Written Orders

A Very Partial Taxonomy

These are four of the order writing systems I have used with simultaneous movement over the years.

Full Written Orders

In this system, each unit receives an explicit order that lasts until changed.  The order is in English, and includes mission and stance information.  Rules for changing orders include messengers and signals.

Encoded Written Orders

Clearly this was considered a burden in the WRG community, since in sixth edition this was changed to a four character code.  Charge also uses a shorthand for orders, but also requires exact orders every turn.

Markers With The Unit

In Command Decision, markers are placed with each unit indicating stance direction of movement, etc.  These are placed with every unit every turn, and at a low level, but they do record useful information.

The fantasy battle game For Reign or Ruin uses a marker system, but orders persist until changed.

Orders from For Reign or Ruin


As a possible marker, perhaps single figure on a small base with both the pose and some other code (edge colour, bead?) indicating the order.

Who Needs Orders Anyway?

I have played many games with friends this way.  We simply assured our opponent that we new or orders, then executed simultaneously.  I can't see that in a tournament game, but it worked between friends.

So Why Orders

Orders enable referee-free simultaneous movement  -- this is a game principle.  

The first experiment will be with persistent markers.

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