Rather than trying to define abstractions for turns and rounds, maybe you could implement the game state (and possibly individual players) as a finite state machine.
In this model, the way you set up the states and transitions for a particular game will capture its idiosyncracies in turn and round order.
Rather than trying to define abstractions for turns and rounds, maybe you could implement the game state (and possibly individual players) as a finite state machine.
In this model, the way you set up the states and transitions for a particular game will capture its idiosyncracies in turn and round order.