Hollandazed: Thoughts, Ideas, and Miscellany — multi-player games

FROM THE ARCHIVES: CLOCKWISE (by Tom Russell)

Mary Russell

Tags gameplay, multi-player games, seating order

FROM THE ARCHIVES: CLOCKWISE (by Tom Russell)

Because I primarily design wargames, most of my designs are for two players. As a result, the structure of the game is usually a series of alternating player turns or impulses: player A then player B then player A then player B and on and on until one of you wins. Now, there's usually a little more to it than that. In the Shields & Swords II games, for example, it's possible for a player to take two turns in a row, while the initiative roll in Supply Lines determines which side goes first in a given Game Turn. But...


CLOCKWISE (by Tom Russell)

Mary Russell

Tags gameplay, multi-player games, seating order

CLOCKWISE (by Tom Russell)

Because I primarily design wargames, most of my designs are for two players. As a result, the structure of the game is usually a series of alternating player turns or impulses: player A then player B then player A then player B and on and on until one of you wins. Now, there's usually a little more to it than that. In the Shields & Swords II games, for example, it's possible for a player to take two turns in a row, while the initiative roll in Supply Lines determines which side goes first in a given Game Turn. But...