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Simultaneous Turns + Activation

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Fhizban
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Hi,
posted this as a comment on my blog as well. Maybe there are more answers when posted as separate thread?

Regarding my Dice Duelz Project, but this topic is valid for many other games as well. Did a few more tests by playing against myself and testing the whole thing with Michael again. Now, I have a feedback request to my fellow BGDF members:

right now the game is turn based, where each player takes one turn after another. the game also only features 4 dice symbols.

today, we thought about 2 things:

A. making the game simultaneous turns
B. and adding another (final) die icon to it.

1. Simultaneous
Because the game is now so simple that it should be possible. and it would speed up the game even more.

2. Another Icon
We thought about SPEED to indicate which monster is striking first. otherwise it might be a bit difficult in a simultaneous environment to determine who deals damage first.

Questions:

A. What do you think about this idea in general?

B. (and thats the nut to crack!) What about ACTIVATED ABILITIES?

This really gives me a headache. How to control the activation, timing and resolution of abilities in such a game? Did some research but could not find anything. Without abilities, its not that much of a problem. but when you get to activate abilities using ENERGY symbols, the whole thing becomes quite chaotic.

we thought about using the new SPEED symbol mentioned above also for ability activation order, but still have no clue.

an idea anybody?

EXAMPLE:

I would like to do: "Thunderstruck - Pay 3 energy: force your opponent to re-roll all SHIELD symbols"

and my opponent would like to do: "Earthshaker - Pay 1 energy: Force your opponent to re-roll one of his or her ENERGY symbols".

First, how to decide which ability to activate? By calling it out loud? What if my enemy changes his mind?

Second, imagine that his "Earthshaker" has the possibility to force re-roll that energy symbol I require in order to activate my "Thunderstruck"

So, who would be going first?

Plus: Imagine each one of us wants to activate MORE than just one ability. Like 2 or even 3

determine using SPEED? or else?

thanks for feedback on this!

Fhizban
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After a few more tests, yes

After a few more tests, yes it does work out.

The whole turn can be simultaneous but the new SPEED symbol is used to control the order of things.

One little point is that you can assign WILD (joker) results to boost your speed. Now as everything takes place at the same time, another timing issue arises: Who assigns WILD results first? And am I allowed to remove a WILD result again?

The second big question is now how to resolve ties and in which order.

After those issues are solved, we have a "turn order" within this simultaneous system that can be used to determine when a monster strikes and when abilities get activated. this also works out quite well in multi-monster battles.

ties, ties!

ElKobold
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You could have pre-set

You could have pre-set initiative values for those activated abilities, where timing matters.

Something like:

1. Thunderstruck
2. Earthshaker
3. Summon Cthulhu
4. Everything else

And have a small reference card which lists the order.
Of-course this only works if you don't have too many of them.

Alternatively, if you were to have some sort of "characters" in your game, activation could be tied to the character.

Something like:

1. Gollum
2. Gandalf
3. Gimli

So Gandalf can use Thunderstruck on Gimli, to prevent him using the Earthshaker, but not on Gollum

X3M
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One thing you can think about

One thing you can think about is:

When one player does something, this is declared out loud. Another player reacts on it, out loud. After the other player; the first player is not allowed to change their mind any more.

If this rule is clear, players do not have trouble with it.

Zag24
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Joined: 03/02/2014
I think that this is what

I think that this is what you're saying about the speed icon, but just put a number on every card which determines the order any time there is a conflict. Mostly, cards don't interfere and people can just resolve their actions without consultation. In the cases like the one you've described, players know to look in the top right corner (or whereever) and see that Thunderstruck is #41 and Earthshaker is #26, so Earthshaker goes first, then Thunderstruck. Every number is different so there is never a question.

P.S. Don't number sequentially -- leave some gaps so that you can add expansions later with additional cards.

Fhizban
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Joined: 01/11/2009
@X3M @zag24 Two valueable

@X3M @zag24 Two valueable suggestions, thanks a bunch!

more later!

Experimental Designs
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Joined: 04/20/2013
I have the same problem with

I have the same problem with a design and can spare a few ideas I'm comfortable with sharing.

Method 1: Each model has a preset initiative on activation with ties being resolved simultaneously. The models with the lowest initiative activate first to represent their ponderous nature because they may be a knight clad in heavy plate armor and wielding heavy two-handed weapons. Then you go in order from lowest to highest, resolving ties as you go. So if you have an initiative scale from 1 to 8 and you have two 4s you resolve them simultaneously before resolving the 5s and so on.

Method 2: During an activation phase of the game each model is assigned an action once activation starts and depending on the action the model does it may activate first before everyone else. To keep track of this, actions represented on cards or color-coded chits, whatever aesthetic is easier for you. With that said a model such as a rogue may activate first if they are assigned a move action to demonstrate their agility. This is indicated by modifiers on their card or stat line and they get an added bonus if allocated a specific action and the total score goes against the totals of other models. The object of this method is to have the highest number possible to force models to move first or to attack first or last, whatever situation calls for. Ties are resolved in the same fashion as method 1.

Method 3: This one involves D10 dice pools for each model with a preset number of actions and action modifiers. This has a little bit of resource and risk management since most models will have a dice pool of two (as in 2D10s) with some having more but it is up to you if you should use your best dice towards your first action or the last. It is your dice pool pitted against other dice pools. Just to avoid some power-gamey shenanigans you must have a card or chit to indicate what your first, second and optional third actions are in the order in which you allocate your dice to.

I hope these help you in your endeavor.

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