Wargame Mechanics Index

Real-time / timed play

Play is governed by a clock rather than discrete turns.

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How games do it 6 games

3turn
Timed movesLittle Wars

Each player's move is limited by a timekeeper's clock.

How it works

Time per move is about one minute per 30 men plus one minute per gun (e.g. 7 minutes for 110 men and 3 guns), reduced as the battle progresses. The mover waits a yard behind his back line until 'Go' and must stop instantly at 'Time', with warnings at two minutes, one minute and thirty seconds. An interval of four or five minutes follows for tidying and consideration.

He then proceeds to make his move until time is up. He must instantly stop at the cry of "Time."
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3turn

Battles are fought in real time while a tape of 18th-century marches plays, with players rolling as fast as they can.

How it works

Each roll offers an option the player may take or reroll: Green moves any/all figures one stand forward, Yellow one stand back, Red lets figures in contact roll again to attack, a second Red making the defender lose and be moved 10" to the rear. Battles must finish in about ten minutes.

The referee turns the taped music on and the players start rolling wildly.
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3turn
Real-time play / RTW6 frameworkReal Time Wargaming

There are no turns, phases or initiative; all players act at once in continuous time.

How it works

Play is continuous and simultaneous: every player acts whenever their Commanders' timers allow, with no waiting for opponents. Results are applied immediately by the player causing them and no record-keeping is needed. Battles are often timed (e.g. 10 or 20 minutes) or played to a casualty threshold; a 12-player Waterloo lasted 16 minutes.

This is a real-time wargame. No turns. No phases. No initiative. Everyone acts at once, and everything happens simultaneously, in all its chaotic glory.
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2turn
3-minute Liberal Move limitReaction Waves in War Games

A player has only three minutes of real time to decide on and start a Liberal Move.

How it works

After winning the move roll the player has 3 minutes to decide whether to make a Liberal Move and begin it, forcing players to plan such attacks in advance rather than deliberate move by move.

for reasons of saving time, we allow a player only 3 minutes to get his Liberal Move started.
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2turn
Moves of one minuteThe Jane Naval War Game

Each tactical move represents one minute and should take no longer than that to play.

How it works

Each square is 100 yards and each move one minute of time, which the players should also not exceed in real time; the Strand article notes counterfeiting the 'hurry-scurry' of battle as essential. Big guns are fired at the end of each move in the order firing tickets were dropped.

Each move represents one minute, and should not occupy more than that period of time
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1turn
The Timed GameCanvas Eagles

Optional 2-minute timer per turn; unplotted aircraft fly straight.

How it works

For experienced players only, a timer allows 2 minutes per turn; players who fail to plot by the end of manoeuvre selection fly a simple straight at last turn's speed (2S1 if they had stalled).

A timer is employed to allow only 2 minutes per turn. Players failing to mark their maneuvers by the end of the maneuver selection phase must move a simple straight
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