Instead, I want to consider a simpler question. Does the order in which we discover what our troops can do make a difference to the decisions we make? More specifically, would a small change to the turn sequence give players a little more scope for planning without removing the uncertainty of command?
The turn sequence, as written, is:
- Check command.
- Resolve personal challenges.
- Choose Aggression Levels.
- Roll to determine accepted orders.
- Draw one Action Card to determine the number of actions available.
- Execute orders.
Now, uncertainty is not necessarily a problem. A commander should not expect everything to go according to plan. The question is whether the uncertainty presents an interesting problem to solve or leaves too little opportunity to respond. Does the second hurdle of the action-card draw add something useful, or does it simply compound the first hurdle of order acceptance?
A useful distinction here is between input and output uncertainty in game design. The terminology is not as mysterious as it may sound. Input uncertainty comes before a decision. Discover resources available, assess the situation, and decide what to attempt. Output uncertainty comes afterward. Make the decision, then discover how events affect its execution.
In FoC, both the order roll and the action-card draw come after the choice of Aggression Level. Having chosen an Aggression Level, the player receives a double dose of output uncertainty. The intended order may not be accepted. Even if it is, the number of actions available may leave the player unable to accomplish what was intended. Output uncertainty is not inherently bad. Deciding whether a plan is worth the risk can be an interesting command problem. The existing sequence also rewards planning across several possible action-card draws. There is a case for leaving things alone.
Still, I wonder whether both uncertainties need to follow the same commitment or single decision point. On a poor turn, it can feel like stumbling twice on the way to the same destination. My preference would be to reveal the action allowance before choosing Aggression Levels. Let the player know the Battle’s capacity for the turn, then decide how ambitious to be. A limited number of actions might suggest a limited effort. A more generous number of actions might offer an opportunity to press forward. Neither makes the decision automatic. A good card need not make an attack wise, and a poor card may not make waiting sensible. The enemy and the situation on the table still have something to say about that.
The proposed sequence would be:
- Check command.
- Resolve personal challenges.
- Draw one Action Card to determine the number of actions available.
- Choose Aggression Levels.
- Roll to determine accepted orders.
- Execute orders.
What changes is the problem facing the player. Rather than choosing aggression and hoping sufficient actions appear, the player chooses aggression with the available actions in mind. The focus shifts from anticipating capacity to adapting to it. Would this make attacks easier to arrange? Perhaps. Would it encourage players to sit and wait for a better card? Possibly. Those are questions for another game, not conclusions to draw after two outings.
For now, I think it is worth a try. Let the action-card draw define the problem the commander must solve. Then let the order roll provide uncertainty over carrying out the solution. To my mind, that retains enough command friction without asking both mechanisms to frustrate the same commitment.

I’m not familiar with the rules. My question would be, what does the phase “Draw one Action Card to determine the number of actions available” seek to model? To my mind the answer to this question might help determine the sequence of turn phases.
ReplyDeleteChris/Nundanket
Good question, Chris! The Action Cards are an attempt to model command efficiency. Better commanders have a better action-card deck.
DeleteThanks for the rapid response! I suppose that the player/commander should have an idea of that already. But whether an inefficient commander would be aware of his limitations? But 2: why would that level fluctuate? In later periods you might argue that a general’s staff might be tied up running errands etc then become available as they return etc, so that would make sense.
DeleteThink overall I’d be inclined to agree with you. Be interesting to see what Richard thinks.
Chris
Thanks, Chris. I reckon I already know what Richard thinks!
DeleteA larger, adjacent, point to this interesting point is how the construct of the phases in a turn can address a range of things. Specific to your suggestion, I personally, find that the fake friction mechanic has gone too far in many systems. Without knowing the details of this system, I would say that doubling the friction (accepted orders and also random activation numbers) would be too much. I'd look at dropping one of the two steps and seeing how it plays (accepting orders or action card). Just my four cents...
ReplyDeleteThank you, Ed! I agree with your assessment of fake friction mechanisms. My games seem to bring up enough friction as it is without inserting even more friction mechanisms. For me, having both friction points affecting the same decision may be a bridge too far. Your four cents are always well received!
DeleteJonathan,
ReplyDeleteI am usually reluctant to change or meddle with a published set of rules unless I'm certain there has been a poor design choice. A good example is Strength & Honour which allows a barbarian warband to gain combat support factors from another such unit behind it. Given these represent bodies of 5-10,000 men I cannot see why they would give a combat bonus - morale possibly. I suspect it is done for game balance, that is to give barbarians more of a fighting chance in a two player game and to allow for a knife edge game.
Looking at your proposals, I suspect you seek more control and what appears to be a more logical approach.
What did the game designer have in mind?
I can identify two types of game design. There is the "cerebral" where the player is free to make whatever moves he wishes (within the limits on troop types) and random / chance factors may frustrate this but are relatively minor - Volley & Bayonet and Command Decision are good examples of these types of rules.
The other is the "gambler" where randomisation drives the game, usually rationalised as friction. Here the player has to make decisions each move based on the cards dealt or dice thrown - DBA etc or to some extent Commands and Colors.
These are the extremes; most fall between the two - allowing a hand of cards to be held and choice made, rather than having to work with what is dealt.
The former cerebral approach favours planners and those who prefer predictability, while the latter those who prefer to make decisions on the spur of the moment and prefer randomness absence of control.
I guess you need to ask yourself, which are you?
Neil
Excellent response, Neil! Where do I fall? Somewhere in the middle of the spectrum. Interestingly, I do not view Commands & Colors as a gambler's game, and I have played CCA more than any other game over the years. To me, CCA leans much more toward the cerebral end of the scale even though risk management is important.
Delete