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  2. Turn-taking - Wikipedia

    en.wikipedia.org/wiki/Turn-taking

    Turn-taking structure within a conversation has three components: [8] The turn-taking component contains the main content of the utterance and is built from various unit types (turn construction units, or TCUs). The end of a TCU is a point where the turn may end and a new speaker may begin, known as a transition relevance place or TRP.

  3. Turn construction unit - Wikipedia

    en.wikipedia.org/wiki/Turn_construction_unit

    The rules for turn allocation is commonly formulated in the same way as in the original Simplest Systematics paper, with 2 parts where the first consists of 3 elements: a. If the current speaker selects a next one to speak at the end of current TCU (by name, gaze or contextual aspects of what is said), the selected speaker has the right and ...

  4. Golf (card game) - Wikipedia

    en.wikipedia.org/wiki/Golf_(card_game)

    Golf can be played so that instead of ending the game automatically, a player must choose to "knock" instead of taking their turn. Remaining players then have one turn to draw a card to improve their hands and then scores are totaled and recorded on a running score sheet. This rule is more common for four-card golf. [1]

  5. Adjacency pairs - Wikipedia

    en.wikipedia.org/wiki/Adjacency_pairs

    In linguistics, an adjacency pair is an example of conversational turn-taking.An adjacency pair is composed of two utterances by two speakers, one after the other. The speaking of the first utterance (the first-pair part, or the first turn) provokes a responding utterance (the second-pair part, or the second turn). [1]

  6. Sequence (game) - Wikipedia

    en.wikipedia.org/wiki/Sequence_(game)

    Sequence rules dictate no table talk or coaching between team members and a precise order in which hands must be played (card, chip, replace card). [5] If a player forgets to replace a card on their turn and if any of the other players points it out then, they cannot make it up in a later one and must continue playing the game with a reduced ...

  7. Timekeeping in games - Wikipedia

    en.wikipedia.org/wiki/Timekeeping_in_games

    Turn-based games have too many rules and are difficult to master. [48] [26] Real-time games are more multiplayer-friendly, [25] since sitting around and waiting while other players take their turns can become tiresome. [25] [48] [51] The added element of a shared clock prevents gameplay from becoming an easily repeatable series of steps.

  8. Switch (card game) - Wikipedia

    en.wikipedia.org/wiki/Switch_(card_game)

    Switch is played with a regular, single deck of playing cards, or with two standard decks (shuffled into one) if there is a large number of players.. Each player at their turn may play any card from their hand that matches the suit or the rank of the card previously played; for example, if the previous card was a seven of clubs, the next player may put down any seven card, or any club card ...

  9. Rules of Go - Wikipedia

    en.wikipedia.org/wiki/Rules_of_Go

    By taking the last dame Black gets 1 point under area scoring, but 0 points under territory scoring. To make territory and area scoring equal we need to give Black 1 additional point in territory scoring. Hence White's second pass. Thus, in AGA rules, the result using a territory system is always the same as it would be using an area scoring ...