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More than any other rule set, the command friction generated by the basic mechanisms is unparalleled. It's such an elegant sequence design that the narrative of the games flow like battles read. The tension of not knowing exactly what could happen next is tremendously good fun.IMHO, the rules are Marmite - love or hate - depending on how much control players like to have in that 'eye in the sky' way. If you like predictability, especially the ability to judge time and distance, because of a strictly regulated move sequence, you will not like Piquet or FoB. This is because, within a Piquet / FoB turn, the number of times you will move, and when, in relation to your opponent, is variable; the same is true for when and how often you will get to fire, change formation, etc. Within a full game turn (which could mean units moving as many as 9 times and resolving several combats), time is elastic and only equalises, though often in an unbalanced way, everywhere on the table at the start and end of each turn. In Piquet / FoB the turn sequence is determined by a deck of cards (one for each side) and initiative points. Piquet and Fob differ in the way initiative points are generated and used but, the result is the same - you very rarely get the same as the enemy for one reason or another, and the turn can end abruptly before all the sequence cards (usually 26 - 30 in each deck) are turned.If you like excitement, tension and a good deal of frustration when you play, you'll probably love the Piquet / FoB system. As has been stated by others in this thread, for solo play the system (because of its unpredictability) is unbeatablehttp://olicanalad.blogspot.com/