Earlier quoted context omitted.
Modern anticheats are basically kernel rootkits which go even to the point of trying to checksum your drivers and inspect how they work. They're basically as invasive as they get. They obviously can't hook into Linux kernel so they react by just banning the player.
Something that I find interesting is that anti-cheats are needed when either 1) the input can be somehow enhanced (think fps aim hacks) or 2) more information than the player should have is being sent to client (think fog of war or wall hacks). That's hard to avoid in shooters, where you need that behind-the-scenes information to reduce perceived latency. But games that don't have that low-latency-hungry "twitch" ele…
As for turn-based games, they work better as board games unless you have a pandemic going on. In theory simultaneous turn games are possible but rarely observed in practice. Dominions games, Laser Squad Nemesis, etc. Sequential turns (A/B/C/D) scale very badly and human face to face contact makes up for that.