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dynamic initiative systems
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What I don't like is when it's taken too far. Eclipse has a variant where turn order is determined by who passes earlier in the round. While strategically it's interesting, it sucks because it's much more information you have to track and it slows the game down for little benefit.
Greed, the Donald X. Vaccarino drafting game, has players perform actions from lowest to highest number appearing on the bottom corner of the card they just played. That's pretty cool, but again it can slow the game down "Who's next highest number?"
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- hotseatgames
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While this can have strategic results, I'm not sure they are so drastic as to be worth making an unfortunate person sit through up to 5 turns before he gets to go again.
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charlest wrote:
What I don't like is when it's taken too far. Eclipse has a variant where turn order is determined by who passes earlier in the round. While strategically it's interesting, it sucks because it's much more information you have to track and it slows the game down for little benefit.
"
Huh ? Whoever passes first gets the big wooden pawn in front of them. What's so hard about that ??
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- Black Barney
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Edit: I'd say the same thing for Age of Steam, Steam, and Railways of the World as well.
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Msample wrote:
charlest wrote:
What I don't like is when it's taken too far. Eclipse has a variant where turn order is determined by who passes earlier in the round. While strategically it's interesting, it sucks because it's much more information you have to track and it slows the game down for little benefit.
"
Huh ? Whoever passes first gets the big wooden pawn in front of them. What's so hard about that ??
I'm talking about a variant that's in an expansion and was discussed on BGG long before it was officially available.
The first player that passes is first, the second player that passes is second, etc. It requires more components and odd structure.
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Great, easy way to simulate chaos in the streets.
(not all players agree with me on this though...some hate it)
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The Marvel Heroic Roleplaying system has a fun narrative way of handling initiative by allowing the GM and players to simply declare who starts the action based on how events have played out in the game. After that the active player simply passed to who they think should go next and when the round is over the last PC/NPC to act gets to choose who goes first next round. Simple and thematic for comics action.
I just finished reading through the X-Wing Miniatures rules and trying out the starter game and I love how initiative there is handled. I'm sure this has a long history in wargames but basing initiative on pilot skill is a great touch. Better pilots act last but get to fire first, making those more expensive pilots tempting to add to those budgeted rosters.
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- Erik Twice
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At the beginning of each turn players pay in secret, any amount of money to buy tokens, which must be used that turn to expand, attack and buy cards. You cannot hoard them and players take turns starting with the player who bought the least. This is extremely important because being first also means to attack first, causing a paradox:
- The more tokens you have, the more territories you can attack, but you won't actually gain that many territories if you go last.
- Having few tokens means you can strike first, reducing the need for extra defenses, but it also means you won't be able to capture much.
Even more interesting, the available technologies play with the turn order a bit. One of the most important militaries technologies let's you win a battle if you roll over your turn order (That is, 2+ if you are second, 3+ if you are third, etc.) and another forces every other player to pay a "tithe" of 2 tokens to each player with that technology, giving him a advantage in the number of tokens without going latter on the turn order. It's really interesting and really ties the game together.
The end result is that you have a game in which you can leverage your economic advantage to win, but there's no economic snowball whatsoever. You cannot simply buy more troops that anyone else and keep winning battles just because you have bigger numbers, the game forces you to fight more fairly while still giving an edge to players that get a good economy running.
Damn, I wish I could play Age of Renaissance again.
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Of the "random order per turn", I like Air Baron, in how it ties with going in and out of Fare Wars (and risking missing payments).
Not really an exact fit, but I like how Dungeon Petz implemented action drafting. In brief, at the beginning of each turn, each player secretly creates multiple groups of imps and/or gold; the largest groups get first pick of the actions. So you can form a large group to ensure going first... then pick up the scraps left behind with your other puny groups.
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