|B-Wing movement options|
|The wheels when assembled|
As the initiative order never changes, the strategy remains fairly constant throughout the game; shoot as much as you can, try not to get shot at. Within this strategy is the need to anticipate what moves the other player will make and choose your own accordingly. If this were a turn based game, the higher initiative ships would have a huge advantage and game play would be very unbalanced, but as a simultaneous action, it works beautifully.
The second game has more than one instance of simultaneous action. A Game of Thrones, the board game uses this mechanic often. The main use is in the "set orders" phase of each round. Players all assign orders: March (attack), defend, raid, support, or consolidate power, one order to each force or
|"Are you done yet?"|
|Everyone clear on what they are doing? Good!|
What is beautiful about this mechanic is that it simulates real battles where the generals don't know what the opposing forces will do, and must make their decisions ahead of time. As in real life, once you see what your opponent plans on the battle field, it is usually too late to change your tactics.
The other place the mechanic is used is in bidding. First is bidding for the "tracks". There are 3 tracks of influence in Westeros: 1) The Iron Throne. Whoever controls this resolves their actions first, and breaks ties in many situations. 2) The Valaryan Blade. Whoever controls this has an extra point in 1 combat per turn, and always wins combat ties. 3) The Messenger Raven. This person gets to change 1 order after they have been revealed each round, and also has a larger selection of orders to choose from.
|"I'll pay $50 for one!"|
I need some feedback. Are you enjoying my game mechanics posts? Want to give me suggestions of games using Simultaneous Action I should give a try? Let me know in the comments!