GAME MECHANICS HOARD

ALTERNATING ACTIVATIONS

Turn structure where sides alternate activating one unit (or small group) at a time — I move a unit, you move a unit — instead of one side moving its entire force before the other responds.

BattleTech resolves turns in initiative phases where lighter mechs act and interleave with the enemy's activations, and Gloomhaven orders each turn by cards' initiative values so allies and monsters interleave unpredictably. Designers use alternating activations to kill the alpha-strike problem of whole-side turns (where the first mover deletes half the opposing force before it acts), keep both players engaged instead of watching long enemy phases, and add an activation-order layer of tactics — holding a key unit's activation back becomes a play in itself. Key decisions: what happens with uneven unit counts (the side with more units gets free late activations unless padded or batched), whether activation order is chosen, fixed by stats, or drawn randomly, and how reactions or interrupts interact with the sequence. Pitfall: bookkeeping — players must track who has acted, and in digital adaptations the UI must make activation state instantly readable or turns dissolve into confusion.

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