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Turn-based
In video and other games, the passage of time must be handled in a way that players find fair and easy to understand. This is usually done in one of the two ways: real-time and turn-based. Real-time Real-time games have game time progress continuously according to the game clock. One example of such a game is the sandbox game ''Terraria'', where one day-night cycle of 24 hours is equal to 24 minutes in real time. Players perform actions simultaneously as opposed to in sequential units or turns. Players must perform actions with the consideration that their opponents are actively working against them in real time, and may act at any moment. This introduces time management considerations and additional challenges (such as physical coordination in the case of video games). Real-time gameplay is the dominant form of time-keeping found in simulation video games, and has to a large degree supplanted turn-based systems in other video game genres as well (for instance real-time strateg ...
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Turn-based Strategy
A turn-based strategy (TBS) game is a Strategy video game, strategy game (usually some type of wargaming, wargame, especially a wargaming#Unit or map scale, strategic-level wargame) where players take Time-keeping systems in games, turns when playing. This is distinguished from Real-time strategy, real-time strategy (RTS), in which all players play simultaneously. Examples Board games Many board games are turn based, such as chess, Reversi, Draughts, checkers, Hare games, and Go (game), Go, as well as many modern board games. Turn-based tactics Turn-based tactical game-play is characterized by the expectation of players to complete their tasks by using the combat forces provided to them, and usually by the provision of a realistic (or at least believable) representation of military tactics and operations. Tactical role-playing games are a part of this genre. Examples include ''Fire Emblem'', ''The Battle for Wesnoth'', ''Poxnora'', ''Silent Storm'', ''Steel Panthers, Steel Pan ...
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Real-time Strategy
Real-time strategy (RTS) is a Video game genre, subgenre of strategy video games that do not progress incrementally in turn-based game, turns, but allow all players to play simultaneously, in "real time". By contrast, in Turn-based strategy, turn-based strategy (TBS) games, players take turns to play. The term "real-time strategy" was coined by Brett Sperry to market ''Dune II'' in the early 1990s. In a real-time strategy game, each participant positions structures and maneuvers multiple units under their indirect control to secure areas of the map and/or destroy their opponents' assets. In a typical RTS game, it is possible to create additional units and structures, generally limited by a requirement to Resource management (gaming), expend accumulated resources. These resources are in turn garnered by controlling special points on the map and/or possessing certain types of units and structures devoted to this purpose. More specifically, the typical game in the RTS genre features ...
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Play-by-mail Game
A play-by-mail game (also known as a PBM game, PBEM game, or a turn-based game) is a game played through postal mail, email or other digital media. Correspondence chess and Go were among the first PBM games. ''Diplomacy'' has been played by mail since 1963, introducing a multi-player aspect to PBM games. Flying Buffalo Inc. pioneered the first commercially available PBM game in 1970. A small number of PBM companies followed in the 1970s, with an explosion of hundreds of startup PBM companies in the 1980s at the peak of PBM gaming popularity, many of them small hobby companies—more than 90 percent of which eventually folded. A number of independent PBM magazines also started in the 1980s, including '' The Nuts & Bolts of PBM'', '' Gaming Universal'', ''Paper Mayhem'' and '' Flagship''. These magazines eventually went out of print, replaced in the 21st century by the online PBM journal '' Suspense and Decision''. Play-by-mail games—becoming known as "turn-based games" in t ...
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Role-playing Video Game
A role-playing video game (commonly referred to as simply a role-playing game or RPG, as well as a computer role-playing game or CRPG) is a video game genre where the player controls the actions of a character (or several party members) immersed in some well-defined world, usually involving some form of character development by way of recording statistics. Many role-playing video games have origins in tabletop role-playing games Adams, Rollings 2003, p. 347 and use much of the same terminology, settings and game mechanics. Other major similarities with pen-and-paper games include developed story-telling and narrative elements, player character development, complexity, as well as replay value and immersion. The electronic medium removes the necessity for a gamemaster and increases combat resolution speed. RPGs have evolved from simple text-based console-window games into visually rich 3D experiences. Characteristics Role-playing video games use much of the same terminology, s ...
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Wizard101
''Wizard101'' is a 2008 massively multiplayer online role-playing game (MMORPG) developed and published by KingsIsle Entertainment. Players take on the role of student wizards who must save the Spiral, the fictional universe in which the game is set, from various threats. Players battle enemies by casting spells using a variety of different weapons in a turn-based combat system, similar to collectible card games. ''Pirate101'', a sister MMORPG set in the same universe, was released in 2012. Gameplay The fictional universe of the Spiral is divided into many worlds, each of which has multiple areas. The worlds of the Spiral are islands suspended in midair within spheroid atmospheres. The first world in the game, Wizard City, is a university city based around the Ravenwood School of Magical Arts, which players join at the start of the game. Players can unlock all areas temporarily via a paid subscription or unlock each area permanently with the game's premium currency "''Crowns ...
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Initiative (role-playing Games)
In most tabletop role-playing games (RPGs), an initiative system determines in which order player characters and non-player characters take their actions, to avoid confusion on when a character gets to act. These derive from RPGs roots in tabletop wargaming, where similar systems are used. Rules for initiative vary from game to game, but often follow one of a few common methods: * Statistic-based: The most common method, used by games like ''Dungeons & Dragons'' and ''Fate'' is for each character to be assigned an initiative number based on a relevant attribute plus a random factor, and for people to act in that order. Some games determine initiative order once, some once per round. * Taking turns in groups: In some games, such as ''Tunnels & Trolls'', each faction takes its turn to act, and it is entirely up to the side acting who acts in which order for that side. * Shot clock: '' Feng Shui'' and ''Arcanis'' both use a shot clock. Each round is divided into segments or ''sho ...
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Diplomacy (game)
''Diplomacy'' is a strategy game, strategic board game created by Allan B. Calhamer in 1954 and released commercially in the United States in 1959. Its main distinctions from most wargaming, board wargames are its negotiation phases (players spend much of their time forming and betraying alliances with other players and forming beneficial strategies)Parlett, David. ''The Oxford History of Board Games''. Oxford University Press, UK, 1999. . pp. 361–362. and the absence of dice and other game elements that produce random effects. Set in Europe in the years leading to the World War I, Great War, ''Diplomacy'' is played by two to seven players, each controlling the armed forces of a major European power (or, with fewer players, multiple powers). Each player aims to move their few starting units and defeat those of others to win possession of a majority of strategic cities and provinces marked as "supply centers" on the map; these supply centers allow players who control them to produ ...
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Ultima (series)
''Ultima'' is a series of open world fantasy role-playing video games from Origin Systems, Inc. ''Ultima'' was created by Richard Garriott. Electronic Arts has owned the brand since 1992. The series sold over 2 million copies by 1997. A significant series in computer game history, it is considered, alongside '' Wizardry'' and '' Might and Magic'', to be one of the norm-establishers of the computer role-playing game genre. Several games of the series are considered seminal entries in their genre, and each installment introduced new innovations which then were widely copied by other games. The games take place for the most part in a world called Britannia; the constantly recurring hero is the Avatar, first named so in ''Ultima IV''. They are primarily within the scope of fantasy fiction but contain science fiction elements as well. Games The main ''Ultima'' series consists of nine installments (the seventh title is divided into two parts) grouped into three trilogies, or " Ages ...
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Utopia (video Game)
''Utopia'' is a 1982 strategy video game by Don Daglow released for the Intellivision and Mattel Aquarius. It is often regarded as among the first city building games, and credited as "arguably the earliest ancestor of the real-time strategy genre." In July 2010, the game was re-released on Microsoft's ''Game Room'' service for its Xbox 360 console and for Games for Windows Live. Gameplay ''Utopia'' is a two-player game in which the two players each control one of the game's two islands. It lacks an AI opponent, although a single player can play to achieve a high score and ignore the other island. When starting the game, the players may choose how many rounds to play (up to 50) and the length of each round (30 to 120 seconds). The winner is the player with the most points at the end of the game. Each player rules their own island and uses the controller disc to move a rectangular cursor around the screen. Both players spend gold bars to construct different buildings (houses, s ...
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Exchange Chess
Bughouse chess (also known as exchange chess, Siamese chess (but not to be confused with Thai chess), tandem chess, transfer chess, double bughouse, cross chess, swap chess or simply bughouse, bugsy, or bug) is a popular chess variant played on two chessboards by four players in teams of two. Normal chess rules apply, except that captured pieces on one board are passed on to the teammate on the other board, who then has the option of putting these pieces on their board. The game is usually played at a fast time control. Together with the passing and dropping of pieces, this can make the game look chaotic to the casual onlooker, hence the name bughouse, which is slang for mental hospital. Yearly, several dedicated bughouse tournaments are organized on a national and an international level. __TOC__ Rules Bughouse is a chess variant played on two chessboards by four players in teams of two. Each team member faces one opponent of the other team. Partners sit next to each o ...
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Stop Clocks
A chess clock consists of two adjacent clocks with buttons to stop one clock while starting the other, so that the two clocks never run simultaneously. Chess clocks are used in chess and other two-player games where the players move in turn, and in some legal settings where each side is allotted a specific amount of time for arguments. The purpose is to keep track of the total time each player takes for their own moves, and ensure that neither player overly delays the game. Chess clocks were first used extensively in tournament chess, and are often called game clocks. The first time that game clocks were used in a chess tournament was in the London 1883 tournament as invention by Thomas Bright Wilson of Manchester Chess Club. Their use has since spread to tournament Scrabble, shogi, go, and nearly every competitive two-player board game, as well as other types of games. The simplest time control is "sudden death", in which players must make a predetermined number of moves in ...
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Infinite Chess
Infinite chess is any variation of the game of chess played on an unbounded chessboard. Versions of infinite chess have been introduced independently by multiple players, chess theorists, and mathematicians, both as a playable game and as a model for theoretical study. It has been found that even though the board is unbounded, there are ways in which a player can win the game in a finite number of moves. Background Classical (FIDE) chess is played on an 8×8 board (64 squares). However, the history of chess includes variants of the game played on boards of various sizes. A predecessor game called courier chess was played on a slightly larger 12×8 board (96 squares) in the 12th century, and continued to be played for at least six hundred years. Japanese chess (shogi) has been played historically on boards of various sizes; the largest is taikyoku shōgi ("ultimate chess"). This chess-like game, which dates to the mid 16th century, was played on a 36×36 board (1296 squares) ...
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