Hello! I am new to this forum so first I want to say hi to everyone.
I´ve been wondering about the subject of ´game turn´ in a "standardtype" strategygame like risk or civilization etc. and I am not too familiar with them (risk I´ve played few times a few years ago, so it´s not in my brightest memory.) I am thinking that what you think should be the main principles in game designing when thinking how much a player can do on his game turn. On the other hand if he can do a lot, then the other players have a lot to wait, but is it more strategic anyway OR is it better that you can do only 1 or 2,3 things in your turn per area (for example). Is there any guidelines for this or any good articles in the internet. I´ve heard about action allowance point system, but so far have not really been excited about that system.
Let´s say there is three players: A, B and C. A being the first in round, B second and C third (clockwise around table) and A:s piece attacks C:s piece. What do you think is the best solution for checking the result of the combat in this kind of situation. Should it be checked immediately (so that B can´t do anything before that) or do you think it would be wiser (better) if all the combats would be checked at their own round ?
In short: should the samekind of situations be checked all at once or immediately when they happen ?
How much freedom should there be for player in choosing in which order he does things, or should they always be in the same order (if you can do many things like: 1) putting resources on table 2) moving pieces 3) attacking 4) causing changes in gameboard (dynamic gameboard)
Btw. english is not my motherlanguage so, apologies for that.
Thank you for your interest :)
Hi! And thanks for your answer. Yes, I am not designing it "backwards" I have all things done in to the game like cards, dices and so on and prototype of the playing board and I´ve written rules too, but just thought I need to make the game turn section into more systematic and I am trying to figure out the best possible solution for it to try. I think maybe the best solution is that the combat situations are "checked" immediately and very much is upon to the player in which order some things are done. Well at least that kind of system can bring any player into action nevertheless it´s his turn or not at the moment (like one must react to attack etc.)