Hollandazed: Thoughts, Ideas, and Miscellany — multi-player games
FROM THE ARCHIVES: CLOCKWISE (by Tom Russell)
![FROM THE ARCHIVES: CLOCKWISE (by Tom Russell)](http://hollandspiele.com/cdn/shop/articles/clockwise_068699d4-01c6-428b-a1f3-75bef8291b2d_1024x1024.jpg?v=1571078889)
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)
![CLOCKWISE (by Tom Russell)](http://hollandspiele.com/cdn/shop/articles/clockwise_1024x1024.jpg?v=1535418798)
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...