So I am thinking that planing for turn 6 sort of breaks the immersion because you know exactly when the game is going to end. It creates sort of this win in the 4th quarter scenarios where you don't push for objectives until turn 4 or 5. So I am thinking of a scenerio that randomizes the game length by one turn.
- At the end of the 5th turn roll a red die. If the double hit result is shown the game ends at the end of the 5th turn.
- At the end of the 6th turn roll a red die. If a critical hit result is shown play one more turn the game ends at the 7th turn.
So with having the possibility of a game ending shortly you press for the objectives sooner rather than later. However with the possibility of an extra turn you don't depend on an all out offensive in the last turn.
What do you think, or should it only be 1 die roll at the end of the 5th round so by the 6th round players know if it will be an extra turn?