Skip to Content

New (maybe) simultaneous movement mechanic

6 replies [Last post]
Joined: 11/05/2015

I'm into simultaneous action in games- I feel it negates a lot of issues you can run into: Kingmaking and turn order advantage to name a couple.

For my current design I was working on a simultaneous movement mechanic that doesn't requires minimal bookkeeping. I get the sense that most if not all simultaneous movement/deployment games require writing down orders. I hope this removes the need, though it would only work in a grid based map (squares, hexes)

I mocked up a quick image to demonstrate- but the idea is any group of units or "troop" has a flag attached to it. The flag would be designated in some way with a number, color, symbol, etc. (it also obviously doesn't have to be a flag). A second flag with the same designation (same number, color, symbol) is on a hex apart from the board- a "command hex."

The matching flag can designate which direction the troop will move by being placed on the hex side you wish the troop to move (see picture). Additionally other actions can be placed on this command hex, which my current design does, and you can give a troop actions to complete on the hex if they are not moving. Actions like "Build" "Harvest" "Recruit" "etc.

This allows players to secretly "program" all their troops movement and actions fairly quickly and efficiently without the need for a pencil and paper.

This makes for (potentially) interesting decisions each turn, as it turns each troops action into a mini-worker placement game. I'm still refining the actions and making them equally viable, to make the actions more rewarding and more interesting to decide between. As is it's usually an obvious choice in situations...

Anyway what do you think? Also have you seen this done before? I feel it's a novel idea but also realize others may have done this and I am unaware.

ssm's picture
Joined: 04/06/2017
I think it is an interesting

I think it is an interesting idea.
For me, I wouldn't be into constantly pulling a flag and placing a flag in a base.
From a design standpoint- the flag/markers will need to be strong enough for constant use. Usually that means a little bigger than what we think. You may end up with things too big to be manageable if the marker/flags take up X space and you need X space for other things (writing, units).
I'm thinking maybe the easiest way to pull it off would be with Battleship like post things. If the holes to hold will be on the board then things may be easier. If so, maybe place the holes on the lines and once that line is marked by a player, nobody else can use that hole until it is cleared by the other player moving and removing the flag?

X3M's picture
Joined: 10/28/2013
Players are doing this behind

Players are doing this behind a cardboard wall, right?
It is the same as bookkeeping orders on paper. But than more practical in terms of simply turning the order hexes in the right direction. Further, you could simply turn the hex upside down if the troop isn't going to move.
I like it!

However, you are limited to only a few squads for this. Since players need to cover a lot of decisions otherwise.

And what do you do, if a squad is allowed to move 2 or more hexes?

No need for flags to be put into place over and over. Simply use a "glass" hexagon that carries the troops and has the flag or the number imprinted to it.

Seeing as how ssm replied. And me editing my post for the 4th time. I think, your explanation needs some adjustments for making it more clear.

Joined: 11/05/2015
Yea, behind a screen of some

Yea, behind a screen of some sort.

I do think I did a poor job describing this. Part of my education on this forum is learning how to communicate more clearly.

There is only 1 command hex, or order hex. On that hex are all the various orders you can give your troops, including each edge of the hex which represents a movement order in that direction.

In order to give orders --component wise-- you need TWO identical indicators for each troop. Flags are more thematic, but for the purposes of explanation lets say they are different colored cubes. Red, blue, and green. ONE of the cubes is put in the squad, to indicate that is the GREEN SQUAD (or red, blue, etc) the matching GREEN CUBE is used to give commands/orders on the order hex. If you want to move the GREEN SQUAD, place the matching GREEN CUBE on the edge of hex that is the direction you are moving them. Presumably, in the center of this hex is space for other actions a squad can preform. So hypothetically say there are four boxes in the center of this hex that have the different actions of COLLECT, RECRUIT, DEFEND, SUPPORT. Instead of indicating movement by placing the GREEN CUBE on one of the edges, it could also be placed on one of these action spaces.

I have ideas on how to move 2 or more hexes. But in my design at least, the board is small enough that one squad moving 2 hexes in a turn is a special ability. In this case it can be preformed after the simultaneous movement. I haven't completely worked out corner cases of two "special movements" interacting with each other... the best I can come up with so far is a second hidden movement assignment after the first resolves but that seems too fiddly.

Anyway... hope that's more clear.

Joined: 12/31/1969
Have Colored Chips with Numbers

One solution for multiple movement and action order (move then gather resource opposed to gather resource than move) is have colored chips with numbers indicating the order. For example, Green squad wants to move 1 square to the North followed by one square to the North East. The player places a chip with a 1 on it on the North edge and a chip with a 2 on it for the North East edge. When resolving movement follow the chips in ascending order. Also works to indicate other action order like getting resources prior to movement.


lewpuls's picture
Joined: 04/04/2009
Sounds doable for small

Sounds doable for small numbers of units.

You might look into how Game of Thrones: the Boardgame tries to simulate simultaneous action, using counters placed (face down, as I recall) with each unit.

Joined: 01/27/2017
For a slightly less small number of units

To echo what's been said already, this sounds great for a small number of units. Maybe so small that the squad indicators are persistent, and the player has no need to reveal which units will be receiving orders this turn.

Squads are usually numbered in a Platoon that is numbered, and part of a Battery, Company or Troop that is lettered. So a particular squad would be "Company B Platoon 1 Squad 3" for the whole game. Suppose a unit gets up to three actions in a turn, so the player would have three chits "B-1-3-I" and "B-1-3-II" and "B-1-3-III" to use on the hidden command hex. So long as these are punchouts, the cost would be reasonable. Include a few blanks to handle accidents.

Having two or three identical command hexes might help with crowding. You might or might not want to differentiate these hexes for when it comes time to resolve the unit actions in order.

Syndicate content

forum | by Dr. Radut