Wargame Mechanics Index

Alternating player turns (IGOUGO)

One side performs all its actions, then the other.

Open in the index

Watch it played 4 moments

  • 3:04–3:26
    Learn to Play Ravenfeast
    Little Wars TV · Ravenfeast: Viking Age Rules
    Rule in play Moving infantry and crossing obstacles

    Josh moves his infantry six inches using a tape measure and explains how rough ground and stone walls slow movement before Keith takes his turn.

  • 2:49–3:26
    Days of Knights 2 Rule Review
    Little Wars TV
    Rule explained Organizing armies into noble-led battles

    Greg explains that players must divide their army into three divisions called battles, each commanded by a noble leader, before alternating full army activations.

  • 3:00–3:22
    Fistful of TOWs Rule Review
    Little Wars TV · A Fistful of TOWs 3
    Rule explained Turn sequence and opportunity fire

    Greg explains the core alternating I-GO-U-GO turn structure and how opportunity fire and overwatch markers let players interrupt opposing movement to protect avenues of approach.

  • 5:07–6:37
    Force on Force Rule Review
    Little Wars TV
    Rule explained The reaction system and action interrupts

    Greg and Steve explain the core reaction mechanic in Force on Force, showing how declared actions can be interrupted by enemy reactions that trigger unpredictable reaction chains.

Moments picked automatically, by AI watching the video or reading its captions, and linked at the timestamp on YouTube. Quotes are from the captions.

How games do it 12 games

2turn
Sequence of play2 by 2 Napoleonics

Alternating player turns, but the non-phasing player shoots during the phasing player's turn.

How it works

Each player turn has four phases: phasing player moves and dices for reinforcements, phasing player rallies, the opponent shoots firearms and artillery, then the phasing player resolves melees. Player 2 then takes the same sequence with roles reversed. The defender takes the first move.

Phase 1: player 1 Moves Units/Dices for reinforcements b. Phase 2: Player 1 Rallies Units c. Phase 3: Player 2 Shoots Firearms/Artillery d. Phase 4: Player 1 Resolves Melee's
Download · p. 7 Quote verified
1turn

Sides alternate bounds of about 15 minutes each.

How it works

In its own bound a side first tests morale for its units in combat, then each unit may move or attempt an action. Each bound represents roughly 15 minutes.

Sides alternate bounds, during which: (1) Own units test morale if in combat. (2) Own units may move or try an action. Each bound is approximately 15 minutes.
Download · p. 2 Quote verified
1turn
Sequence of Play (bounds)De Bellis Antiquitatis

Sides take alternate bounds of movement, shooting and close combat.

How it works

In each player's bound: 1) dice for tactical movement and make moves; 2) artillery and bows of both sides in range and not in contact shoot; 3) all elements in contact fight, in an order chosen by the phasing player. The low-scoring deployment player takes first bound.

The two sides take alternate bounds. During each player's bound: 1. He dices for tactical movement, then makes up to the number of moves his score permits.
Download · p. 8 Quote verified
1turn
Turn SequenceFistful of T-34s

Attacker and defender each take a full half-turn in turn.

How it works

One side is Attacker and the other Defender. The attacker runs artillery, movement (with defender overwatch), fire and Quality Checks, then initiative switches and the defender does the same four phases.

5. Switch Initiative: Defender now conducts phases 1-4
Download · p. 2 Quote verified
1turn
Turns and OrdersHail of Fire

The active player spends all their Order Points, then the opponent becomes active.

How it works

Each turn starts with resolving artillery, then rolling Order Dice. The active player spends points one activation at a time. When all points are spent or the player ends their turn, the opponent rolls Order Dice and becomes active.

When all Order Points are spent, or the Player ends their Turn, the opponent becomes Active and rolls Order Dice.
Download · p. 4, 38 Quote verified
1turn
Mover and DefenderK.I.S.S. Rommel

Each turn both sides take a turn as Mover, the Axis always first.

How it works

A turn consists of each side being Mover and Defender. Mover phases: 1 HQs replace one Scattered unit of their Division; 2 minefield clearance (optional); 3 Mover moves; 4 Defender fires Dug-in units (optional); 5 Mover fires. The side that moves therefore usually gets the first shot.

A turn consists of each side being the Mover and Defender. The Axis player is always the first Mover.
Download · p. 4 Quote verified
1turn
The MoveLittle Wars

Players alternate whole moves, each moving all their force.

How it works

After the Country is made and sides chosen, players toss for the first move and put down their men along their back lines. Thereafter each player in turn moves every soldier and moves or fires every gun. Guns may not fire before the first player's second move.

We arranged to move in alternate moves: first one moved all his force and then the other
Download · p. 13, 16, 18 · found on p. 6 Quote verified
1turn
Alternating turnsLongstreet Lite

Players alternate full turns as active and passive player.

How it works

During your turn you are the active player and your opponent passive; roles switch at turn end, continuing until one side is defeated. Only active units shoot, move or charge.

The game continues in this IGO-UGO sequence until one side is defeated.
Download · p. 8 Quote verified
1turn

One side moves and attacks, then the other, as in chess.

How it works

Each turn a player moves and makes his killing attacks; the defender gets no counter attack until his own turn. Bounds are of variable length, running from critical event to critical event.

Players alternate movement each turn, just like in chess. So first one side moves and attacks, then the other side moves and attacks.
Download · p. 103 Quote verified
1turn
Player activationRuthless

The player with initiative activates all their characters before the next player.

How it works

When a player has the initiative each character they control takes two actions in any combination (Move, Aim, Got You Covered, Shoot, Mount, Dismount, Reload 3 Shots, Get Your Courage Up), including the same action twice. The turn ends when all models have taken two actions. A design-guide option for small gunfights has each initiative card activate only one model.

When a player has the initiative, each character they control may take two actions. If a “7” card was played for initiative, one character can take three actions!
Download · p. 1 Quote verified
1turn
Initiative player / non-initiative player roundsThis Hallowed Ground

The initiative player completes all phases, then the other player does, then an End phase.

How it works

Initiative is fixed at the start of the game (by scenario or a D6 roll-off) and stays for the whole game. Each turn is two rounds, one per player, each consisting of Command, Shooting and Melee phases, followed by a shared End phase that removes order dice and smoke markers and checks victory.

Initiative order is established at the start of the game and stays in effect until the end of the game.
THG 24-pg · p. 7, 8, 18 Quote verified
1turn
Move first or secondTrafalgar 1805

Sides manoeuvre in turn, with the British always choosing whether to move first or second.

How it works

The British player always chooses to move first or second, and again after any wind change. Ships fire only in their own turn, British firing first.

The British player can always choose whether to move first or second.
Download · p. 4 Quote verified