Modes of Play
A single game can usually only be played in a handful of ways, but it has many to choose from. Here I intend to enumerate some of the more common considerations.
Number of players: this is not merely a count of the number of people involved. The organization of them can have great impact on the act of play.
- Solitaire: a single player pursues a goal.
- Competitive: several players autonomously pursue goals mutually exclusive with those of other players.
- Cooperative: several players coordinate to pursue a shared goal.
- Team: two or more groups of several players cooperate with each other in competition with the other groups.
- Diplomatic: players or groups pursue goals which may be shared or mutually exclusive, and must choose individually whether to cooperate or compete.
- Massive: large numbers of players apply one of the above, and events in several concurrent games are capable of affecting each other indirectly.
- Symmetrical: all participants begin under identical or virtually identical conditions.
- Balanced: participants begin with starting conditions which are considered equally likely to win.
- Asymmetric: participants begin with unlike conditions.
- Handicapped: participants' starting conditions are altered to compensate for skill differences between them.
- Real-time: players influence the game state at any time the rules do not forbid it.
- Turn-limited: only one player may influence the game at a given time.
- Asynchronous: players announce their intentions to influence the game at various times, but they are applied simultaneously.
- Simultaneous: players affect the game at the same time.
- Perfect: players are aware of the entire game state at all times.
- Imperfect: players are aware of only certain parts of the game state, but they know of what they are not aware.
- Paranoid: players are aware that the knowledge of the game state given to them is inaccurate, but they do not know in what way.
- Knowable: players are not aware of the entire game state, but they are capable of discovering any given part.
- Unknowable: players are not aware of the entire game state, and parts of it are totally beyond their ability to know.
- Deductive: players can logically conclude the nature of parts of the game state which the game has not explicitly told them.
- Inductive: players must predict unknown parts of the game state without logical certainty.

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