531:, four players on two teams play on two boards with each team taking one white and one black side. Any taken piece is given to a teammate, and can be placed on their board as a standard move (in any position that does not put their opponent in check). A common strategy is to gain a temporary material advantage, pass it on to a teammate, and then stop playing on one's own board—thereby allowing the teammate to use the advantage for many future moves on their board. To avoid this, players are often limited to ten seconds per move—with their opponent being allowed to remove one of the player's pawns from the board for each additional ten seconds consumed.
173:
425:, moves, or plays. A player of a turn-based game is allowed a period of analysis (sometimes bounded, sometimes unbounded) before committing to a game action, ensuring a separation between the game flow and the thinking process, which in turn presumably leads to better choices. Once every player has taken their turn, that round of play is over, and any special shared processing is done. This is followed by the next round of play. In games where the game flow unit is time, turns may represent periods such as years, months, weeks or days.
721:. During the decision phase each player plans and determines their units' actions. The decision phase occurs at the same time for everyone, so there is little wait for anyone to finish. In the execution phase, all players' decisions are put into action, and these actions are performed more or less automatically and at the same time. The execution phase is non-interactive, and there is no waiting for other players to complete their turns. One early example is the 1959 board game
79:
352:, where one day-night cycle of 24 hours is equal to 24 minutes in real time. Within a real time game, 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).
283:
38:
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996:(2001) offered players the option to play in either turn-based or real-time mode via a configuration setting. The latter also offered a "fast turn-based" mode, though all three of the game's modes were criticized for being poorly balanced and oversimplified. Newer games that offer a choice between turn-based and (pausable) real-time include
597:, a tick can be any measurement of real time, from seconds to days or even months, and is the basic unit upon which all important game actions take place. Players in tick-based games are allocated a certain number of turns per tick, which are subsequently refreshed at the beginning of each new tick. Predominantly found in browser-based
601:, tick-based games differ from other turn-based games in that ticks always occur after the same amount of time has expired. Conversely, in a typical turn-based game, a turn would end only once every player has made all of their moves. In real-time games players are not limited, time-wise, in the number of actions they can take.
647:(1991). The system discarded the discrete turn-based battles of the first three entries in favour of a continuous flow of actions and variable wait times. The fact that enemies can attack or be attacked at any time is credited with injecting urgency and excitement into the combat system. The ATB system was fully developed in
1239:
The extra time available to players in turn-based systems allow them to plan their moves to a greater degree, and permit game designers to offer additional tactical and gameplay options. The same options when used in combination with the time-pressures of real-time games, on the other hand, can cause
621:
series, the notion of rounds is carried over in part from the pen-and-paper rule systems they are based upon; a similar (but unrelated) example is when a game unit's ability to act is limited by the length of its combat animation, in which case the unit may become unresponsive until the animation has
454:
games (also called "I-Go-You-Go", or "IGOUGO" for short). Player-alternated games are further subdivided into three categories: ranked, round-robin start, and random. The difference is the order in which players start a turn. In ranked player-alternated games, the first player is the same every time.
1200:(2006) expanded on active pause combat with its "gambits" system, which allows players to collect and apply preferences to the artificial intelligence routines of partner characters, who will then perform certain actions in response to certain conditions. A similar "tactics" system later appeared in
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system (also called "pausable real-time" or "real-time with pause"), players are able to pause the game and issue orders such that once a game is un-paused, orders are automatically put into effect. This type of system can offer additional tactical options, and can resolve issues that arise in other
763:
games tie all unit actions directly to the game clock. Turns begin and end depending on the duration specified for each action, resulting in a sequence of turns that is highly variable and has no set order. This system is frequently cited for its realism when compared to other turn-based systems. It
946:(2023) are turn-based during the combat phase, and real-time throughout the remainder of the game. This speeds up portions of the game (such as exploration) where the careful timing of actions is not crucial to player success. Some turn-based games have been criticized for omitting this feature.
1254:
It is more realistic to control multiple units intelligently using this system, as players do not have to divide their attention among multiple independent units all moving simultaneously. Likewise, it is easier to keep track of what the enemy is doing at all times since the player is typically
1495:
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statistic of each unit no matter which side the unit belongs to. Games of this type are still technically sequential (e.g. "I-Go-You-Go"), as only one unit can perform an action at a time, and the duration of actions is not tied to the game clock. Examples include the video games
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Armies pausing mid-combat to take turns and act in a sequential manner is unrealistic. Real-life combat occurs simultaneously with no side pausing to let the other side move, but this only pertains to sequential turn-based systems, not "we-go"
764:
is also possible in this system for different players' actions to occur at the same time with respect to the game clock, as in real-time or simultaneously executed games. Examples of video games that use this type of system include
895:(2009) features something similar, where every fourth turn, the season turns to winter, which is the only time when buildings can be constructed and taxes are collected, while it is not possible to move units. In the board game
504:
Various adaptations of the real-time and turn-based systems have been implemented to address common or perceived shortcomings of these systems (though they often introduce new issues that did not exist before). These include:
1243:
Games are fairer due to a lack of reliance upon player reflexes. A player with slower reflexes is not at a disadvantage compared to faster players; rather, only the ability to think through and solve the current problem is
608:
exists, whereby game actions are timed according to a common interval that is longer than 'real time'. For instance, units might only begin or cease to act at the beginning or end of a round. In video games such as the
1027:
real-time games where orders must be given to multiple units at the same time (normally an impossibility in real-time games). It can also help players who desire extra time for analysis before issuing actions.
1287:
The added element of a shared clock ensures that each situation cannot be reduced to an easily repeatable sequential series of steps. Rather, the reliance upon player timing ensures that outcomes are highly
577:. It allows the player to speed up the game time by some (usually adjustable) factor. This permits the player to shorten the subjective duration of long and relatively uneventful periods of gameplay.
1619:
1082:, players also have the option to allow the artificial intelligence to take control during combat, though they can press the spacebar at any time to regain control of their characters. Further, in
400:
While game time in video games is in fact subdivided into discrete units due to the sequential nature of computing, these intervals or units are typically so small as to be imperceptible.
17:
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differently: in these games a round refers to when a new game begins following the completion of a previous one (i.e. after someone or some group of people has "won").
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559:(1983), if the player waited too long to issue a command, the game would issue a "pass" command automatically, thereby allowing enemies to take their turns while the
1232:
A debate has emerged between fans of real-time and turn-based video games (usually some type of strategy or role-playing game) based on the merits of each system.
147:
2111:
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Many other games that are not generally turn-based retain the notion of turn-based play during specific sequences. For example, the role-playing video games
1627:
1510:
1188:(1997) allow players to target individual body parts during turn-based combat. The latter led to the creation of the V.A.T.S system in the real-time RPG
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889:(1985), for instance, features a "Taxation and Mobilization" phase in every third turn (month), which does not occur in the other turns. The videogame
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case, this allows players to target specific body parts while the game is paused—a similar mechanic was later used in the real-time role-playing game
653:(1992), which improved it by introducing a time gauge to indicate to the player which character's turn is next. The ATB system has since been used in
484:
gaming sites that allow for gameplay to extend beyond a single session, over long periods of time, often requiring months to complete games such as
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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.
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1828:
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video game series includes an "Interrupt" statistic for each character to determine the likelihood of out-of-turn action. In the video game
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are designed to resolve issues of fairness where one player uses a greater amount of time to complete their turn than another player. In
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did nothing. Further, many browser-based games allocate a number of turns that can be played within a certain period of time, called a
463:" score that may in part be based on players' attributes or positions within the game or other, outside factors as well as dice rolls.
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series of video games players issue movement orders for all units in one phase, and attack orders in a later phase. In the board game
134:
1493:, Hironobu Sakaguchi and Hiroyuki Itou, "Video game apparatus, method and device for controlling same", issued 1995-02-21
992:
920:(2007) turns are divided into three phases: "Upkeep", "Replenishing" and "Work". A fourth phase, "Harvest", occurs every few turns.
1987:
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Real-time games are more multiplayer-friendly; sitting around and waiting while other players take their turns can become tiresome.
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series, the player often has the opportunity to "counterattack" on the enemy's turn, causing damage and often halting the attack.
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865:(1996), defensive units may be set to fire out of turn at the expense of being able to fire in their own turn. In the board game
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375:, are almost entirely simultaneous in nature, retaining only a very limited notion of turns in specific instances, such as the
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an opponent's turn and executing additional actions. Typically, the number and type of actions a player may take during an
2017:
1566:
1086:, players are able to configure the game to automatically pause when certain conditions are met, such as at the end of a
861:
844:-action to prepare an action to be executed during the enemy's turn – this is also implemented in some video games like
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Other turn-based games feature several phases dedicated to different types of activities within each turn. In the
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pool (or something similar) carried over from the previous turn. A mild version of this is the ability to perform
2907:
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460:
459:. Random player-alternated games randomly select the first player. Some games also base the order of play on an "
346:
have game time progress continuously according to the game clock. One example of such a game is the sandbox game
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games (also called "phase-based", "We-Go" or "Turn-based WeGo"), turns are separated into two distinct phases:
308:
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871:, the player may play a card that allows him to interrupt an opponent's turn and perform an action. In the
359:, and has to a large degree supplanted turn-based systems in other video game genres as well (for instance
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Thinking (and acting) quickly is part of the strategy and constitutes an additional element of challenge.
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1094:. A variation of active pause, called "Smart Pause Mode" or SPM, is an advertised feature of Apeiron's
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1278:. In essence, players feel more like they are really "there" and experiencing game events first-hand.
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Various arguments are made by proponents. Arguments made in favor of turn-based systems include:
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397:, players must compete to discard their cards as quickly as possible and do not take turns.
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series, though the same mechanic was also present in earlier role-playing games such as in
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695:(2009) used heavily modified versions of the system. The ATB system was also used in
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1384:"Choose My Adventure: The combat is the sauce in Wizard101 | Massively Overpowered"
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1730:"Arcanum: Of Steamworks and Magick Obscura (PC) Reviews. PC Games Reviews by CNET"
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820:(1985)—allow players to act outside of their normal turn by providing a means of
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There are several variations of pausable real-time combat. Among mouse-driven
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2266:"Interview: John Tiller on Game Design and His Perceptions of the Industry"
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1194:, where the players could pause the game to target individual body parts.
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due to the greater amount of computer processing power available to them.
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Real-time systems are viscerally exciting and add to players' sense of
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1935:"Brigade E5: New Jagged Union — PC Game Reviews — The Armchair Empire"
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Turn-based games come in two main forms: depending on whether play is
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1166:(2000), the player can pause the game to take aim with a weapon. In
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series before the developers decided to switch to turn-based. Among
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In some turn-based games, not all turns are alike. The board game
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1991:
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Dungeons And
Desktops: The History Of Computer Role-playing Games
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Turn-based games have too many rules and are difficult to master.
355:
Real-time gameplay is the dominant form of time-keeping found in
2063:"You Can Play Dragon Age: Origins Sort Of Like Four Other Games"
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704:
125:
2409:- editorial discussing how to design turn-based combat systems.
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368:
364:
2399:- discusses several different types of timing systems used in
1366:"The Path to Equilibrium in Sequential and Simultaneous Games"
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have game flow that is partitioned into defined parts, called
2040:"Vaulting ambition: Fallout 3 and the Make of an RPG Classic"
1538:
Final
Fantasy V Advance: The Official Nintendo Player's Guide
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is limited by the number of points remaining in the player's
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may be used in order to place an upper limit on game length.
517:
489:
388:
2086:"Dragon Age II Definitely Not As Dumbed Down As Mass Effect"
1255:
informed of every move in advance (not taking into account
544:(1982) featured an early example of timed turns. The early
455:
In round-robin games, the first player selection policy is
256:
252:
2413:
Taking Turns (Or Yes, It IS Your Job to Make Me Have Fun)
2301:"Point — CounterPoint: Turn Based vs. Real Time Strategy"
637:
The "Active Time Battle" (ATB) system was introduced by
2018:"Date européenne fixe pour l'action/RPG Last Rebellion"
1831:. ActionTrip. Archived from the original on May 5, 2008
1038:, the pausable real-time system was popularized by the
573:
is a feature commonly found in real-time games such as
1363:
1263:
Arguments made in favor of real-time systems include:
2365:"Strategy Gaming: Part V -- Real-Time vs. Turn-Based"
1595:. Total Video Games. December 2, 2004. Archived from
1593:"Metalheart: Replicants Rampage — First Look Preview"
1453:
1755:"Gamespot Arcanum: Of Steamworks and Magick Obscura"
1227:
450:
being a notable example. The latter games fall into
784:In some games the sequence of turns depends on the
593:, or units of time. Not to be confused with a game
508:
905:turn is "night turn" where combat is not allowed.
1885:"Dragon Knight III (Turbografx-CD) review by Sho"
1665:
1511:"The History of Final Fantasy — Final Fantasy IV"
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2407:12 ways to improve turn-based RPG combat systems
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924:Partially or optionally turn-based and real-time
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1704:"Editorial: What Happened to Turn-Based Games?"
18:Turns, rounds and time-keeping systems in games
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1119:, and was the originally intended mode of the
436:. The former games fall under the category of
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2112:"Secret of Mana - SNES review at Thunderbolt"
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1985:
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1508:
780:Unit initiative and acting outside one's turn
705:Simultaneously executed and clock-based turns
553:were strictly turn-based, but starting with
2100:
1701:
1690:
1111:, it is used exclusively in the slow-paced
880:
311:. Unsourced material may be challenged and
66:Learn how and when to remove these messages
2453:
2439:
2353:
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1979:
1949:
1820:
1611:
840:(DnD). Newer editions of DnD also allow a
1957:"Strategy — Brigade E5: New Jagged Union"
1784:
1782:
1780:
1747:
1722:
993:Arcanum: Of Steamworks and Magick Obscura
331:Learn how and when to remove this message
235:Learn how and when to remove this message
217:Learn how and when to remove this message
2198:
2196:
2194:
2192:
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1926:
1879:
1877:
1875:
1702:Wojnarowicz, Jakub (February 22, 2001).
180:This article includes a list of general
150:of all important aspects of the article.
2460:
2323:
2142:"'Nations' offers 2 types of game play"
1988:"Retronauts: Volume 4 - Yasumi Matsuno"
1827:Babovic, Branislav (October 20, 2000).
1826:
1669:
1585:
1461:"Final Fantasy Retrospective Part XIII"
1410:
1408:
1406:
1404:
1402:
1400:
1127:construction and management simulations
625:Online turn-based gaming uses the term
363:). Time is an important factor in most
14:
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2675:Turns, rounds and time-keeping systems
2331:"Icarus: Sanctuary of the Gods Review"
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2114:. Thunderboltgames.com. Archived from
1908:"Tales of Phantasia - Staff Retroview"
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1414:
1154:In the single-character console RPGs,
146:Please consider expanding the lead to
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1673:Analysis: Turn-Based Versus Real-Time
1564:
1017:
892:King Arthur: The Role-Playing Wargame
632:
604:In some real-time games, a notion of
2173:. Game Industry News. Archived from
2084:Stephen Totilo (February 18, 2011).
1932:
1502:
1415:Davies, Gareth (December 10, 2002).
1397:
1381:
810:series of video games and the board
309:adding citations to reliable sources
276:
166:
119:
72:
31:
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2168:
2159:
2130:
2061:Stephen Totilo (October 19, 2009).
1670:Johnson, Soren (November 6, 2009),
1618:Ocampo, Jason (February 16, 2005).
1364:Brocas, Carrillo, Sachdeva (2016).
580:
24:
2362:
2210:. December 4, 2000. Archived from
1887:. Honestgamers.com. August 3, 2007
1509:Andrew Vestal (November 2, 1998).
1467:. November 2, 2007. Archived from
1417:"Treatise on Combat to Pink Floyd"
1011:Pathfinder: Wrath of the Righteous
1008:(2018, added later per patch) and
748:Star Hammer: The Vanguard Prophecy
186:it lacks sufficient corresponding
25:
2919:
2419:Turn Based Strategy Makes Me Care
2390:
2232:
2042:. Samuel Horti. November 29, 2018
1565:Butts, Steve (January 27, 2004).
1228:Real-time vs. turn-based gameplay
387:in basketball. In the card games
47:This article has multiple issues.
2020:. Jeuxvideo.fr. January 18, 2010
1986:Jeremy Parish (March 18, 2006).
1441:. Uk.gamespy.com. August 3, 2004
1247:Games can in theory have better
1240:new players to feel overwhelmed.
1220:(1993) also allow an adjustable
999:Pillars of Eternity II: Deadfire
772:(1991), both originally for the
509:Timed turns and time compression
281:
171:
124:
77:
36:
2307:. June 27, 2001. Archived from
2264:Maddox, John (April 26, 2001).
2140:Saltzman, Marc (July 1, 2003).
2077:
2054:
2032:
2010:
1933:Tait, John (January 30, 2007).
1899:
1857:
1224:to take control during combat.
949:Other video games, such as the
589:is a game that is played using
138:may be too short to adequately
55:or discuss these issues on the
2110:Anthony Karge (May 27, 2005).
1529:
1483:
1431:
1375:
1357:
1325:
847:Solasta: Crown of the Magister
727:. Video game examples include
148:provide an accessible overview
13:
1:
1829:"Combat Systems in RPG Games"
1706:. FiringSquad. Archived from
1620:"Cops 2170: The Power of Law"
1382:Neal, Chris (March 2, 2021).
1319:
1129:, it has been present in the
754:Battlestar Galactica Deadlock
469:is an example of this style.
403:
2472:Glossary of video game terms
1795:. Wellesley, Massachusetts:
1097:Brigade E5: New Jagged Union
792:The Temple of Elemental Evil
499:
262:
7:
1292:
1022:In real-time games with an
90:to comply with Knowledge's
10:
2924:
2171:"A Thinking Man's Wargame"
1513:. Gamespot. Archived from
1439:"GameSpy: Utopia - Page 1"
1299:List of play-by-mail games
520:, for instance, a pair of
407:
266:
2844:
2791:
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2695:
2545:
2514:
2478:
2469:
2421:- editorial at Gamasutra.
2415:- editorial at Gamasutra.
2397:Time Systems - RogueBasin
2235:"Zeus: Master of Olympus"
1849:: CS1 maint: unfit URL (
1489:
2703:Destructible environment
1333:"Game Theory (Ferguson)"
978:Lastly, the video games
881:Special turns and phases
804:Some games—notably, the
551:role-playing video games
103:may contain suggestions.
88:may need to be rewritten
2425:Turn-Based VS Real-Time
1249:artificial intelligence
1222:artificial intelligence
1139:(1989), as well as the
1090:or upon the death of a
1062:(1995), as well in the
711:simultaneously executed
438:simultaneously executed
201:more precise citations.
2908:Video game terminology
975:combat or vice versa.
838:Dungeons & Dragons
834:attacks of opportunity
357:simulation video games
2745:Procedural generation
2375:on September 11, 2009
2341:on September 27, 2011
2245:on September 10, 2012
1937:. The Armchair Empire
1789:Barton, Matt (2008).
1569:. IGN. Archived from
1567:"Silent Storm Review"
1536:Meyers, Andy (2006).
1491:US patent 5390937
1005:Pathfinder: Kingmaker
817:Advanced Squad Leader
798:Final Fantasy Tactics
2532:Non-player character
2311:on February 26, 2007
2214:on December 31, 2007
2177:on December 17, 2007
1998:on February 23, 2013
1906:den Ouden, Adriaan.
1599:on December 18, 2007
1148:RollerCoaster Tycoon
1113:grand strategy games
1109:strategy video games
1092:non-player character
969:turn-based strategic
901:(1974), every third
836:in systems based on
305:improve this section
2771:Movement techniques
2555:Collision detection
1765:on October 12, 2011
1630:on November 2, 2012
1573:on February 2, 2004
1517:on November 5, 2012
1203:Dragon Age: Origins
1117:Paradox Interactive
887:Imperium Romanum II
730:Laser Squad Nemesis
536:turn-based strategy
440:games (also called
410:Turn-based strategy
2852:Advance And Secure
1967:on October 7, 2010
1544:. pp. 14–15.
1102:7.62: High Calibre
1069:Total Annihilation
1064:real-time strategy
1059:Tales of Phantasia
1036:role-playing games
1018:Pausable real-time
973:real-time tactical
967:(1999), combine a
826:interrupt sequence
633:Active Time Battle
618:Neverwinter Nights
556:Ultima III: Exodus
478:play-by-mail games
444:or "We-Go"), with
414:Turn-based tactics
379:in soccer and the
361:real-time strategy
269:Real-time strategy
2890:
2889:
2867:Last man standing
2650:Scripted sequence
1864:Knights of Xentar
1710:on April 21, 2013
1314:Simultaneous game
1304:Play-by-mail game
1214:Knights of Xentar
1197:Final Fantasy XII
1179:Jagged Alliance 2
1047:Knights of Xentar
981:X-COM: Apocalypse
964:Jagged Alliance 2
874:Mario & Luigi
686:Final Fantasy XII
575:flight simulators
474:turn-based gaming
452:player-alternated
341:
340:
333:
273:Real-time tactics
255:, the passage of
245:
244:
237:
227:
226:
219:
165:
164:
118:
117:
92:quality standards
70:
16:(Redirected from
2915:
2882:King of the hill
2857:Capture the flag
2740:Persistent world
2708:Instance dungeon
2635:Random encounter
2630:Quick time event
2537:Player character
2496:Experience point
2455:
2448:
2441:
2432:
2431:
2385:
2384:
2382:
2380:
2371:. Archived from
2360:
2351:
2350:
2348:
2346:
2337:. Archived from
2327:
2321:
2320:
2318:
2316:
2297:
2278:
2277:
2275:
2273:
2261:
2255:
2254:
2252:
2250:
2241:. Archived from
2230:
2224:
2223:
2221:
2219:
2200:
2187:
2186:
2184:
2182:
2166:
2157:
2156:
2154:
2152:
2137:
2128:
2127:
2125:
2123:
2118:on July 29, 2013
2107:
2098:
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2051:
2049:
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2036:
2030:
2029:
2027:
2025:
2014:
2008:
2007:
2005:
2003:
1994:. Archived from
1983:
1977:
1976:
1974:
1972:
1963:. Archived from
1953:
1947:
1946:
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1930:
1924:
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1903:
1897:
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1836:
1824:
1818:
1817:
1815:
1813:
1786:
1775:
1774:
1772:
1770:
1761:. Archived from
1751:
1745:
1744:
1742:
1740:
1726:
1720:
1719:
1717:
1715:
1699:
1688:
1687:
1686:
1684:
1667:
1640:
1639:
1637:
1635:
1626:. Archived from
1615:
1609:
1608:
1606:
1604:
1589:
1583:
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1580:
1578:
1562:
1556:
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1471:on March 6, 2009
1457:
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1379:
1373:
1372:
1370:
1361:
1355:
1354:
1352:
1350:
1344:
1338:. Archived from
1337:
1329:
1142:Transport Tycoon
766:Typhoon of Steel
644:Final Fantasy IV
581:Ticks and rounds
571:Time compression
561:player character
476:is also used in
419:Turn-based games
367:; many, such as
336:
329:
325:
322:
316:
285:
277:
240:
233:
222:
215:
211:
208:
202:
197:this article by
188:inline citations
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2268:. Gamesquad.com
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2180:
2178:
2169:Breeden, John.
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2160:
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2101:
2091:
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2088:. Uk.kotaku.com
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1358:
1348:
1346:
1345:on May 16, 2018
1342:
1335:
1331:
1330:
1326:
1322:
1309:Sequential game
1295:
1230:
1168:Vagrant Story's
1020:
987:Fallout Tactics
943:Baldur's Gate 3
926:
883:
782:
742:Master of Orion
707:
650:Final Fantasy V
635:
587:tick-based game
583:
511:
502:
416:
406:
344:Real-time games
337:
326:
320:
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286:
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193:Please help to
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133:This article's
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2795:
2793:
2789:
2788:
2786:
2785:
2780:
2778:Rocket jumping
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2647:
2642:
2637:
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2627:
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2612:
2607:
2602:
2600:Loading screen
2597:
2592:
2587:
2585:Invisible wall
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2410:
2404:
2392:
2391:External links
2389:
2387:
2386:
2363:Walker, Mark.
2352:
2322:
2305:StrategyPlanet
2279:
2256:
2225:
2208:StrategyPlanet
2204:"A Hex on You"
2188:
2158:
2129:
2099:
2076:
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2031:
2009:
1978:
1961:Strategy First
1948:
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1806:978-1568814117
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1218:Secret of Mana
1173:Last Rebellion
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1016:
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922:
882:
879:
781:
778:
736:Combat Mission
706:
703:
698:Chrono Trigger
634:
631:
582:
579:
529:exchange chess
510:
507:
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498:
494:infinite chess
405:
402:
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289:
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142:the key points
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45:
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35:
27:Game mechanics
26:
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2872:New Game Plus
2870:
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2863:
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2843:
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2832:
2831:Single-player
2829:
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2816:
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2805:
2802:
2800:
2797:
2796:
2794:
2792:Forms of play
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2670:Tank controls
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2665:Status effect
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2595:Line of sight
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2565:Dialogue tree
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2046:September 26,
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1551:9781598120172
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1209:Dragon Age II
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1199:
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1187:
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1180:
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1164:
1163:Vagrant Story
1159:
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1150:
1149:
1144:
1143:
1138:
1137:
1133:series since
1132:
1128:
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1123:
1118:
1115:developed by
1114:
1110:
1105:
1103:
1099:
1098:
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1084:Baldur's Gate
1081:
1080:Baldur's Gate
1077:
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1041:Baldur's Gate
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2836:Speedrunning
2640:Replay value
2506:Critical hit
2427:at Gamasutra
2377:. Retrieved
2373:the original
2343:. Retrieved
2339:the original
2335:Yahoo! Games
2325:
2313:. Retrieved
2309:the original
2270:. Retrieved
2259:
2247:. Retrieved
2243:the original
2233:Quick, Dan.
2228:
2216:. Retrieved
2212:the original
2179:. Retrieved
2175:the original
2149:. Retrieved
2120:. Retrieved
2116:the original
2090:. Retrieved
2079:
2067:. Retrieved
2065:. Kotaku.com
2056:
2044:. Retrieved
2034:
2022:. Retrieved
2012:
2000:. Retrieved
1996:the original
1981:
1969:. Retrieved
1965:the original
1951:
1941:November 13,
1939:. Retrieved
1928:
1916:. Retrieved
1911:
1901:
1889:. Retrieved
1859:
1833:. Retrieved
1822:
1812:September 8,
1810:. Retrieved
1791:
1767:. Retrieved
1763:the original
1758:
1749:
1737:. Retrieved
1733:
1724:
1714:November 19,
1712:. Retrieved
1708:the original
1681:, retrieved
1672:
1634:December 15,
1632:. Retrieved
1628:the original
1613:
1603:December 12,
1601:. Retrieved
1597:the original
1587:
1577:December 12,
1575:. Retrieved
1571:the original
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1521:December 31,
1519:. Retrieved
1515:the original
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1473:. Retrieved
1469:the original
1465:GameTrailers
1455:
1443:. Retrieved
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1421:. Retrieved
1389:September 8,
1387:. Retrieved
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135:lead section
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97:You can help
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2903:Timekeeping
2824:Competitive
2819:Cooperative
2814:Multiplayer
2718:Bonus stage
2685:Fast travel
2379:October 28,
2345:December 2,
2272:December 2,
2249:December 2,
2218:December 2,
2181:December 2,
2151:December 2,
1918:January 27,
1912:rpgamer.com
1835:December 2,
1419:. RPG Codex
1216:(1991) and
1206:(2009) and
1182:(1999) and
1160:(1998) and
1100:(2006) and
1078:(1999). In
1072:(1997) and
1032:party-based
990:(2001) and
971:layer with
961:(1994) and
940:(2003) and
911:Battle Isle
795:(2003) and
768:(1988) and
761:Clock-based
751:(2015) and
689:(2006) and
622:completed.
522:stop clocks
514:Timed turns
457:round-robin
442:phase-based
249:video games
199:introducing
2897:Categories
2862:Deathmatch
2845:Game modes
2735:Open world
2645:Saved game
2615:Permadeath
2605:Paper doll
2570:Fog of war
2515:Characters
2479:Attributes
2462:Video game
2401:roguelikes
1797:A K Peters
1739:October 5,
1349:January 8,
1320:References
1257:fog of war
1244:important.
786:initiative
461:initiative
434:sequential
408:See also:
404:Turn-based
385:shot clock
381:free throw
373:basketball
267:See also:
251:and other
182:references
52:improve it
2804:Nonlinear
2757:Overworld
2575:Game over
2547:Mechanics
1914:. RPGamer
1868:MobyGames
1769:March 11,
1678:Gamasutra
1475:March 30,
1288:variable.
1276:immersion
1191:Fallout 3
1075:Homeworld
1053:Darklands
1034:computer
952:Total War
770:MechForce
724:Diplomacy
719:execution
500:Sub-types
472:The term
466:Wizard101
447:Diplomacy
377:free kick
321:June 2016
292:does not
263:Real-time
156:June 2016
140:summarize
109:June 2016
101:talk page
58:talk page
2877:Survival
2799:Emergent
2783:Strafing
2750:Map seed
2730:Mini-map
2723:Minigame
2655:Spawning
2620:Power-up
2610:Password
2560:Cutscene
2464:concepts
2315:April 5,
2122:June 23,
2092:June 23,
2069:June 23,
2024:June 23,
2002:April 9,
1971:June 18,
1891:June 23,
1845:cite web
1759:Gamespot
1624:GameSpot
1542:Nintendo
1445:June 23,
1423:April 5,
1293:See also
1268:systems.
1212:(2011).
1176:(2010).
1151:series.
1104:(2007).
1056:(1992),
1050:(1991),
1014:(2021).
1002:(2018),
984:(1997),
955:series,
934:(1997),
917:Agricola
898:Napoleon
850:(2020).
801:(1997).
757:(2017).
745:series,
739:series,
715:decision
701:(1995).
671:(1999),
665:(1997),
659:(1994),
480:and use
394:Ligretto
349:Terraria
2696:Scenery
2369:GameSpy
2239:GameSpy
2146:CNN.com
1992:1UP.com
1683:July 8,
1185:Fallout
1136:SimCity
1131:SimCity
931:Fallout
812:wargame
599:MMORPGs
313:removed
298:sources
195:improve
2809:Twitch
2762:Skybox
2486:Health
1803:
1548:
1497:
1107:Among
1066:games
903:player
862:M.A.X.
627:rounds
606:rounds
547:Ultima
541:Utopia
492:, and
369:soccer
365:sports
184:, but
99:. The
2713:Level
2660:Stats
2625:Quest
2501:Magic
1369:(PDF)
1343:(PDF)
1336:(PDF)
1088:round
958:X-COM
842:Ready
807:X-COM
774:Amiga
595:round
591:ticks
538:game
518:chess
490:chess
423:turns
389:Nerts
253:games
2680:Warp
2590:Item
2522:Boss
2491:Life
2381:2007
2347:2007
2317:2007
2274:2007
2251:2007
2220:2007
2183:2007
2153:2007
2124:2016
2094:2016
2071:2016
2048:2019
2026:2016
2004:2011
1973:2008
1943:2008
1920:2018
1893:2016
1851:link
1837:2007
1814:2010
1801:ISBN
1771:2009
1741:2006
1734:CNET
1716:2007
1685:2011
1636:2007
1605:2007
1579:2007
1546:ISBN
1523:2008
1477:2009
1447:2016
1425:2007
1391:2023
1351:2018
1145:and
853:The
717:and
692:XIII
668:VIII
615:and
565:tick
534:The
412:and
391:and
383:and
296:any
294:cite
271:and
257:time
2580:HUD
2527:Bot
1866:at
709:In
680:X-2
662:VII
641:in
527:In
432:or
371:or
307:by
247:In
2899::
2367:.
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