The Need for Pulse Movement Revealed this Weekend
The final Hex Command NOVA game test revealed that PULSE movement is almost a requirement for this era of science fiction. The following was added to the rules.
Simultaneous Movement Nuances
The system of initiative and the IGOYOUGO premise in the basic game allows for faster learning, but the nuance is very evident in certain circumstances. Items that lose initiative that have their “turn” and therefore make their movement only at the conclusion of an opposing players or items movement, in theory, have waited all the time of the opponents movement before they actually move. This is obviously not realistic: for example, two cars approaching each other on a road are not moving fully one direction then the other car moves in the opposite direction: the cars are moving simultaneously toward each other.
So to avoid this nuance, in Hex Command we sometimes do what we call "pulse" movement. This can happen on demand with players agree, or across the entire game all the time, every turn. What this means is all things in the game move at the same time but only in PULSES of their total stated move distance (which is declared at the time their marked orders are revealed and explained). These pulses trade off between player/items until everything has reached its full stated movement intention.






