---
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
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
---
# Traditional turn-based roguelikes

id: run-structures--t060
type: mechanic
key: mechanic/run-structures--t060
lang: en
status: active
url: https://gamemechanics.pro/en/knowledge/mechanic/run-structures--t060/

A turn-based run alternates one player decision with hostile world changes, preserving the cost of consumables and routes.

## At a glance

![NetHack’s map, character state and inventory](https://gamemechanics.pro/images/mechanics/systems-nethack-inventory.webp)

[NetHack (menucolors)](https://commons.wikimedia.org/wiki/File:Nethack-inventory.png) · 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

1. The grid world connects movement, exploration and encounters

- Keep turn order clear when several systems interact.

- [NetHack Guidebook](https://www.nethack.org/v343/Guidebook.html)

## How it works

A turn-based run alternates one player decision with hostile world changes, preserving the cost of consumables and routes.

## Variants

### Mechanic variants

<a id="t060-variants"></a>

- Waiting trades an action for a better position. <a id="t060-v1"></a>
- Unknown items require identification. <a id="t060-v2"></a>
- Doorways limit the number of simultaneous attackers. <a id="t060-v3"></a>
- Permanent death ends the character's current story. <a id="t060-v4"></a>

## Design example

A hero spends a turn retreating to a door to avoid fighting three opponents at once.

Prototype check: Test that inspecting the interface and canceling an unconfirmed command do not secretly advance world time.

## Context and limits

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.

## Connected materials

- Sources in the selection: [State: Game Programming Patterns](https://gamemechanics.pro/en/resources/#resource-state-pattern) (key: resource/state-pattern)

## Sources and 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.

- [Robert Nystrom: State](https://github.com/munificent/game-programming-patterns/blob/master/book/state.markdown) (id: source-3817d420df0baa92)
- [NetHack (menucolors)](https://commons.wikimedia.org/wiki/File:Nethack-inventory.png) (id: source-9a1664e49d0e8f50)
- [NetHack Guidebook](https://www.nethack.org/v343/Guidebook.html) (id: source-87856bbeffa16f0c)

CC-BY-4.0 · gamemechanics.pro contributors
