Queued Simultaneous Strikes
Give every squad member one queued move, then fire them all at once.
- Prototype complexity
- Who plays
- Solo decisions
- Design focus
- Planning · Timing · Spatial
No.106Desperados III01The core loop
Action → feedback → next choice- 01Pause and read the scene
- 02Queue one action each
- 03Trigger together
- 04Check for survivors
↻Feedback changes the situation — the next round starts from there.
Walk through one round
A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.
- T1
Turn 1 · The situation
Three guards see each other; you have two characters, each able to handle one.
- T2
Turn 2 · The player chooses
You lure the third away first, then queue both characters on the remaining two.
- T3
Turn 3 · The feedback
Both drop at once, unwitnessed; the third returns 4 s later to an empty post and grows suspicious.
- T4
Turn 4 · The next decision
Hide the bodies before he's back, or queue another ambush.
How it plays
A planning mode pauses or slows time while you set one action and target per character. On execute, all actions happen simultaneously, clearing enemies who watch each other. If one fails, the others can be witnessed.
What the player weighs
- More queued actions mean cleaner kills but longer setup exposure
- Committing everyone leaves no one to cover a miss
02Start small
Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.
03One mechanic, different implementations

Desperados III
Showdown Mode pauses the game to set one action per character, then triggers them together; a single saved action can act as a ready trigger.

Shadow Tactics: Blades of the Shogun
Shadow Mode stores one action per character and fires them on command, the main answer to mutually watching guards.
The difference worth noticing
The mechanics are close; Desperados III's Showdown offers full pause and broader action types, making planning more relaxed.
Case notes are Yoroll editorial summaries; rules may change between versions.
04What could you combine?
Like kitchen handoffs, one character's queued action passes a body to another, and the combo only lands if the handoff lines up.
Prototype this combo in Yoroll→Follow the next idea
Rising Alert Stealth Routes
Guards don't spot you instantly; suspicion builds, and you reroute inside that buffer.
- Prototype complexity
- Who plays
- Solo decisions
- 01Read patrols and sightlines
- 02Commit to a route
- 03Suspicion meter climbs
- 04Break contact or reroute
Dragging and Hiding Bodies
Taking out a guard is half the job; hiding him is the other half.
- Prototype complexity
- Who plays
- Solo decisions
- 01Drop an isolated enemy
- 02Drag them at slow speed
- 03Stash them in cover
- 04Confirm nobody saw
Moving Through Light and Shadow
Shadow is your armor; every lamp is a problem to solve.
- Prototype complexity
- Who plays
- Solo decisions
- 01Read the light map
- 02Advance through darkness
- 03Deal with blocking lights
- 04Watch your visibility gauge



