“Bayonets & Tomahawks Biweekly” is an article series appearing on InsideGMT periodically every two weeks. It features articles from the Bayonets & Tomahawks development team regarding the game’s design, development and upcoming release.
NOTE: The cards in the final product have replaced the Action tokens.
Issue #2: Action tokens PART 2 — ABC of action tokens and round start play example
In part 1, I explained how the Action tokens came to be, introduced their role and described broadly how they benefit gameplay. In part 2, I will explain the Action tokens in more detail and show how they are actually used at the start of an action round.
Action tokens ABC
On each Action token, there are from one to five supply points (SP) that a player can use for the present round (EXC. Indians set include one token providing no SP at all).
Basically there are two kinds of supply points: Army SP represented by a square icon and Light SP represented by a triangle icon. Army SPs are an abstract representation of the supply that fuels operations of regular forces (supply train, depots, etc.). They are the ‘big’ SPs in the game enabling marshaling of troops, naval operations, construction, siege continuation and regular forces movement. Light SPs represents light troops level of daring and activity. They enable light forces movement and raids.
Variants to the basic square/triangle SP add a level of detail.
Initiative value
Initiative value is represented by pips on each token. The number of pips (from one to five) is inversely proportional to the number of SPs on a token. As mentioned in part 1, choosing a token with SPs for the current round reduces the probability of having the initiative in the next round.
Action list
During an action round, each SP of a token allows one stack (or part of it) to perform one action from the following list. A solitary piece on a site is considered a stack for this purpose. Some actions are mandatory or must be performed first — see chart below. Unless a ‘2x’ SP is used, a piece can perform only one action during a round.
Battles (or siege beginning) are not actions: they occur as the result of all the players’ actions and are resolved at the end of the round.
A raid is not considered a battle and is resolved immediately during a raid action.
Using a ‘2x’ SP: surprise, surprise…
The chosen stack can perform two actions in a row. Furthermore, any battle at the end of the first action of that SP is resolved immediately. This is very powerful: like an additional round bestowed to that stack. An opponent who calculates: “It will take them 2 rounds to reach me” can end up with his pants down! (I admit I lost a crucial French site more than once to my friend Rami Sader thanks to this rule…)
Play example — Action round start
Our example starts at Action round 4 of a typical 8 round game year. The tokens played at the previous round had an initiative value of 2 for the British and 3 for the French: the French player has the highest value so he will have the initiative for the current round (in the case of a tie: the French would also have got the initiative).
The Action round starts
The very first step is for each player to draw a new token — without revealing it to the opponent. The French must draw one Indians action token in addition.
Each player has a single reserve token in hand: a reserve token was drawn at the beginning of the year; at the end of each round, the unused token became the reserve token for the next round — players are always left with only one as it is not possible to accumulate several reserve tokens. And there is no reserve token for Indians.
Then each player chooses either his reserve or drawn token for use in the present round and puts it face down on the board. The other token becomes his ‘reserve’ not to be revealed at this round.
The chosen tokens and the Indian token are revealed.
The French player who has the initiative in this round will now perform all of his actions and those enabled by the Indian token. When he is done, the British will perform his own actions. The battles will be resolved at the end of the round (but read again about the ‘2x’ SP above!).
What’s cooking for that round and later?
The French player drew a lame token. He chose to use his reserve token to maintain pressure on the British. He has a potential of five actions — including the ‘2x’ SP giving room for some mean moves…
The British player elected for a “wait and see” approach, settling for three actions at this round and keeping his very powerful reserve token for a moment where it will matter. The French player doesn’t know what’s in store for him at a later round.
Both token in play have a value of 3 for next round’s initiative. The French now knows he’ll keep the initiative (because it’s a tie).
We’ll see in part 3 where all this leads them!
Next Issue #3: Action token PART 3 — French & Indian rampage, British resilience.
Previous Article in the Series: Bayonets & Tomahawks Warpath Chronicles #1: Action Tokens Part 1 — Nailing Down the Operational Tempo… and More
Please note: I reserve the right to delete comments that are offensive or off-topic.