You wouldn't just move one piece at a time though. Each turn, you would move every piece on the board once, and those moves are what get written down and then resolved. Evading capture isn't an issue - in fact I'd say that exact feature is one of the things I like about the simultaneous move system - at least in a game where the goal is to control territory. With chess the goal is to take the other pieces, so maybe it's more of a problem there. The right of way issue only arises in chess because in the regular game any piece can take any other. A pawn can take a queen if it's the pawn's turn to move. In a simultaneous version you could have a ranking system where e.g. the queen beats anything, a rook beats anything except a queen, etc. Though now we're starting to get away from chess, and also that makes the queen unstoppable, except versus another queen were we're back to the original problem. So now the game is broken. Good job, Dark Elf. You could probably come up with a method of fixing it if you tried hard enough though. The REAL issue with simultaneous turns is - what happens if two pieces (or armies in Shogun, fleets in BOTF) move to each other's positions on the same turn? Do they pass each other invisibly? Do you randomly pick one to have "moved first", and fight a battle at the other's location? My current preferred solution is - the units meet in the middle and fight a battle in a generic midpoint battle map. Whoever wins then proceeds on to where they were going. You can still have the option to retreat or abort the move when presented with the midpoint battle dialog. If both armies retreat, they end up back where they began. If one retreats and the other attacks, it defaults back to what would have happened if one hadn't moved in the first place. I believe Shogun kind of fudged this though. The AI got to move after you'd made your moves, and so could basically cheat. It wasn't super obvious that it was doing it though. You'd still sometimes get multiple armies landing in the same province in one turn, and if you tried to take a province that had no defenders, it would often just let you take it rather than move an inferior force in there to try to defend it. It would also retreat if your army could obviously beat it. Part of the art of mastering the game was to field a force just big enough that you could beat the AI on the battlefield, but not so big that it would give up the province instead of fighting you. Because if it does that then you know it's going to merge the retreating army with another one and come back later with twice the numbers.