Most multiplayer advice assumes every player has their own screen. Pass-and-play games break that assumption: one phone sits on the table, and it moves from hand to hand. That changes almost every UX decision, from how a turn starts to what "undo" is allowed to mean.
Source: [Dev.to](https://dev.to/dhaval109/designing-games-for-one-shared-phone-7-ux-patterns-from-30-pass-and-play-games-34hp)