Rooster-53

Operation Rooster 53 was an Israeli military operation during the War of Attrition to capture an Egyptian P-12 radar system. It was also called Rooster-53 and Operation Rooster. It was carried out by the Israeli elite special forces Sayeret Matkal on December 26 and 27, 1969. (http://en.wikipedia.org/wiki/Operation_Rooster_53)

This probably won't be the final name, but for now it works.

I love playing big games (8ish players), but waiting for your turn to play just gets flat out ridiculous at times. So over the past year or so, I've been designing out this idea of a game to drastically reduce that effect.

I have a very rough rulebook, but I would suggest not reading it until you read this summary first http://blog.treybert.com/?page_id=3 . If I had to say what game it is like, it would be similar to a Modern Warfare (domination) / Battlefield video game, but on a table of course.

The game would be setup on a tiled board with 2 teams. Each player on each team would have a number of units that would make up their squad. The objective would be to control various locations on the map which in turn would determine scoring.

Players control their units by issuing commands via cards. On each card there is a Command Cost (using a command point) and a speed. The speed will determine the order in which Orders are resolved. Players have a limited number of command points and cards per game round.

Once the game round begins, any player is allowed to play a card (face up). Once the first card is played, this starts the Order Sequence. From this point, all other players are free to play a card. Players may play multiple cards, but never in direct succession (meaning you can't play another card if you played the previous card). Once 10 seconds have passed with no activity (an arbitrary time), the Order Sequence ends and the individual orders are resolved with the highest Speed values going first.

Once all orders are resolved, the round end. Players then draw new cards, get more command points, and the game continues until one team has won. I know thats vague, but more detailed rules are in my rule book above.

The main thing that happens (well, that I plan to happen) is players are allowed to freely take as long as they want to plan their moves. However, the longer they do so, the more likely their opponents will make a move. At the same time though, if you make your moves very quickly, you may leave the door open to allow your opponent to craft a highly calculated move. Thats the plan at least.

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