Controlling Randomness in Rhyming Games

Specific Rhyme Repertory: This straightforward strategy requires the counter to select a rhyme of a specific length that will achieve the desired result.

Extension of Rhyme: The counting-out rhymes are modular and extendable, and if the rhyme is about to end on someone that the counter does not want to be selected, the counter can spontaneously add an additional phrase or rhyme of the proper length to achieve a different result.

Skipping Regular Counts: The counter simply skips himself or herself when going around the circle, if the counter is about to be selected. Although this was the most popular technique employed, it was also the most obvious, and the one most frowned upon.

Stopping or Continuing: Because most rhymes do not specify whether the selected player is "It" or whether the selected player is "counted out" and is safe from becoming "It," the counter can decide the significance of the selection after the first player has been picked.

Changing Positions: This mathematically intensive strategy entails the counter subtly switching to a new spot in the circle in order to be selected as the next player counted "out."

Respite by Calling Out: In this blatant strategy of avoidance, a player will simply call "safe" or "free" and be exempt from counting in the current round. The groups that allowed this technique did place restrictions on it, such as having only one player be able to call "safe" per counting round.

Notes:

Folksonomies: games randomness

Taxonomies:
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/business and industrial/business operations/management/business process (0.514312)
/art and entertainment/shows and events (0.466327)

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Concepts:
Rhyme (0.920106): dbpedia_resource
Count (0.886478): dbpedia_resource
Selection (0.875483): dbpedia_resource

 Rules of Play: Game Design Fundamentals
Books, Brochures, and Chapters>Book:  Salen, Katie (2003925), Rules of Play: Game Design Fundamentals, Retrieved on 2018-07-27
Folksonomies: games game design gameplay