{"schemaVersion":1,"record":{"key":"mechanic/run-structures--t060","type":"mechanic","id":"run-structures--t060","lang":"en","title":"Traditional turn-based roguelikes","summary":"A turn-based run alternates one player decision with hostile world changes, preserving the cost of consumables and routes.","updatedAt":"2026-10-22","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/run-structures--t060/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/run-structures--t060.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/run-structures--t060.md","aliases":[],"tags":["Roguelikes and run structure","Mechanics and variants"],"sourceIds":["source-3817d420df0baa92","source-9a1664e49d0e8f50","source-87856bbeffa16f0c"],"sources":[{"id":"source-3817d420df0baa92","title":"Robert Nystrom: State","url":"https://github.com/munificent/game-programming-patterns/blob/master/book/state.markdown","verifiedAt":null},{"id":"source-9a1664e49d0e8f50","title":"NetHack (menucolors)","url":"https://commons.wikimedia.org/wiki/File:Nethack-inventory.png","verifiedAt":null},{"id":"source-87856bbeffa16f0c","title":"NetHack Guidebook","url":"https://www.nethack.org/v343/Guidebook.html","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"A turn-based run alternates one player decision with hostile world changes, preserving the cost of consumables and routes."},{"id":"variants","title":"Variants","body":"### Mechanic variants\n\n<a id=\"t060-variants\"></a>\n\n- Waiting trades an action for a better position. <a id=\"t060-v1\"></a>\n- Unknown items require identification. <a id=\"t060-v2\"></a>\n- Doorways limit the number of simultaneous attackers. <a id=\"t060-v3\"></a>\n- Permanent death ends the character's current story. <a id=\"t060-v4\"></a>"},{"id":"example","title":"Design example","body":"A hero spends a turn retreating to a door to avoid fighting three opponents at once.\n\nPrototype check: Test that inspecting the interface and canceling an unconfirmed command do not secretly advance world time."},{"id":"context","title":"Context and limits","body":"Run structure connects limited resources, changing capabilities and failure consequences into a complete play cycle. Each overview separates player actions, state changes and alternative rules. Examples are hypothetical design scenarios, not claims about a named game. A prototype check states an observable question for the next iteration. Existing detailed references remain separately linked from the direction map."}],"relations":[{"type":"uses","direction":"outgoing","label":"Sources in the selection","key":"resource/state-pattern","title":"State: Game Programming Patterns","url":"https://gamemechanics.pro/en/resources/#resource-state-pattern","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/resource/state-pattern.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/resource/state-pattern.md"}],"placements":[{"catalogId":"run-structures","id":"t060","title":"Roguelikes and run structure","url":"https://gamemechanics.pro/en/mechanics/run-structures/#t060","categoryIds":["mechanics"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-22","title":"Traditional turn-based roguelikes","description":"A turn-based run alternates one player decision with hostile world changes, preserving the cost of consumables and routes.","image":{"src":"images/mechanics/systems-nethack-inventory.webp","width":644,"height":461,"game":"NetHack (menucolors)","sourceUrl":"https://commons.wikimedia.org/wiki/File:Nethack-inventory.png","originalUrl":"https://upload.wikimedia.org/wikipedia/commons/f/f5/Nethack-inventory.png","credit":"NetHack developers; screenshot by Shen, 2006, with the menucolors patch","rights":"NetHack General Public License. Converted to WebP on 2026-10-22. License: https://www.nethack.org/common/license.html; bundled copy: images/mechanics/nethack-license.txt. Source: https://commons.wikimedia.org/wiki/File:Nethack-inventory.png","caption":"NetHack’s map, character state and inventory","alt":"NetHack’s map, character state and inventory","markers":[{"x":17,"y":43,"label":"The grid world connects movement, exploration and encounters"}]},"tips":["Keep turn order clear when several systems interact."],"examples":[{"title":"NetHack Guidebook","url":"https://www.nethack.org/v343/Guidebook.html"}]}},"endsAt":null,"provenance":"Original bilingual editorial overviews authored for gamemechanics.pro on 2026-10-20 and reviewed on 2026-10-21. Scenarios are hypothetical design examples; prototype checks describe work to perform, not completed playtests. Primary sources support the stated techniques and implementation context, not every proposed variant.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors","catalogKey":"catalog/run-structures"}}