DESIGNER'S GUILD

The Turnless Game

by Steve Kosakowski
(Marshal-Duke of Treviso)

Interesting discussion on turnless games on AOL. I imagine the intent here is to keep the action flowing, which was what the GBoH experiment accomplished. I can envision a few ways to do this with Activation Markers. And I agree with you CV, administrative events are not as hard to handle as things like Night or Winter.

For a battle like Seven Pines, say (chaos incarnate), you might have reinforcement chits based on how far away folks are. You could also use "the clock ticks" chits. The Time Record Track is a big Pocket Watch printed on the map (gotta know when darkness falls). Say Longstreet is three "marches" away. You toss in a "1st March" chit. When the 1st March is drawn, you toss in a "2nd March" chit. And so on until he arrives. You've also got three "clock ticks" chits. When three "clock ticks" chits have been drawn, you move the big hand on the Pocket Watch one hour forward and toss the chits back in the cup. So you've got DH Hill there on the road, looking at his watch and looking down the road for Longstreet (great narrative is the other thing you want this system to supply), wondering if he should wait or just go in alone.

You've also got the usual mix of Command Chits in the cup. To recycle without a housekeeping phase, you either supply a command limit (once you've drawn three Command Chits, say, you can put x more in the cup), or you have a C-in-C chit that allows you to drop a few more in. You get continuous play until the sun goes down (or winter arrives, depending on the scale). Continuous play, though very chaotic (still possible for some command to NEVER have a chit drawn, or for the clock to stand still). There should be ways to "menu" the chits and manipulate recycling that could solve this.

As you say, CV, cards may be the best way to do this. I have a multi-player Medieval game--not exactly turnless--where you play one card at a time. You play off ALL your face-up cards until you have three face-up cards, at which point you pick 'em up and start over (the system allows you to be the Sultan and the Scots simultaneously, and probably temporarily, for example). I'm intrigued by your description of the game where all players have a stake in the Byzantine Empire--something I'm trying to accomplish with a game on the KMT in China in the 1920's.


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