Turn Length, Initiative and Impulses
The side with the higher initiative roll decides what side will have the first of several moves in a turn. The roll is modified for one of the sides by a +1 or +2 on a ten-sided die, reflecting the side's ability to execute quick and well-coordinated offensives with enough resources. The initiative modifier shifts if one side asks for a reroll or if one side has the first and the last move in one turn. After initiative is determined, the winner chooses an impulse type (see below) and moves his units, and resolves different types of combat according to rules. After the impulse is ended, the impulse marker is advanced on a track with a number determining how likely the entire turn is to end. A die is rolled to see if this is the end of the turn; if not, the other side takes their impulse. The process is repeated until the end of turn die-roll indicates the end of the turn.
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Famous quotes containing the words turn, initiative and/or impulses:
“Presidents quickly realize that while a single act might destroy the world they live in, no one single decision can make life suddenly better or can turn history around for the good.”
—Lyndon Baines Johnson (19081973)
“A shocking crime was committed on the unscrupulous initiative of few individuals, with the blessing of more, and amid the passive acquiescence of all.”
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“Fear of my cruel impulses makes me kind.”
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