I thought that was clever - I confess I never used the full rules as written, because I found them tricky to get the hang of, and there were far too many lists and reaction tests for my liking. Anyway, since the spark had now glowed again, I thought I should make a more serious job of understanding them properly, so that I could maybe use the turn structure in my new game - I have to say that the WRG's rules sometimes rely heavily on your spotting the subjunctive verb in Paragraph 417 to appreciate the full beauty of the logic. [Also, over the years I have skipped past "jezails" in the combat factor lists more times than I could estimate, and I still don't know what a jezail is.]
|This, of course, is a jezail|
In a recent email exchange with a fellow bloggist - a game designer of some repute, let it be said - he offered the view that the turn sequence has to be capable of being carried in your head - if you need a chart then there may be something seriously wrong. He is right - I guess I knew this, but I needed someone else to say it.
I have - all right, regretfully - dropped the WRG bits, and my new game is looking slimmer and more like my idea of a recreation immediately.
What is capable of being carried in the head, of course, also depends heavily on how the old head is performing, and I am aware that the passing years have made me less patient in this area, but I prefer to think that I have become more fussy about how a game should be, rather than simply more stupid. Other opinions probably abound.
I was joking about this with another friend (I am showing off here, since this means I must have at least two friends), and we agreed that a wallchart for the turn sequence in chess would be
(1) White moves
(2) Black moves
(3) go to (1)
I could probably post that as a download on boardgamegeek - now there's fame.