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Unusual turn structures
  • Rather than trying to define abstractions for turns and rounds, maybe you could implement the game state (and possibly individual players) as a finite state machine.

    In this model, the way you set up the states and transitions for a particular game will capture its idiosyncracies in turn and round order.

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    What would you call a monarchist government where multiple families rules in turns?
  • Sounds similar to how the monarch of Malaysia is chosen. https://en.m.wikipedia.org/wiki/Succession_to_the_Malaysian_thrones

    The next national ruler is chosen from the nine hereditary state sultans. It's technically an elective monarchy, but there is a conventional rotation order among the states.

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