
Originally Posted by
dislekcia
Is there any way you could decrease the number of phases? 8 just feels overly complex right now. 3 or 4 is obviously the sweet spot, if you can get there. I'm having trouble figuring out how the movement works when split up across all those different phases.
Question: Do you have anything in mind to deal with deadlocks on movement? You have a deadlock resolution strategy (basically deciding who goes first) in a combat phase, but players might end up waiting until right at the end of their movement phase to actually move in order to be in the best position relative to each other. You could still use the same resolution strategy (or even go anti-clockwise to prevent stacking/unfairness), the main reason for the simulateous turns is removing the advantage 1 player gets from moving into combat in the same cycle while everyone else remains immobile.