ABSTRACT

The concept of taking turns is one of the first game-based concepts taught to young children. Many simple games, like Candyland, exist for the purpose of teaching how to wait for the turn, among other early building blocks of how to play games. Many games introduce the concept of a Phase. Phases can be inserted at different places in the hierarchy depending on the needs of the designer. Pass Order attempts to address the issues created by more static turn-order mechanisms, or those which order all players based on the actions of a single player. Players play as quickly as possible, subject to certain constraints, until the game or phase is completed. Play is also interrupted by specific player actions, which are resolved before resuming the real-time action. Players secretly and simultaneously select an action, role, or priority. Then they are revealed, and the actions/roles revealed determine the order in which players act.