Description

The available Actions are represented as pie wedges in a circle. Each player has one or more tokens on Rondel’s wedges. On their turn, they may move their token around the Rondel and perform the Action indicated by the wedge where they stop. It is typically more costly to move further around the Rondel.

Discussion

This mechanism is related to a basic Action Point system (ACT-01), as the Rondel represents a menu of available actions. However, the cost of the actions varies for each turn, for example, to move more than one space typically incurs some cost (money or some other currency). If a player wishes to move one space at a time, they incur a little cost but may not be most efficiently performing the actions (Illustration 3.7). Rondel systems emphasize trade-offs, planning, and efficiency as players need to balance taking the action that they want to do now, and paying a cost, with waiting and paying no or a reduced cost. There are several variations on this mechanic. In Finca, players have several tokens on the Rondel and may choose one of them to move. The distance that it may move is based on the number of tokens in the starting wedge, and the power of the action is determined by the number of tokens in the ending wedge. This makes for a highly interactive, yet, relatively simple system and also begins to blur with a Mancala mechanism (MOV-12).

Sample Games

Antike (Gerdts, 2005) Concordia (Gerdts, 2013) Finca (Sentker and zur Linde, 2009) Imperial (Gerdts, 2006) Navegador (Gerdts, 2010)

Illustration 3.7  The Rondel in Imperial. Players may select an action that is up to three spaces away from where their marker currently is at no cost. If they wish to move further, they must pay to do so.

描述

可用的动作以圆圈中的扇形楔块表示。每个玩家在轮盘的楔块上都有一个或多个标记。在他们的回合,他们可以围绕轮盘移动他们的标记并执行他们停下的楔块所指示的动作。通常在轮盘上移动得越远成本越高。

讨论

此机制与基本动作点系统(ACT-01)相关,因为轮盘代表可用动作的菜单。然而,动作的成本每回合都在变化,例如,移动超过一个空间通常会产生一些成本(金钱或其他货币)。如果玩家希望一次移动一个空间,他们产生的成本很小,但可能无法最有效地执行动作(插图3.7)。轮盘系统强调权衡、规划和效率,因为玩家需要平衡立即采取他们想做的动作并支付成本,与等待并支付零成本或降低成本。在这个机制上有几种变体。在《芬卡》(Finca)中,玩家在轮盘上有几个标记,可以选择其中一个移动。移动的距离基于起始楔块中的标记数量,而动作的威力由结束楔块中的标记数量决定。这构成了一个高度互动但相对简单的系统,也开始与播棋机制(MOV-12)模糊不清。

游戏范例

Antike (Gerdts, 2005) - 《古代》 Concordia (Gerdts, 2013) - 《协和号》 Finca (Sentker and zur Linde, 2009) - 《芬卡》 Imperial (Gerdts, 2006) - 《帝国》 Navegador (Gerdts, 2010) - 《航海家》

插图 3.7 《帝国》中的轮盘。玩家可以免费选择距离其标记当前位置最多三个空间的动作。如果他们想移动得更远,必须为此付费。