I've recently been working on some wargame rules of my own (yet again), and I seem to have developed a bee in my bonnet about building them around the turn sequence from the old
WRG 1685-1845 rules, which in the past impressed me greatly. It is (or was, at the time I was impressed), unusual in that moving is the last thing you do, including the declaration of the first half of any charges to contact you wish to make. Thereafter, reaction to those charges, defensive retaliation, the completion of the charges and the actual melees take place in your opponent's turn.
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 |
Again, I have found this quite tricky. My new rules were suddenly full of morale tests that I hadn't wanted, there were coloured counters all over the place, to show where you were up to with keeping track of routing units, and, since the game would collapse in a heap if you did anything out of the correct order, I had written out the turn sequence as a checklist.
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.
Lightbulb.
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.