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Subject: Looking for games with variable turn order rss

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jay
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I a a big fan of Power Grid and La GranJa and one of my favorite aspects is turn order manipulation. It's also my favorite aspect of Castles of Burgundy, but it is a minor aspect in a game filled with decent minor aspects.

So what games do this well. What I do not want is 'I put my work on x place and we play clockwise', "I pick X role and it goes second in the round' or 'player x went last this turn so he goes first this turn'. I want something that offers a strategic tradeoff of committing resources now for future benefit.

Not sure if leading/trailing player goes in order works as I've only played Formula D and while fun, the run away leader is large.

So what have you got for me?
 
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P.D. Magnus
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Macao, Rialto, and some other Stefan Feld games make player order one of the things you can spend resources on.

Glen More allows the trailing player to take the next turn.
 
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Kathleen Nugent
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In the Year of the Dragon
Glen More
Thebes and Thebes: The Tomb Raiders
Rococo
Fresco
Lords of Waterdeep
Macao
Homesteaders
At the Gates of Loyang
Goa
The Castles of Burgundy
Hawaii
Alea Iacta Est
Pergamon

In all of the above, you can deliberately take an action which will put you in a certain position in turn order.

Kingsburg
Mamma Mia!

In the second group, dice or cards determine turn order, but it's variable.

Egizia
The Little Prince: Make Me a Planet

In the third group, the one who is furthest behind is first on the next round.
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Jason Walker
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Viticulture
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Bernhard W
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The turn order in Madeira depends on
A) which benefit you want to take when you pass vs where you want to be in turn order to choose your dice/special action token refresh/VP condition slot AND then
B) which dice/special action token refresh/VP condition you choose over turn order for the main game actions.

The double turn order juggle is quite interesting.
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jay
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Lords of Waterdeep is fantastic, but turn order I find the least exciting aspect.

Otherwise, these games look promising I'll likely acquire one of them.
 
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Byron S
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jwalker1140 wrote:

+1, and especially with Tuscany: Expand the World of Viticulture
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Kevin Garnica
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Antarctica
 
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Michael Schneider
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Twilight Imperium and Wallenstein have a variable turn order.
As well as every game that uses the "You are last? It's you turn."-mechanism like in Red November, Patchwork, Fresco...
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Alex Treacher
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It's hard to remember the games with this mechanism - there are so many! The first ones that came to mind (excluding the excellent previous suggestions) are Planet Steam, Age of Empires III: The Age of Discovery, and Tesla vs. Edison: War of Currents.
 
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I believe in Kemet, the player in the last place decides turn order for the next round.

There are a lot of games that do this though.
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Simon Maynard
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Five Tribes is worth a look; turn order bidding is central to the game and happens at the start of every round. You need to determine how much benefit you can get from going first to see how much you are willing to bid for that privilege. The further down in the turn order you go, the less certain you can be of the boards state when it gets to your turn.
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Cyclades features an auction system with players bidding for the favor of different gods, each offering different benefits to players. Every turn the order of the gods changes, and the next turn order is determined by it: The player winning the bidding for the first god is the last player to bid in the next turn, etc.
So, you have to carefully assess when's the right time to bid high, when player order is most important and when you need a particular god's benefits.
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Bernhard W
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Fried Egg wrote:
Five Tribes is worth a look; turn order bidding is central to the game and happens at the start of every round. You need to determine how much benefit you can get from going first to see how much you are willing to bid for that privilege. The further down in the turn order you go, the less certain you can be of the boards state when it gets to your turn.

Last Will and Pergamon have a similar way to determine turn order.
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Chris
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I think there's a significant distinction between choosing your turn order for next round vs there being no fixed turn order at all.

As above, Glen More has no turn order, the next player is the one furthest back on the board. (Same for Tokaido, but Tokaido is rubbish... actually.. as is Glen More IMO) But Tinners' Trail is also a great example of this. 4 rounds of investment with a turn order to start each round, however during that your taking actions nest by being at the back of the time track, so you get loads of interesting decisions... I want to take a certain bonus, but that'll move me forwards on the track more spaces...

Last Will is a great game for interesting turn orders too, 9 (?) spaces to pick your position on in the game for varying trade offs.

Steam / Age of Steam gives a fascinating turn order, defined by auctions, but still allowing in turn benefits which manipulate turn order in micro levels on top of that rounds overall turn order.
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Kyle A
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Carson City. The first one to go out on each round is the first to pick their character the next round, and the ranking on the characters determines the player order.
 
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'Bernard Wingrave'
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Age of Empires III: The Age of Discovery allows players to pick either start player and no money or farther back in the turn order and more money. This choice happens each round.
 
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Adelin Dumitru
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In Keyflower you actually bid on the turn order. At the end of the game, it is going to worth Victory points.
 
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Mark Halsey
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In Scoville you bid for player order and it is just as strategic to go last because some phases occur in reverse turn order.
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'Bernard Wingrave'
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The advanced version of Tikal uses bidding for turn order. You bid victory points, and whoever bids the highest pays that many victory points gets to go first. This happens each round of the game.

The game also has a more basic version in the rules, which eliminates bidding for turn order. This speeds the game up a bit and makes it somewhat more random.
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chiorean vasile
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Patchwork
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Craig C
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Alchemists has variable turn order based on what you're going to try to do that turn, and what resources you hope to gain.

Tomorrow has variable player powers, and Europe's is to decide turn order, and they even get to decide it on the fly, picking who goes first, and not deciding who goes next until the current player's taken their turn. Once everyone's taken their first action, the turn order's set and they all take their second action in that order, but the mechanic can lead to dealmaking, which adds another layer to the game.
 
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James Wood
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person last on the time track acts until he stops. repeat.

V.
 
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Ludvig Stigsson
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Citadels. Wonderful little cardgame.
 
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Joe H
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A few that I really enjoy have already been mentioned (Five Tribes, Last Will, Fresco: Big Box,Citadels,Carson City: Big Box) but here is a couple of more:

Mission: Red Planet (Second Edition) - choose role card from hand and play it, turn order determined by role (with a tiebreaker) and role card does not return to hand unless you use a reset hand.

Kingsburg has turn order determined by the roll of your your die. Lower dice rolls go first.

If I remember correctly, Libertalia(which I enjoyed in my only play) also has turn order determined by role selection.
 
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