This paper contributes an analysis of practices for managing a preallocated turn-taking system in board games, expanding existing studies of preallocation beyond question-answer sequences. Although board games have existed for thousands of years across human cultures, and despite being a widely used method of data elicitation in many fields of research, there are few studies of how adults accomplish play. Using conversation analysis, this paper demonstrates how participants organize transition between boardgame turns, finding that participants treat the game turns as analogous to the organization of pre-and post-possible completion. However, the preallocated nature of game turns results in alternate sense making concerning delays and overlap, especially where such occurrences threaten the achievement of the activity. Data are in English. Turn-taking is used for the ordering of moves in games. .. (Sacks et al., 1974, p. 696). Sacks et al.'s (1974) description of turn-taking in conversation was a landmark in research on naturalistic interaction. As two recent studies demonstrated, similar turn-taking systems can exist even in nonspeaking social activities, such as skateboarding and swing dance jam sessions (Ivarsson & Greiffenhagen, 2015; Keevallik & Ekström, 2019). Further work has elaborated how turn-taking operates in institutional environments (Drew & Heritage, 1992), where the system is altered, especially with respect to the preallocation of turns and rights to types of turns. Although preallocation of turns has been noted, it has been dismissed from investigation because "to the extent that the order in which speakers" talk is fixed by virtue of the turn allocation restrictions, speaker selection is built into the system, and therefore is not locally managed' (Atkinson & Drew, 1979, p. 62). The current research shows that even preallocation of turns can only be achieved via members' interactional work. It is worth expanding our investigation into preallocation since so many activity settings (institutional interaction such as interviews, various forms of leisure and professional play or sport, etc.) involve various methods for delimiting rights to next turns. Games are a perspicuous setting for analyzing preallocated turn order given their ubiquity throughout human history, across cultures, and across forms of human research (see below). Although games are commonly used as a convenient example of social structure (DiCicco-Bloom & Gibson, 2010, see also the epigraph), they are rarely analyzed in their own right as an activity that involves social work to achieve. With this research, I aim to change that by examining how one element of preallocation is achieved in board games-namely, the management of game-turn transitions. This research makes two contributions to the study of language in interaction: First, it reports how preallocated turn-transition is managed by participants and how this system compares to Schegloff's (1996) description of pre-and post-possible completion, and second, it provides a framewor...