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Your turn: move your piecenot structered yet! In most games, 'your turn' means move a token, pawn, wathever around, but it also might include drawing a card, negotiate, whatever. In most recent games, a move means more actions than just playing a piece (like within Chess or Go). More and more, a turn has several phases, some in which other players interact, some in which not. Note that in many games moving your piece is no more or less than a delaying part of the game. Consider Cluedo, where you could jump from room to room, that would be no fun anymore. Here the moving (by using a dice) is purely meant as delaying factor, enabling players to get a slight advantage when they have some luck. Take your turn in phasesAs already set, many games have several phases during a players turn. Typical phasing looks like
A intruiging mechanism is limiting the number of actions (and movements) by some kind of budget (action points). Example: give each player 20 actions point / turn. Moving costs 5 pts, dealing costs 4 points, drawing a card 3 points, etc. As such each player can take several action, but is always limited to his budget. Typical examples are Tikal and Torres. Moving your piecesIf some games, you have more than one representations, such a units, pawns, etc. An interesting issue is how these representation are moving. First question: if there is more than one represetantion, are they all moving the same (GO, Dames) or are there differences the way they move and/or the distance (Chess). Also, can this movement be influenced by you and/or your opponent(s), is it depending on luck or fixed (or a combination). Is the movement restricted to the gameboard (tiles) or is it free (pieces can move to any direction in any way the want e.g. on a table). The (in-)famous snakes&ladders
Next to the snakes/ladders mechanic, where you must finish in the first place, many other games let you walk in circles, not to win by finishing first to obtain another objective (e.g. to win as much money as possible e.g. Monopoly). adding eventsAs already mentioned, except the racing principle, nearly all game of this type have included events on certain field, where you can / must move forward fast, back ward, loose a turn etc. These are fixed events on fixed fields. Many of the (sponsored) games don't have any more mechanic than this one (mother goose, etc.) adding money and things to buySome s&l alike games have added additional mechanics, such as buying 'insurrances' against disasters. Not just ending in first place before all the other players dor but e.g. aquiring the most of money or getting point for defeating monsters during the game may be the objective. A typical example is 1845, wich is an issurance game, where you get money every once in a while and where you can insure yourself against disasters. In this example for instance, as you pass 65 (you turn 65) you will get a retirement fee, if you have a pension scheme / fund bought some where during the game. Other games let you buy weapons etc. in order to help you fighting enemies (or opponents) you encounter. As a matter of fact, some of these items are one-time usable, some remain during the whole (unless they are being taken away from you). Another striking example might by monopoly (although there is no end, you keep on walking on the board, buying, trading and paying until you win/loose). adding random event cardsAnother typical add on to snakes & ladders is the use of cards (luck, chance, distaster, etc.). Instead of the fixed event on specific field, you draw a card on these fields. In some cases you draw a card from a specific deck, according to the collor or type of the field your land on. Some of these games require to draw an event card any turn. moving backward and forwardInstead of just moving forward, you also may move backward (or sidewards if applicable). This gives you some kind of tactical advantage, since you might to decide to go the other way. A typical example is Trivial Pursuit. having pawns with different characteristics
having pawns that can accumulate characteristicsInstead of drawing cards as simple events, pawns may gain permanent characteristics. [see also: about pawns] Looking at the different aspects above, you would be easily tempted to re-invent Talisman (Games Workshop). Any direction movementsIn some of the most popular strategy games, you are allowed to move any way you want, left, right, up, down, diagonal, in some cases with restriction or obstacles. The most obvious example is chess. Other ones might by cluedo, dungeon quest, stratego, etc. Many of the characteristics as mentioned above go here as wel. Major difference is that you are 'free' to move. Table top games movesMordheim and Warhammer are Games Workshop games (like many other table top games) where characters move by inches. A table or any surface can be the playground, usually enhenced by obstacles, buidlings and other scenery as shown. Building a complex scenery is a hobby on its own by the way. Another issues is whether the movement you pieces can be modified either by the characteristics of your game-representation, you or your opponent. E.g. you randomize your movement by a dice, and have it changed by modifiers that come with the representation (e.g. a car drive 2D+3) or (Last speed +/- 1D). Keep in mind that if you choose to have different reprentations with different characteristics, each player has to know, or least must be able to verify, the speed you doing. Typical example is Warhammer and alike with lots of different representations and characteristics, that can be modified by adding additional gear. The other thing you can ask yourself, what is the 'real' distance move. Does it move from tile to tile, from square to square, or from hex to hex? Or does it move actual distances (in inches / centimeters such as many wargames)?. Can it move to all sides (pawn v.s. queen in Chess)? Only straight (e.g. horse in Chess)? Can they skip over other pawns?
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