Patterns for high interaction games

Game development with Board Game Arena Studio
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phantomwhale
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Joined: 15 March 2021, 03:32

Patterns for high interaction games

Post by phantomwhale »

Was curious about existing interaction patterns that people might have used in BGA implementations of games where there are a lot of "reaction" opporunities.

Let me present an example. A two-player card game where on your turn you play up to three cards, one at a time, and interact with the game state in some way when you play a card. Perhaps you might draw more cards as a result. But in the shared deck you are playing from, there are some "reaction" cards that might be played in response to a card being played "e.g. cancel the card an opponent just played" or in response to an outcome of a card played, e.g. "when you lose tokens, play this card to prevent losing tokens"

Naively, you cannot let a player know what is in another player's hand - so you'd need to pass control of the game to the opponent to ask if he wants to react to a card being played, or to the game state being changed in some way that can be reacted to (e.g. losing tokens). But that would mean every turn would require you to pause a players turn to check for a reaction, even though there might only be 1-2 of these cards in the whole game, just to not give away if your opponent even has such as card.

Even if you weren't bothered by giving away that information, if the opponent DOES have those reaction cards, you'd still need to stop and ask if they want to react each time.

Is this pattern something that occurs in any BGA implementations? Or is this just a game that is bad for async play, so not really worth trying to create on BGA?

My only other thought was inspired by the changes made to the Heat BGA table, where each player is only asked to take there turn when the game already knows what everyone before them is doing, so rather than being forced to come back to the table to pick cards, and then come again to play those cards, you do everything in one go (which was, quite literally, a game-changer).

Would it be acceptable to let a player play out his full turn, and then replay that turn for the opponent, asking if he wants to react to any part of it, and if he DOES react then you go back to the original player and say "your turn was interrupted at this point, none of the subsequent actions you took happened, how would you like to play the rest of that turn now?" - I thought that might be acceptable if reactions are very uncommon; it would be jarring to go back to game where you thought you had played a full turn, only to be told the timeline has changed. But I think that hits a strange snarl insofar as you might see "secret information", such as when you draw cards, that no longer has happened. Perhaps the answer is "all card draws are done randomly, so the only disclosure ends up being a few cards in the deck that you know aren't in the opponents hand now" so that's OK?

Anyway, big dump of thoughts, if anyone has anything in mind related to this, I'd love to hear about it
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JimBut
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Joined: 03 December 2021, 23:45

Re: Patterns for high interaction games

Post by JimBut »

I think I'd find it frustrating to play out my turn and have to redo it. There is some precedence for some of the approaches you mention:

Barenpark - Lets the player plan out their next turn and if the opponent does anything that impacts it it rolls it back (though this isn't the same as your example since it's the next turn and it still requires the user to confirm their turn)

Memoir 44 - Turn gets interrupted to ask the opponent if they'd like to play a card, even if that player doesn't have one. However there is an option for players to auto-skip this if they don't mind giving away some info

Some games just aren't able to be played in turn based if there's a lot of interaction (Love Letter I think)
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cigma
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Joined: 15 December 2020, 00:30

Re: Patterns for high interaction games

Post by cigma »

phantomwhale wrote: 06 February 2026, 04:17 Is this pattern something that occurs in any BGA implementations?
I am not a developer, but what comes in mind is the Solo game. In case you don't know it: Usually the players play 1 card each (or draw cards) in clockwise order. But if someone happens to have a duplicate of the card just played in hand, they may immediately play it and thus swap the active player. Hopefully you are able to check that code and get some ideas from it.

Also there are other games (e. g. Dobble, Panic Lab), which don't have a pre-terminated active player. Who ever reacts first, is the next active player. Maybe this can help you, too.

MathCT once had a close related question. You can find more about it here: https://boardgamearena.com/forum/viewtopic.php?t=32438
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RicardoRix
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Joined: 29 April 2012, 23:43

Re: Patterns for high interaction games

Post by RicardoRix »

The playing out your turn seems like a really clever idea.

For the annoying part if the turn does get interrupted, then you can always argue that you don't have to play out your full turn, just as much as you care to.
You can also perhaps use a terminology that sounds like you are offering the player this ability rather than forcing them to use it.
I don't know if multi-level undo system faces similar issues with needing to db store and rewind/play player actions.

You can imaging a game like Magic the Gathering that has upteen different phases, how that would play out. Nightmare.
Perhaps Twighlight imperium may offer a very high degree of interaction phases.

There are a few select games that aren't allowed turn-based. Dooble for example.
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