Bolt Action - Dev Diary #3: Order Die, Unit Activations & Snap to Action

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Expand view Topic review: Bolt Action - Dev Diary #3: Order Die, Unit Activations & Snap to Action

Re: Bolt Action - Dev Diary #3: Order Die, Unit Activations & Snap to Action

by stumneale » Sun Apr 26, 2026 10:45 am

Andyjp wrote: Mon Apr 06, 2026 12:18 pm Hi
I have played Bolt Action since the 1st ed.
One problem I've found is that every unit on both sides gets to activate each turn, allowing you to predictably leave your best asset safe until all enemy activations have happened before moving it out to attack, then activating it first next turn to ensure it's maximum effect, this feels unrealistic/wrong.
To get round this, we add 3 different coloured orders dice into the bag, when the last one of these 3 is drawn out of the bag, the game turn is over, this leads to some interesting changes in thinking:
1. Game turns often end without everything you want happening; using 3 dice ensures it doesn't end too fast.
2. Waiting until the enemy has activated everything, is now a risky tactic.
3. Turns ending (Early) without everything activating changes the required thinking of the player and in my opinion makes the decisions more realistic, you would not leave the tank at the back in an assault to protect it, as it's a costly asset, it would lead the assault suppressing (pinning) the enemy and therefore helping the infantry, of course this all depends on the tactical environment (urban or open terrain).

Maybe you could add a similar option for a random turn ending feature into your game?

I'm really looking forward to seeing your game (need a play tester?).
Thats a really good idea, and I will implement that myself in my home games!

Re: Bolt Action - Dev Diary #3: Order Die, Unit Activations & Snap to Action

by Andyjp » Mon Apr 06, 2026 12:18 pm

Hi
I have played Bolt Action since the 1st ed.
One problem I've found is that every unit on both sides gets to activate each turn, allowing you to predictably leave your best asset safe until all enemy activations have happened before moving it out to attack, then activating it first next turn to ensure it's maximum effect, this feels unrealistic/wrong.
To get round this, we add 3 different coloured orders dice into the bag, when the last one of these 3 is drawn out of the bag, the game turn is over, this leads to some interesting changes in thinking:
1. Game turns often end without everything you want happening; using 3 dice ensures it doesn't end too fast.
2. Waiting until the enemy has activated everything, is now a risky tactic.
3. Turns ending (Early) without everything activating changes the required thinking of the player and in my opinion makes the decisions more realistic, you would not leave the tank at the back in an assault to protect it, as it's a costly asset, it would lead the assault suppressing (pinning) the enemy and therefore helping the infantry, of course this all depends on the tactical environment (urban or open terrain).

Maybe you could add a similar option for a random turn ending feature into your game?

I'm really looking forward to seeing your game (need a play tester?).

Bolt Action - Dev Diary #3: Order Die, Unit Activations & Snap to Action

by danielastefanelli » Thu Mar 26, 2026 10:14 am

The new Dev Diary #3 for Bolt Action is now live!
Today we’re diving into the absolute soul of the Bolt Action experience: the Turn Order System​.

Check it out​ :arrow: https://www6.slitherine.com/news/bolt-a ... -to-action

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