In my second game (or, actually, my first) Tonkin, I wanted to introduce a high level of interactivity and stress. This I solved by only allowing each player to conduct 1-3 actions before the opponent makes his 1-3 actions. An action could be to move a stack or make an attack or make a barrage etc. You never know, beforehand, if you will receive 1, 2 or 3 actions. Both players will eventually receive 10 actions per game turn, so if you receive to many "3:s" in the beginning and you don't save some of them, your opponent will be able to conduct a lot actions in a row in the end when yours are all spent.

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Having 12 game turns per year in Tonkin was too much. Ici turned out to be around 30 game turns for the full campaign, which could be played during a weekend. Tonkin takes place during less than four years, so there shouldn't be more than 9 game turns per year. I came upon the solution of converting the five rain season months into two rain season game turns, Movement was double during those rain months, so the easy trick was then to keep the normal movement and double the time span instead in the those game turns. The great part is that I can delete the weather rules at the same time as I can cut down the number of game turns with 25%.
Para units in Tonkin.

You can download the Tonkin rules 2.2c here
There is an updated map of Tonkin: http://www.kangerproject.com/tonkin2/

These two pictures show the Na San scenario setup which is about to be playtested.

Take a look at the counters of Tonkin (beta): http://talk.consimworld.com/WebX?50@79.hfLbaEdb7qt.7@.1dd17eb3

There is a training session of Tonkin where I play and explain the system: http://talk.consimworld.com/WebX?7@488.a28Qc8XlbwQ.0@.1dd17eb3/568

 

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