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World of Warcraft: The Boardgame» Forums » Variants

Subject: Simultaneous Turn Variant (Draft) rss

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James Stuart
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Proposal for Simultaneous Turns Variant

This is a rough draft (aka not in the most precise language) of what would be a simultaneous turns variant. The goal is to achieve an interleaving of turns (lowering both length and total amount of downtime), while having as minimal an impact on the rest of the game as possible. So, with that said, read, and feel free to give me some feedback.



The major change is that instead of a turn being when one faction takes all of its actions, we redefine a turn to include alternating actions from both factions.

At the beginning of the game, determine who goes first. Use a token from the game to indicate which faction will go first in each turn.

At the beginning of each turn, advance the turn marker two spots, and follow any icons on either spot. For example, at the beginning of the game, the turn marker will be on turn two.

The faction with the "go first" marker then takes any one action. Then the other faction takes one action. Play continues, each faction taking an action if they have one available, until neither faction has any actions left. A faction, if they have any actions left and usable, must take that action: they cannot delay.


Special cases:

* Challenge actions happen as normal. The faction uses an action to start a challenge, and then invites friendly characters in the same area, who also spend actions immediately to join the challenge. In this way, the number of actions left to each faction can become unbalanced.

* Move actions: If multiple friendly characters are in the same region, and all can take a move action, they can decide to move as a group: they each use an action at that moment, and all characters in the region can take their move action immediately, as long as they end up in the same destination.

* PVP: If before or after a faction action, a character's location is in the same region as one or more enemy characters, the character can 'pin' the enemy character provided he has at least one action left and challenging the opposing characters would be a legal move (i.e. no blue creatures in the region). If a character decides to pin, both he and the characters pinned cannot take any actions until all unpinned characters have finished all their actions. Any unpinned characters who enter the same region can pin or join the pin in the same manner.

If a pin becomes illegal (due to say, a blue creature dropping into the area), then all characters become unpinned and the normal turn continues.

Once all unpinned characters are done with their actions. then the pins resolve, in the order they were initiated. The character who first pinned must now use one of their actions to initiate a challenge against the opposing characters. Once this challenge resolves, resolve all other pins till no pins remain. Then, any characters with actions still left may use their actions.



At the end of a turn, give the "go first" marker to the team which did not take the last action.


The game ends as normal when the turn marker reaches 30, or after 15 "joint turns".



Notes:


The pins mechanic is necessary to avoid situations where you have hilarious chases across the country side, where one side moves, then the other, then the other, and you can never effectively catch up to someone in time to PVP. Shout out to Hammer of the Scots.

The joint move is to avoid the situation where two weakened heroes are one move away from an enemy. With pure interleaving actions, one would have to move, leaving the other exposed to an attack. I note that you could leave off the destination requirement: which do people think works better?

Other downtime reducers:
* When one side initiates a non-pvp challenge action, they can allow the other team to continuing moving (and even take their own challenges).
* When one side finishes a quest, change the order of how the quest resolves: the very first decision is: "What color is the next quest?" Seed the next quest on the board, and then keep on playing while the other person levels up. As with the previous change, the original team can veto continuing on if they think it's important.
* Buy an extra set of dice. This is by far the biggest time reducer in even the original version, and in this ruleset it's even more time saved (especially if you let the other team continue on). You can get a complete set for about $15 including S/H.
* Buy a thread/tackle organizer box to keep all the figures and tokens separate. These cost about $4-$8 depending on size.







 
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Greg Davis
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anonystu wrote:

* Buy an extra set of dice. This is by far the biggest time reducer in even the original version, and in this ruleset it's even more time saved (especially if you let the other team continue on). You can get a complete set for about $15 including S/H.


Do you know of a good website to buy dice?
 
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James Stuart
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Chessex. You have to order over the phone, but their service and price is good. ($.50/die for opaque dice).
 
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