Home Forums General Game Design Some thoughts on the turn sequence Reply To: Some thoughts on the turn sequence

#81451
Otto Schmidt
Participant

Naval games can be much cleaner than land games when it comes to simultaneous movement. For my own part though I tend to give the initiative to the side with the higher maximum speed.  For example in my “Yo-Ho-Ho: Little rules for big ships” which is NOT a pirate game but an 18th century sailing ship game, the sequence of action is simple. It is a hexed based game  and the speed of the ship at the START of the turn determines the turn order. Thus a ship moving at 4 hexes which is the slowest ship given it’s attitude to the wind blah blah blah, moves 4 hexes and moves first. The next highest speed ship then moves as it desires, all the way up to the ship that can move up to 12 hexes racing along with the wind behind it.  A system of “puffs” and “gusts” can be used to snatch another ship and bring it closer, and so forth. When all ships have done moving  there is fire. Ships coming adjacent to an enemy ship are ruled to have “fouled” and must stop. A ship moving past an enemy two hexes away, if the non moving ship has a “puff” can pull the ship adjacent and stop it. A ship moving past an enemy two hexes away, if it has a “puff” can fire at the ship it is passing.

In more modern games where ships steam and not sail, it’s essentially the same, though the puffs and gusts are not used.