Okay, so this is from a game called Antike. And the way this works is you can only move between one and three steps. And each of these is a different action, right new zealand online casino?
So if I'm the green guy, on my text turn I could do go, maneuver or arming, but I can't do marble, know-how, that other maneuver, iron or temple. If you go slow, then you can do all the things. And if you go quickly, it's like you're limited on what you can do on your next turn. So, what this causes is a cycle in the game. You've got, sort of, this cycle of: you do these things, then you do these things. Now, games all have cycles. You'll see this when you play Power Grid or any game. Like, now people are buying houses, now they're doing this other thing. It not only enforces the cycle, but it reinforces it. It shows you: Hey, the cycle is here. You don't have to figure it out. The important part of this game is everything but this rondel. Because everyone sees the same rondel. They know the ebb and flow. There's a lot of other games though that also have rondels. I think Seasons is a pretty hot game right now - that has a rondel that goes around. - Yep. As the seasons change, the different types of energy tokens become more common and more rare. One can argue that in the Dune board game, the sandstorm, players affect how rapidly it moves around the board, wiping everything out. It's definitely a rondel. It goes all the way around the board, killing everything in its path, the sandstorm. So, people are constantly running away from it. So, you can see, any place that's near the sandstorm is a weak area and anything that's behind it is a very strong area to go into. So, you've got to see where the spice drops. So, when you're playing a game and you see a rondel, what you need to do is you need to, basically, on your turn, instead of looking at your current situation and what you have, you need to say, "How can I line up what I have with the movement of this circle?" I need to be up when it's up, and down when it's down. If you're playing Agricola, it sort of has a cycle, even though it doesn't have a physical rondel. It has the harvest and then a new phase, and then a harvest, right? You've got to have the food go up at the harvest and then down after the harvest. If your baking, if you're sowing during the harvest round and you're not getting at that bake action until after it, you're shifted away. It's not a good situation. Now, mechanically where these rondels exist... Like Agricola, the cycle is set. The harvest happens at a set time no matter what. Typically when someone designs a rondel, the rondel is variable by the players. Players have input into how quickly or slowly the rondel moves. Let's speed up. Let's slow down. If you want to be good at rondels, usually I say, you don't need to do math. You just need heuristics. You need to kind of figure out intuitively how to play. With rondels, do modules math in your head. Learn how to do it quickly in your head. I'm not joking. It's really easy to do. You can calculate out where it's going to be or where it could be for the next two or three turns into the future. And then you look at the other players, "Oh, Scott really needs to maneuver," so I know he's going to push the thing over there. So, I know how the rest of the board is going to look. Well, I think the way this rondel is... Yeah, this rondel doesn't actually work in that sense. You can always maneuver because there's two of them, I think. But like the sandstorm in Dune... I guess, if you just maneuvered, you can't maneuver again. The sandstorm in dune, the players decide by setting numbers, collectively, how fast or how slow it moves. So, in a game like that, you can either shift your play to line up with the existing cycle, or you can shift the cycle itself to line up with whatever your current situation is. If you're a game designer and you want to put a rondel in your game, you totally should because there's not enough rondel games. - Oh my God. - I want this word... - to be out there. - I love rondels so much. We saw the game Antike years ago and we're like, "What's this spinner looking thing?" And we were just obsessed with it. The game is not that good though. Usually, rondels are very good for when you want to have phases in your game and you want to sort of have a cycle within the phases.
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