Games with written orders
Michael Debije
Netherlands
Eindhoven
The Netherlands
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To simulate simultaneous play, several games have made use of order writing. Some games, like Warrior Knights, require you record your mercenary bids on a peice of paper, but that's not what I had in mind- more about peices being moved about a board... And, also not including things with 'programmed play' like RoboRally, which use cards: I mean more pencil and paper writing. Could you help me fill out this list?
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1. Board Game: Excalibur [Average Rating:6.25 Overall Rank:4987]
Michael Debije
Netherlands
Eindhoven
The Netherlands
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Excalibur: need to plan your moves for all your knights and footmen for each season, with 3 'phases' each season. Some real 'cat and mouse' maneuvers, especially when you want to cross the bridge, but NOT run into the opponent's lord!
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2. Board Game: Diplomacy [Average Rating:7.06 Overall Rank:501]
Michael Debije
Netherlands
Eindhoven
The Netherlands
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An earlier example. No deal is binding until the orders are read...
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3. Board Game: Middle Sea: Empires of the Feudal Age [Average Rating:5.37 Unranked]
Michael Debije
Netherlands
Eindhoven
The Netherlands
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Also written orders for movement. A nice game that is overlooked.
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4. Board Game: Magic Realm [Average Rating:7.16 Overall Rank:930]
Michael Debije
Netherlands
Eindhoven
The Netherlands
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Need to fill out the actions for each day beforehand. Some tough decisions here.
 
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5. Board Game: Machiavelli [Average Rating:7.09 Overall Rank:1537]
Michael Debije
Netherlands
Eindhoven
The Netherlands
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Of course, it is a variation on Diplomacy, but I'll include it here.
 
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6. Board Game: Gladiator [Average Rating:6.50 Overall Rank:3502]
Michael Debije
Netherlands
Eindhoven
The Netherlands
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Man-to-man in the arena, plotted 5 phases in advance. A good game that I never get to play.
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7. Board Game: Mythology [Average Rating:6.54 Overall Rank:6401]
Michael Debije
Netherlands
Eindhoven
The Netherlands
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Kind of a mix: some orders on who you support, some are what you will do, but movement is 'free form' after you gain control...
 
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8. Board Game: Swashbuckler [Average Rating:6.92 Overall Rank:3681]
Michael Debije
Netherlands
Eindhoven
The Netherlands
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Step by step...Very detailed writing of actions.
 
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9. Board Game: Insurgency [Average Rating:5.42 Unranked]
Robert Wesley
Nepal
Aberdeen
Washington
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THIS is 'one' that bears delving into! I'd dare say that there hasn't been anything LIKE it since! YES, it IS a long, drawn out 'affair', but, what 'one' of these isn't?
 
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10. Board Game: Trireme [Average Rating:6.35 Overall Rank:5745]
Steve Bachman
United States
Colonie
New York
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All movement is via written orders, although grappling actions, boarding parties, oar rakes, etc. are done 'on the fly' as the situations arise.
 
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11. Board Game: Ultimatum [Average Rating:5.66 Overall Rank:11360]
Steve Bachman
United States
Colonie
New York
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Another Yaquinto game with log pads for movement from the same designer as Mythology.
 
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12. Board Game: Circus Maximus [Average Rating:6.71 Overall Rank:1587]
Steve Bachman
United States
Colonie
New York
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Similar to Mythology where movement and actions are 'free form', but a log sheet is used to secretly preset speed (movement points) each turn.
 
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13. Board Game: Air Force [Average Rating:6.40 Overall Rank:3128]
Nelson Lamoureux
Canada
Natashquan
Québec
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The movement orders must be written with a complex system of codes to simulate altitude, banking, facing, etc.
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14. Board Game: Sniper! (first edition) [Average Rating:6.22 Overall Rank:5435]
Ken Jarosz
United States
North
Ohio
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I am getting the grenade out...wait....I am going to pull the pin....wait I am pulling the pin......oops I was wounded and I dropped it_____ *
 
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15. Board Game: Panzer (first edition) [Average Rating:7.31 Overall Rank:4481]
Michael Roden
United States
Danube
Minnesota
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Written orders for movement and firing.
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16. Board Game: The Complete Brigadier [Average Rating:7.43 Unranked]
Aonghus O Nia
United States
Milton
Massachusetts
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Miniature wargame came with counters
 
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17. Board Game: Wooden Ships & Iron Men [Average Rating:7.01 Overall Rank:1043]
Mark Ernst
United States
Morrison
Illinois
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This uses a log pad to write the moves for each individual ship.
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18. Board Game: Striker [Average Rating:6.51 Overall Rank:6726]
Corporal Dave
United States
Champaign
Illinois
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Before you get to the rules for movement, fire, morale, you get COMMAND. Note that this is a miniatures rule set.

The units with leaders with high initiative can move as the player wishes (so I don't know if this should count on this list or not). Those without need orders.

"Orders are given by officers/NCOs to average initiative squads, teams, and officers/NCOs, and allow them to act without the direct leadership of a superior; orders must be written and consist of specific, simple instructions. Orders to squads, teams, and squad NCOs must be very specific; orders to higher level NCOs and to officers may be somewhat more general... . Squads and teams following orders will perform the stated action; officers/NCOs following orders will lead their troops in performing the action or will issue appropriate orders to their subordinates."

Some examples given: "Move to the east of hill 17, through the forest, at fastest speed", "10 cm [this is a miniatures game!] to the left of 1st squad", "stop when encountering enemy troops", "fire if enemy armored personnel carriers come within 60 cm", or my favorite "delay execution until completion of platoon briefing."

How's that for orders? That last one grabs me- how many games have the units to go briefings? (Actually, that makes it really realistic, when you think about it).

 
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Corporal Dave
United States
Champaign
Illinois
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Never played, but this is from BGG itself:

From the publisher: "The Tactical Combat Series (TCS) brings the detail of small unit combat to the gaming table. Taking the role of Battalion or Company commander, TCS requires players to skillfully plan their assaults and their defenses through written Operations Sheets (Op Sheets). Units must follow orders as outlined on their Op Sheets. Unexpected circumstances can require split second decisions. Making these decisions is the easy part. Getting the orders to your troops, however, is another matter entirely."
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20. Board Game: Solomons Campaign (first edition) [Average Rating:7.48 Overall Rank:7727]
Corporal Dave
United States
Champaign
Illinois
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I don't own it. Looks like naval movements are written down to allow simultaneous movement.
 
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21. Board Game: Full Thrust [Average Rating:7.25 Overall Rank:2261]
Andreas Johansson
Sweden
Linköping
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Players write movement orders for their ships, then everything moves simultaneously.
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22. Board Game: A Sky Full of Ships [Average Rating:7.67 Unranked]
Andreas Johansson
Sweden
Linköping
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Another space combat game using the same mechanism.
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23. Board Game: Ironclads and Ether Flyers [Average Rating:7.12 Unranked]
Andreas Johansson
Sweden
Linköping
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A twist of sorts - one player writes movement orders, the other makes his moves "normally", the first then executes his orders. Still prevents either player from knowing where the enemy is going before making their own decisions.
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24. Board Game: 2 de Mayo [Average Rating:6.96 Overall Rank:1025]
Alex Bagosy
United States
Ladera Ranch
California
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Requires written orders for both sides. Orders are revealed simultaneously.
 
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25. Board Game: Nuns on the Run [Average Rating:6.54 Overall Rank:1301]
Bryan Laird
United States
Kankakee
Illinois
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a newer game, where as a nun you have to write out your movements, and when your picking items up, while being chased by the player playing the guards are following a card driven route to stop and chastise the nuns.
 
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