====== Conquer-defend ====== The players try to **conquer or defend** an **area** or a **mark** in physical space. The pattern is used commonly in [[en:patterns:videogames|videogames]] and in [[en:patterns:street_games|street games]] where players try to capture the **mark** of the opposing team. If the mark is stationary, it is referred to as **flag**. When it is moving, it is usually referred to as **briefcase**. Conditions for acquiring the opponents' mark can vary. For example it can be a [[en:patterns:proximity|proximity]] event, the presence in an area for a specific minimum time, the [[en:patterns:stealing|stealing]] of a [[en:patterns:digital_object|digital object]] etc. **Conquer-defend** can be an [[en:patterns:ending_condition|ending condition]] and it can be employed for [[en:patterns:temporal_structure|temporally structuring]] a game (e.g. require 3 wins). **Conquer-defend** with static marks imposes a [[en:patterns:spatial_structure|spatial structure]] in the physical playground. In real settings, unlike videogames, the physical //arena// is not uniform. This should be taken into account so as to balance the [[en:patterns:competition|competition]]. ---- === Related patterns === [[en:patterns:videogames|Based on: streetgames]] [[en:patterns:videogames|Based on: videogames]] ---- === Related heuristics === [[en:heuristics:heuristics#1.1]] {{tag>challenge}} {{tag>multiplayer}} {{tag>physical_space}} ---- === Backlinks === {{backlinks>.}}