Process

Simultaneous conflict adjudication

You might say: WEGO conflict resolution, collision rules, order reconciliation

The resolver combines all committed orders against a common starting state and applies explicit priority rules when actions collide.

What it does
Turns crossings, mutual attacks, move collisions, retreats and chain reactions into one deterministic result or an intentionally stated random result.
Ask
What happens when two orders claim the same space, kill each other, or change the conditions for a later order?
Typical
priority phases, initiative, standoff, mutual destruction, retreats
Trouble
Order-dependent outcomes, hidden priority, or a replay that cannot explain why a move failed.

What to look for

  1. Orders claiming the same space
  2. Crossings, mutual attacks or retreats
  3. A replay of resolved moves

Connections

Sources

  1. Avalon Hill, The Rules of Diplomacy, pp. 8–14: standoffs, dislodgments, retreats and order interactionsUnits of equal strength trying to occupy the same province cause all those units to remain in their original provinces. If two or more units are ordered to the same province, none of them can move.
  2. Matrix Games, WEGO World War II: Overlord Dev Diary #1, collisions, chain reactions, ad-hoc battles, timing and priorityOnce both players have locked in their orders, the game records two full sets of Commands — every move, every attack, every recon mission, the lot.
  3. Matrix Games, WEGO World War II: Overlord Game Manual, pp. 10, 76–85: reconciliation and combat resolutionEach player’s moves and attacks are compared and resolved as necessary.
  4. Battlefront.com, Combat Mission: Afrika Korps Game Manual, p. 7: simultaneous action replay and no mid-resolution inputPlayers have no influence at this stage on the results of the orders they have given

Use it on your project

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