Kempeth,

That’s what I’m currently doing. But I’m not yet sure if a straight FSM is such a great fit. There’s not good mapping for the concept of turns in a single level FSM. You can do it of course but if you have multiple such models or nested instances where each player gets to react to specific actions on each player’s regular turn, each of them is gonna push the the properties needed to manage that into the shared state.

So I’m currently at nested state machines. This way the implementation details for alternating between players can be hidden from the higher level states.

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