Exploring the First Eligible initiative system used in Fred Serval's A Gest of Robin Hood published by GMT games. Turn order becomes part of the tough decisions in this asymmetric game.
The initiative system that lives rent free in my head is "chit pull activation." This produces a random turn order for all involved factions each round, like in Plains Indian Wars (which I happened to play this past weekend, and the win really did come down to whether the Settlers acted before or after the Railroad in the last round). The variation of it that really lives in my head is the version of chit pull used in A Most Dangerous Time, which adds a single "TURN ENDS" chit. As soon as that one gets pulled, the turn ends. Which means not all factions may act in every turn. In fact, I have seen where that is the first chit pulled in a turn, and nobody gets to act at all! Absolute chaos. I love it, but recognize that some people would hate it. It makes sense thematically for that setting, but I don't want that kind of system in every game.
- Units can be activated and move according to chits pulled from a bag.
- And all units (of both players) engaged with the enemy can fight when one of two special chits is pulled (these don't belong to any player).
- After the second special "fight" chit has been pulled and resolved, the turn ends. All chits go back into the bag and a new turn can begin ...
So you still have the excitement and surprise inherent to chit pull, but you can't be wiped out before even playing because of an especially unlucky pull sequence.
Still, it is more randomness than initiative in Gest or Robin Hood. It can, possibly, make for more (narrative) excitement but not more player choice.
So which way to go depends on your design goals (or mood if you are just a player).
That’s a good example. I probably should have called that one out in the article!
Somehow the one in a Gest of Robin Hood seems more consequential. Probably because you aren’t just picking a single “worse” tile but also potentially blocking your opponent and taking a big change in action power. Causes me more stress when playing. 😂
The initiative system that lives rent free in my head is "chit pull activation." This produces a random turn order for all involved factions each round, like in Plains Indian Wars (which I happened to play this past weekend, and the win really did come down to whether the Settlers acted before or after the Railroad in the last round). The variation of it that really lives in my head is the version of chit pull used in A Most Dangerous Time, which adds a single "TURN ENDS" chit. As soon as that one gets pulled, the turn ends. Which means not all factions may act in every turn. In fact, I have seen where that is the first chit pulled in a turn, and nobody gets to act at all! Absolute chaos. I love it, but recognize that some people would hate it. It makes sense thematically for that setting, but I don't want that kind of system in every game.
Oh that's interesting! It sounds a little similar to the chit pull of For What Remains, but that TURN ENDS is so evil/chaotic! Hah, Love it!
Thank you for sharing this!
Incidentally, this is exactly how initiative works in the ttrpg Troika (complete with the TURN ENDS chit).
You may have just convinced me to check out Troika. Everyone says I need to try it.
Chit pull systems are sure neat.
Another interesting variant, slightly more complicated, can be found in Mike Thorp's Twilight:
http://worldoftwilight.com/the-game
In short:
- Units can be activated and move according to chits pulled from a bag.
- And all units (of both players) engaged with the enemy can fight when one of two special chits is pulled (these don't belong to any player).
- After the second special "fight" chit has been pulled and resolved, the turn ends. All chits go back into the bag and a new turn can begin ...
So you still have the excitement and surprise inherent to chit pull, but you can't be wiped out before even playing because of an especially unlucky pull sequence.
Still, it is more randomness than initiative in Gest or Robin Hood. It can, possibly, make for more (narrative) excitement but not more player choice.
So which way to go depends on your design goals (or mood if you are just a player).
Reminds me of the draft picks in kingdomino. I would often take the first tile just I can go first.
That’s a good example. I probably should have called that one out in the article!
Somehow the one in a Gest of Robin Hood seems more consequential. Probably because you aren’t just picking a single “worse” tile but also potentially blocking your opponent and taking a big change in action power. Causes me more stress when playing. 😂
I would love to see this type used in TTRPGs, I think initiative needs some serious shaking up.