Rather than trying to define abstractions for turns and rounds, maybe you could implement the game state (and possibly individual players) as a finite state machine.
In this model, the way you set up the states and transitions for a particular game will capture its idiosyncracies in turn and round order.
Not to stifle further discussion, but this Wikipedia page has a wealth of examples
https://en.m.wikipedia.org/wiki/List_of_placeholder_names_by_language