A “Reactive Turn Sequence” for Wargame RULES After a recent game of the most excellent Blue & Gray Quads I & II Deluxe a re-appraisal of a 1975 Quad game set of 4 x battles and later 8 x battles) of the American Civil War by SPI, I found myself wanting two things at once, despite Decision Games’ many fine advanced optional rules:
The Manx “Reactive” Sequence of Play At the heart of the system is alternating unit activation, but with a crucial twist: fights already joined can’t be ignored unless you’re clearly and have stated as much building the fight. Revised Simultaneous Sequence of Play
In play this converts the entire turn into one of bluff-and-counterbluff:
A rudimentary "Bell-curve" for D6 Results Classic CRTs sometimes produce results that are technically consistent but whilst reflective of combat in theory they are also subject to the vagaries of the die (in this case a D6). This allows "Luck" to rear its ugly head, be it good or bad. Introducing the Average Die (D5) If you want CRT outcomes that are less random without rewriting the CRT, you can change the die rolled instead of the table. The dice
What it buys you This produces a strongly centralised 1–6 distribution (extremes become rare) while still outputting a single CRT row number. In other words: fewer “freak” 1s and 6s, more 3s and 4s — which often feels more historical at brigade/division scale unless the odds/modifiers are already extreme. What are the Odds? This yields a strong “bell-ish” distribution across 1–6:
OK so whether you thing these ideas are good or bad I hope that they have stimulated some ideas, ideas that can be put into practise in other games and indeed other tabletop wargaming rules where the IGOUGO system is operated. I would suggest that even where it isn’t then this system can be adapted to replace or enhance other rules systems and we do intend to endeavour to try those out in our group’s massive collection of board games and tabletop wargame collections. We will try out other games to see how everything works out – from ancients to at least modern. My many thanks to Doug Johnson and his team at Decision Games for an outstanding edition of these battles (we’ll be providing a full review of the Game once we have firstly fought a few more battles and secondly tried out all of the optional rules).
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AuthorKeith Charnley: Ok so I'm a wargamer of 50-odd years (I started very young) as well as an RPG-player. I enjoy tinkering with games and playing around with new rules' concepts. A family man I have a young family of 2 children and 1 wife and I have resided on the isle of Man for 40-odd years and have a military background. Archives
February 2026
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