The turn immediately ends when either player has to draw a card and a Joker turns up. In fact, it is possible that players may have an uneven number of opportunities to act. Step 4 indicates that ending the turn is variable there can be one or more Action Phases per turn. This allows for one player to occasionally act twice in a row before the other player can act.
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This allows you situations where, for example, Player A plays then Player B, but on the subsequent Action Phase Player B plays first.
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There can be a variable number of Action Phases in a turn and the player order in each Action Phase is determined by a separate initiative pull of the cards. This sequence is important because there is the concept of a turn and that of an Action Phase in which players act in initiative order.
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(That may be too obscure of an example for some of you. Put simply, OHSW is about as much a part of extending the One-Hour brand as Battles of Westerns was in extending the Battlelore or Command and Colors brand. Put another way, where I bought and use OHW for the scenarios, and to a lesser extent the force composition, I will use OHSW for the rules and period modifications. It is expected for you to use this if you wish to modify your forces. There is a points system, and the points allocated for each side in each scenario. The force composition for each scenario is specific, with no variation. There are no army lists, force composition tables, or any of that.There are no variations to those scenarios. There is one specific scenario designed for each period presented (Napoleonics, Colonial, Post-WW I (Interwar), WW II, Cold War, and Pulp Action). There are no generic skirmish scenarios.These rules you might really want to play.
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Although the rules are still simple, they are nowhere near as lacking in detail as OHW.OHSW approaches these three areas differently: The number of units was small and force composition was randomized.Many were similar to Tabletop Battles and other classic scenario books, but they were clean and precise on what they wanted you to do. The scenarios were the main attraction.Basically it came down to rolling a D6 number of hits when combat occurred and when the number of hits on a unit totaled 15, the unit was removed from the table. Let me start by addressing three things that leapt out at me with OHW and compare them to OHSW. Keep it simple, keep it moving, make it fun. Basically it follows the mantra of stripping away the minutiae of detail that, in the author's opinion, doesn't lend to the decisiveness of the action. One-Hour Skirmish Wargames: Fast-Play Dice-less Rules for Small Actions from Napoleonics to Sci-Fi ( OHSW ) is a new book from Pen and Sword in the vein of Neil Thomas' One-Hour Wargames ( OHW), sort of. But no, although this is under the "One-Hour" brand, it is another author, John Lambshead, from the John's Toy Soldiers blog. If you saw the "One-Hour" title and thought "Neil Thomas has put out another one", well you thought like I did.