage
Players’ chance of succeeding with an action as a function within the game is decreased, or the calculated effect the action has in the game decreased.
Decreased Abilities
Games that have machines or people who perform actions and provide choices so that players can play a game.
Dedicated Game Facilitators
The effects of actions and events in games do not occur directly after the actions or events have started.
Delayed Effects
There is a time delay in social exchange situations, i.e. the whole exchange is not immediate, something is given now and the return is to be paid back some time in the future.
Delayed Reciprocity
Consists of moving a certain game element to another specified game element or place within the game space.
Delivery
Actions whose success or failure depends on some form of physical prowess, in most cases, hand-eye coordination.
Dexterity-Based Actions
Physical game elements that are used to randomize an outcome from a predefined set of outcomes, each outcome having the same likelihood.
Dice
The returns for similar investments decrease as the player progresses in the game.
Diminishing Returns
Players have access to information about the game state in the same format that the game state is stored
Direct Information
The area or stack where cards or tiles are placed after they have been used.
Discard Piles
That players’ attention is forcefully moved from one aspect of the game to another.
Disruption of Focused Attention
The player cannot directly affect the outcome of the game for a period of time.
Downtime
The collection of cards or tiles that are drawn in sequence by the players.
Drawing Stacks
New alliances can be created, old alliances can die out and the characteristics, especially the player composition, of an alliance can change during the game play.
Dynamic Alliances
Certain characteristics of the goals, usually the information available to the players, change during gameplay.
Dynamic Goal Characteristics
There is a possibility that a player’s game session may finish before the other players.
Early Elimination
Surprises in the game that are not related to the game.
Easter Eggs
The goal to remove a game element from its location in the game space.
Eliminate
Being emotionally affected by the events that occur in a game.
Emotional Immersion
Players feel that they can affect the events and the final outcome of a game.
Empowerment
The surrounding of game elements by a continuous line or wall.
Enclosure
Avatars and units that hinder the players trying to complete the goals.
Enemies
Goals that have a dynamic existence, that is, they can appear and disappear during the gameplay; their appearance not necessarily known at the beginning of the game and their disappearance may not be due to their completion or them having become impossible.
Ephemeral Goals
This is the goal to avoid being captured or hit.
Evade
Completing this makes the completion of other goals in the game meaningless or impossible.
Excluding Goals
Performing actions to learn how the rules of cause and effect work in a game.
Experimenting
The goal of learning the layout of the Game World, or locating specific parts or objects in it.
Exploration
Actions that take so long to complete that they require players to miss opportunities to perform other actions in order to complete them.
Extended Actions
Actions that are motivated by the game state or game design but do not affect the game state as such.
Extra-Game Actions
Consequences that are due to actions within games or based on game states of games but that do not affect the game state or how the game state is perceived.
Extra-Game Consequences
Information provided within the game that concerns subjects outside the Game World.
Extra-Game Information
Players are shown the game world as if they were inside it
First-Person Views
The game elements through which a player’s actions are taken.
Focus Loci
The player has no information about game world areas that are not being observed or have not yet been explored
Fog of War
Players have the ability to make choices in the game.
Freedom of Choice
Gaining the ability to perform a certain action within the game.
Gain Competence
The goal of performing actions in the game in order to be able to receive information or make deductions.
Gain Information
This is simply the goal to be declared the owner of a game element.
Gain Ownership
People who act as game facilitators of game worlds for players.
Game Masters
That one can clearly distinguish between skillful and incompetent players when they are using all their skills and abilities in a game.
Game Mastery
The progress of game time is suspended during Game Pauses
Game Pauses
Players are provided with information that extends beyond the observational abilities provided by game elements
Game State Overview
The environment in which the gameplay or parts of the gameplay takes place is determined by the spatial relationships of the game elements.
Game World
The action of trying to move from one place in the game to another when the correct way is not obviously apparent.
Game World Navigation
A game which is played completely within another game.
Games within Games
The possible rewards grow in geometric fashion compared to the invested resources, that is, if the investment is doubled the comparable reward is more than doubled.
Geometric Rewards for Investments
Ghosts are the overlay of elements and actions from previous game sessions in a current game session so that players can compare their current progress with that of the previous attempts.
Ghosts
Players are given information about his current goals in the game.
Goal Indicators
Goal Points are locations in the game world which the players can enter in order to complete a goal.
Goal Points
Players are given a view of the game independent of game elements
God Views
A God’s Finger is a game element that allows the player to affect the game world, but which cannot be affected by events in the game world itself.
God’s Finger
Guard is the goal to hinder other players or game elements from accessing a particular area in the game or a particular game element.
Guard
Making gameplay easier for certain players in order to make all players have the same chance to succeed.
Handicaps
The players are identified in the game instance, and sometimes between game instances, by short names or other at least somewhat unique identifiers.
Handles
Helpers are game elements that support the players in completing goals by giving advice or by performing actions which the players are not able to perform. They are not under any players’ control, and typically do not move around in the game world.
Helpers
Moving a game element to a location in the game without directly interacting with it.
Herd
The goals and subgoals of the game form a hierarchy.
Hierarchy of Goals
High Score lists give players the chance to rank themselves against other players who have previously played the game.
High Score Lists
Closures that occur progressively become more important as the game is played.
Higher-Level Closures as Gameplay Progresses
Events that are about to occur and can clearly be observed by players.
Hovering Closures
The characters or parts of the game with which players identify.
Identification
Players believe that they can influence the outcome of the game, regardless of whether this is correct.
Illusion of Influence
The player receives something that is perceived as a reward but does not quantifiably help in completing a formalized goal in the game as expressed by the game state.
Illusionary Rewards
Immersion in the Game World or immersion in the activity of play.
Engrossment
One aspect of information about the total game situation is not fully known to a player, either the information known is totally wrong or the accuracy of the information is limited.
Imperfect Information
Players’ chance of succeeding with an action as a function within the game is increased, or the calculated effect the action has increased in the game.
Improved Abilities
Inaccessible Areas are parts of the Game World the player can perceive but cannot currently enter, such as areas behind locked doors or sufficiently high ledges.
Inaccessible Areas
Two or more goals that cannot be fulfilled simultaneously due to having end conditions that are mutually exclusive
Incompatible Goals
Game elements whose actions players can affect through other game elements.
Indirect Control
Players obtain information about the game situation in an indirect way, usually from other players.
Indirect Information
The penalty for a failure to meet a requirement in the game is given only to one of the players.
Individual Penalties
The reward, or parts of the reward, for reaching a goal or performing an action in the game is given to only one of the players.
Individual Rewards
The game system or other players can directly influence the player’s progress towards the goal.
Interferable Goals
Actions that can be interrupted before they affect the game state.
Interruptible Actions
Committing Resources for a certain amount of time to something in order to reap the rewards later.
Investments
Invisible Walls are impassible obstacles that limit the players’ movement, but not vision, to areas that appear to be part of the game world.
Invisible Walls
Actions whose effect on the game state cannot be undone.
Irreversible Actions
Reaching and keeping a sought for game state that other players are trying to reach and keep.
King of the Hill
The goal of being the last survivor.
Last Man Standing
Making an action without any guaranteed, or visible, chance of success.
Leaps of Faith
A level is a part of the game in which all player actions take place until a certain goal has been reached or an end condition has been fulfilled.
Levels
Players have little knowledge of the next events in a game, or that they do not know what consequences they will have.
Limited Foresight
Players cannot make plans about what future actions to perform due to characteristics inherent in the game design.
Limited Planning Ability
The resources available to the players are limited to such extent that they are forced to plan ahead the use of the resources, that is, there is a perceivable possibility of running out of the resources during the game play.
Limited Resources
Players can only have a few actions to choose from.
Limited Set of Actions
The number of chances a player has within a game session before it is terminated.
Lives
The feeling that random effects are not random but favorable to the player.
Luck
Controlling the movement of game elements in real-time games.
Maneuvering
Games where players gain benefit by remembering facts about the game or game state.
Memorizing
A game based on the effects and outcomes of other games.
Meta Games
These are Tiles that can move during gameplay either as the effect of player actions or game events.
Moveable Tiles
The action of moving game elements in the Game World.
Movement
The movement of game elements is limited in some way.
Movement Limitations
A Mule is a player character that is set, typically by using scripts, to perform long, monotonous and specialized sets of actions.
Mule
Games that have more than one player.
Multiplayer Games
The players, or some of the players, try to reach a goal within the game together.
Mutual Goals
The structures of the stories that are unfolded by playing the game.
Narrative Structures
Players have explicit information about how close they were to achieving a goal when they have failed to achieve it
Near Miss Indicators
A situation where the players confer with each other in order to reach an agreement or settlement.
Negotiation
Stories in games which have no predefined ends.
Never Ending Stories
Gaining new abilities during gameplay.
New Abilities
The action of doing nothing.
No-Ops
The amount of resources available in the game is determined at the start of the game and these resources cannot be renewed once they are exhausted.
Non-Renewable Resources
Obstacles are game elements that hinder the players from taking the shortest route between two places.
Obstacles
There are goals the player does not necessarily have to reach during the game
Optional Goals
When Units in a game can be described by actions, abilities, and characteristics that are orthogonal to each other regarding functionality.
Orthogonal Unit Differentiation
Players are given information about an outcome of an action in addition to the effect of the action.
Outcome Indicators
Outstanding Features are parts of the Game World that cannot be manipulated but by their shape, color, or texture convey information to players.
Outstanding Features
This is the goal of the player to defeat an opposing force in a test, or a series of tests, involving attributes or performance of low-level actions.
Overcome
Ownership dictates which of the players have access to the Resources and other game components and how.
Ownership
Sets of three or more actions form cycles where every action has an advantage over another action.
Paper-Rock-Scissors
Parallel Lives are used in games where the player controls or protects several game elements which each can be considered to have a life of its own.
Parallel Lives
Players are inflicted with something perceived as negative or stripped of an advantage, due to failure to meet a requirement in the game.
Penalties
That players can notice a perceivable difference between how well actions are performed in the game, or a noticeable difference between the game state before and after the actions are performed.
Perceivable Margins
Players believe, whether correctly or not, that they have a chance to succeed with actions in a game.
Perceived Chance to Succeed
The player has full and reliable access to current or past information about a game component, or that total current or past game state is known to the player
Perfect Information
The storage of the game state of a single game instance in Persistent Game Worlds is independent from the players’ game and play sessions.
Persistent Game Worlds
Pick-Ups are game elements that exist in the game world and can be collected by players, usually by moving an avatar or Units in contact with the Pick-Up.
Pick-Ups
When Character evolution is under players’ control and can be projected.
Planned Character Development
Players have equal chances of succeeding with actions in a game or winning a game.
Player Balance
Game Worlds that are created by players.
Player Constructed Worlds
Players, or at least some of the players, are responsible for deciding at least some of the results of the player actions. These decisions are not necessarily based on the rules of the game.
Player Decided Results
Goals and subgoals that players can create or customize within the game itself.
Player Defined Goals
In games with Player Elimination, the players’ game sessions can be finished without the players consent, often as a penalty for failing to achieve something.
Player Elimination
Allows players to intentionally or unintentionally remove players from the game for at least some time.
Player Killing
That one or more player controls the process of distributing between several players the rewards for completing, or the penalties for failing, a goal.
Player-Decided Distribution of Rewards & Penalties
Polyathlons are tournaments that consist of several different types of games.
Polyathlons
Power-Ups are game elements that give time-limited advantages to the player that picks them up.
Power-Ups
Predefined Goals are preset by the game designer, usually arranged in a rigid hierarchy, which can only be adaptable by players’ choices or interpretations if the design allows it.
Predefined Goals
Players can predict how the game state will change if they perform actions, or possibly sequences of actions.
Predictable Consequences
Goals where the objective is to prevent a completion of another goal.
Preventing Goals
Privileged Abilities are those that let players perform actions that are not readily available to all other players.
Privileged Abilities
Being able to do a form of movement that other game elements cannot.
Privileged Movement
Producer-Consumer determines the lifetime of game elements, usually resources, and thus governs the flow of gameplay.
Producer-Consumer
A game element, usually some kind of a resource, is produced as a consequence of a player action, certain game element configuration, or other type of game event.
Producers
The player is given information about his current progress towards a closure in addition to the configuration of game elements involved
Progress Indicators
All or part of the information of the game state is available during the game to people other than the players
Public Information
Actions that can be solved through deductive or inductive reasoning.
Puzzle Solving
Quick Games have a single concrete goal and few basic actions.
Quick Games
The competition between players to be the first to reach a certain goal, often being the first to a certain location following an approved route.
Race
Effects or events in the game cannot be exactly predicted.
Randomness
The progression of game time during play is tied to the real time.
Real-Time Games
The player can reconfigure the game world itself, including the basic relationships and attributes of the game elements and the rules governing the dynamics of these relationships.
Reconfigurable Game World
Patrolling a known area in the game world to detect changes.
Reconnaissance
Information or potential goals that are designed to either mislead or distract the player
Red Herrings
Players have to constantly progress in the game in order to maintain a relative level of power or success compared to other players.
Red Queen Dilemmas
A type of resource of which more instances can be generated during game play.
Renewable Resources
The level to which a game provides new challenges or experiences when played again.
Replayability
Rescue is the goal of freeing someone or something that is guarded.
Rescue
Resource Generators are specific places or game elements producing resources, in effect tying the production of resources in the game to a particular place in the game world.
Resource Generators
Resource Locations are the locations where resources are found in the game world.
Resource Locations
The players have to plan, manage, and control resource flows within the game in order to reach the goals of the game.
Resource Management
Game elements that are used by players to enable actions in a game.
Resources
Game elements that are used by players to enable actions in a game.
Resources
The possibility of returning to a previous game state of the whole or just parts of the game.
Reversability
The player receives something perceived as positive, or is relieved of a negative effect, for completing goals in the game.
Rewards
Actions that require players to time their actions several times in a row.
Rhythm-Based Actions
That the level of complexity by the player in the game is the one intended by the game design.
Right Level of Complexity
That the level of difficulty experienced by the player is the one intended by the game design.
Right Level of Difficulty
That the chance for receiving a Reward in the game is linked to some risk of receiving a Penalty if the player fails to acquire the Reward.
Risk/Reward
The shift between two different roles which are each others opposite.
Role Reversal
Players have characters with at least somewhat fleshed out personalities. The play is centered on making decisions on how these characters would take actions in staged imaginary situations.
Roleplaying
Save Havens are locations in the game world where game elements under the players’ control are safe from the actions of other players or the game events.
Safe Havens
Save Points are the points in gameplay where the players can choose to save the game state so that they can return to it later.
Save Points
The actions of saving and loading game states.
Save-Load Cycles
Score is the numerical representation of the player’s success in the game, often not only representing the success but also defining it.
Score
Alliances, or the special characteristics of alliances, which by definition are unknown to at least some of the players.
Secret Alliances
Secret Resources are resources that are unknown to at least some of the players.
Secret Resources
The player can select the goals he tries to achieve in the game from a set of available goals.
Selectable Sets of Goals
Games that require that the players ensure that the rules are being followed and require the players to perform any necessary book-keeping actions.
Self-Facilitated Games
The flow experience of performing repetitious actions, which provide sensory feedback.
Sensory-Motoric Immersion
The penalty for a failure to meet a requirement in the game is shared between some or all of the participating players.
Shared Penalties
The players, or some of the players, have at least potential access to the same resources.
Shared Resources
The players who were involved in some way in reaching a goal in the game share the reward.
Shared Rewards
The game world shrinks and thus restricts players’ movement in the game.
Shrinking Game World
Games where there is only one player in a game instance.
Single-Player Games
The numerical representation of how likely a Unit or Character is to succeed with an action, and what possible consequences the action has.
Skills
Games designed to provide players with the possibility of smoothly progressing from novice to master.
Smooth Learning Curves
The players tend to compete against each other even though cooperation would be beneficial for all players involved.
Social Dilemmas
Social Interaction is when two or more players have two-way communication between each other, i.e., the other players can respond to the individual player’s communication.
Social Interaction
Social Organizations are more or less stable group of players who have common long-term interests within the game.
Social Organizations
Social Status is defined by the extent to which the player is admired, esteemed or approved by the other players of the game as well as by persons outside the game.
Social Statuses
Perceiving movement in the game from the perspective of oneself moving.
Spatial Immersion
Positions in the game where Units, Avatars, or Enemies appear.
Spawn Points
The action of an Avatar appearing in the game world.
Spawning
People, possibly former, current, or future players, who observe the actions that players do in a game without being able to affect the game themselves.
Spectators
Players are given information about a certain part of the game state or other players through other means than observing a game element
Status Indicators
Stealth is the goal to move through a certain area and perform an action without being detected.
Stealth
Games that encourage players to plan about certain aspects of the game.
Stimulated Planning
The act of telling storieswithin the game.
Storytelling
Knowledge based on processing information about the game elements, rules, possible actions, or evaluation functions of a game without regards to a specific game state.
Strategic Knowledge
Strategic Locations in the Game World that give an advantage to the players controlling them.
Strategic Locations
Completion of a Supporting Goal helps the player achieve the other, sometimes specific, goals of the game.
Supporting Goals
Events and consequences that are unexpected by players and disturb their attention.
Surprises
The goal of trying to avoid being killed by actions of other players and events in the game.
Survive
The players have goals with the same definition, for example, to be the first one to reach a certain area or amount of points, solve a problem, find an item, or overcome the opponent.
Symmetric Goals
All players have the same information about the game state, or part of the game state, available to them
Symmetric Information
The resources are distributed symmetrically and evenly among the players, that is, the players have similar access and ownership rights to the resources.
Symmetric Resource Distribution
Symmetrical relations exist between players regarding the goals, resources, and actions they can perform.
Symmetry
Games in which the players’ game and play sessions must overlap in time.
Synchronous Games
Teams have equal chances of succeeding with actions in a game or winning a game.
Team Balance
The efficiency of the team is improved either intentionally or unintentionally.
Team Development
The elimination of the whole team in team-oriented games is an end condition and the evaluation function.
Team Elimination
Players in a group or a team coordinate their actions, abilities, and roles in order to reach a common goal.
Team Play
The feeling of caring about the outcome of actions or events in a game without having full control over them.
Tension
The game state can change without any player actions.
The Show Must Go On
Players are shown the game world with a focus on a game element under the players’ control
Third-Person Views
The game time progresses according to real time, but in discrete steps.
Tick-Based Games
A rule that distinguishes outcomes in a game from each other so that what would otherwise be a tie in the results can be treated as having quantitative differences.
Tiebreakers
Two results can be regarded as even in the game and the effects of the results can be divided.
Tied Results
The placing of tiles as actions in the game.
Tile-Laying
Tiles are areas within the game world that partition it into separate parts, usually filling the whole game world.
Tiles
The Time Limit for completing an action, reaching a goal, staying in a certain mode of play, or finishing a game session has a limit based on either game time or real time.
Time Limits
The effect on gameplay that actions have to be performed at certain points in game time to be performed at all or that the direct effect of actions varies greatly depending on when they are performed.
Timing
Tools are game elements that enable the players’ Avatars and Units to perform actions otherwise unavailable to them.
Tools
Tournaments consist of the playing of a series of game instances where the outcome of each instances affects the outcome of the whole tournament.
Tournaments
Traces are game elements, or distinct parts of the game world, that are created when game elements are moved through the environment. Traces can also show what has happened before the gameplay began.
Traces
That players must choose between several different options and compare values against each other.
Tradeoffs
Players exchange some kind of Resource, be it information, actions, or game elements, between each other or the game system.
Trading
Information that is passed from one game session to another game session.
Trans-Game Information
When the influence over a game element is passed from one player to another.
Transfer of Control
The goal to try and move a game element from one position in the game to another.
Traverse
Letting one player do some action or actions before letting the other players act.
Turn Taking
The players take turns to make their actions to change the game state, and the progress of game time is not tied to the real time.
Turn-Based Games
Events that cannot be affected by player actions.
Ultra-Powerful Events
The information available to the player may have different levels of reliability
Uncertainty of Information
The players have a possibility to start and end alliances without direct in-game investments or risking penalties.
Uncommitted Alliances
Units are groups of game elements under the player’s control that let the player perform actions to influence the Game World.
Units
Goals initially, or currently, unidentified by players.
Unknown Goals
The game provides variety in gameplay, either within a single play session or between different play sessions.
Varied Gameplay