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Players create Action Queues and perform them in sequence. Queues can either be "Batch" queues, where all actions are executed in sequence, or "Rolling" queues where actions are added to the end of the Queue, and the first action is then executed. Players may each have their own queue of actions, or there may be a shared action queue.
Players subdivide turns into impulses alternating between players which repeat until both players pass (or in some cases a sunset die roll ends the impulses catching one or both players off guard). In those impulses a group of units is once activated or gets to act collectively before being marked spent. However instead of the activated units being grouped by a certain radius from a leader the units activated are in an area (and thus the need for the impulse system to have areas, not hexes). The areas exist to define scope of activation on an impulse (as well as restrict what can be done on that impulse with respect to attack and movement range). Thus each of a players groups of units each acts once by means of small alternating impulses instead of the traditional all my units then all your units. Finally before the next turn of impulses spent units are reset regaining the ability to act.
Auction & Bidding
This mechanic requires you to place a bid, usually monetary, on items in an auction of goods in order to enhance your position in the game. These goods allow players future actions or improve a position. The auction consists of taking turns placing bids on a given item until one winner is established, allowing the winner to take control of the item being bid on
Players commit a stake of currency or resources to purchase a chance of winning everyone’s stake, based on some random outcome like being dealt a superior set of cards or rolling a higher number. Players typically have partial information about the overall game state, and may “bluff,” by representing through their in-game actions that they hold a stronger position than they do. Conversely, players may “fold,” or quit the contest, and limit their losses to whatever they had already staked.
Used in wargames to address the problem of simulating simultaneous action on the battlefield and issues of "Command and Control". In such a system the current player randomly draws a chit or counter identifying a group of units which may now be moved. Schemes include moving any units commanded by a particular leader, moving units of a particular quality or activating units not for movement but for fighting.
Closed Drafting (or 'Card Drafting') is a means of distributing cards or other game elements to players through an ordered, closed selection process - typically "select and pass". A typical implementation involves each player being dealt the same number of cards. Players then select one (or more) card(s) to keep, and pass the rest to their left. This continues until all cards are selected or discarded. 7 Wonders implements this type of draft. An alternative is that only one player is dealt cards, and they take one and pass it until all players have cards. This obviously is strongly biased towards the first player, and needs to be supported thematically and balance-wise. Citadels implements this type of draft.
Players fulfill Contracts to earn rewards. These take the form of special goals requiring coordination and planning beyond simply being "first past the post". These can be either public, where all players compete to be the first to complete them, or private, where only the owning player may fulfill them.
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