# Turn-based

For turn-based games, the requirements for networking can be quite different from other, more fast-paced games. You are only interested in changes to the game state, and don't really need more granularity than that. Let's take chess as an example.

## Player character representation

You don't really need a player character so in order to process input you don't really need a CoherenceSync object. You could use a [Client Connection](/0.10/coherence-sdk-for-unity/client-messages.md) Prefab if you want to have an easy way to implement chat.

## Client-side simulation

You might want to have a Simulator to process everything if you want cheat protection, but for a game such as this it could also be viable to simply opt for client-side simulation and then have one of the Clients have authority over the game controller. That is the default setting when adding a [CoherenceSync Component](/0.10/get-started/prefab-setup.md). Each client can then talk to the game controller using [Commands](/0.10/coherence-sdk-for-unity/networking-state-changes/commands.md).


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