| Basically, each unit get's three cards (playing cards of the same number and suit, or index cards with their names on it). All of the cards are then shuffled together to give the randomness of the activations. The deck is cut by the opposing player (opposite of the person shuffling the deck).
One card at a time is turned face up to reveal the first unit activated. The unit does it's normal activation including moving, shooting and assault if applicable. Each unit should get to activate three times throughout the 'turn'.
Three activations is a good number for several reasons: 1) it's equally easy to remember or to forget how many times an opposing unit has activated. That would allow you to make a more daring maneuver knowing that he has activated three times while you have only activated once... You can make the mad dash from cover to cover without worry that they are going to catch your unit in the open.
When all cards are overturned, the turn ends and the cards are shuffled again, then the sequence starts again.
WE have used this card system for many years and it adds a great deal to the game. For example, we had played a simple WW2 skirmish game using 54mm model soldiers. The activations were different, but the gist is this: A figure would use his first card to ready a grenade, the second card he could throw the grenade determining where it landed and then move off to avoid being hit by the shrapnel. On the thrird card, the grenade would explode.
The excitement to this sequence was this: After the grenade is thrown, it doesn't go off immediately. If the target figure has enough cards left, they could run over and pick up the grenade and throw it back! It was a sad day when something like this happened, but it was so fun because you never knew if you were going to be toasted or if the original thrower would take it in the chin... Just a little example of the excitement factor.
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