ABSTRACT

One of the elements that separates “games” from “play” is the introduction of structure. This takes many forms, including restrictions on how players perform activities and when they may perform them. This chapter includes a wide variety of these structures, including some that, while appearing unstructured, like Real-Time Games, actually contain their own internal structure, logic, and design challenges. In Western games, play generally proceeds from a starting player clockwise around the table; however, Asian games often proceed counter-clockwise. Bid Order turn systems typically require a physical element to track turn order—a track, tokens, or cards, something to indicate the sequence. Games that use Progressive Turn structure are played to the end of the round in which the end-game condition is triggered. 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.