Stretching nerves, render unto efficiency
One of the things about the limited action system (stolen from Wabash Cannonball, tho it is not original to there), is that it provides an interesting turn tension. The is functionally organised into rounds. Patriarchs rotationally take turns until they have exhausted two of the three possible action sets. Any action used by a player which isn’t moving a kid across the minefield is essentially a wasted action that gets less done before the military player gets his next restocking of munitions. But without using those other actions players can’t get kids onto the field, can’t breed new kids etc etc etc, all the necessities required before being able to move kids across the minefield.
This is cute: the more you waste time with getting ready to move kids across the field (which may enclude equipping them with anti-mine devices like chains and brooms), the more impenetrable the minefield will be. The less time you spend on those background actions, the more readily and easily your (expensive) kids will be offed.
The result, I think, will be encouraging tight coordination between relatives. A player may move their kids or their relative’s kids (half distance?) on their turn. Thus the players may attempt to optimally distribute kid-moving versus non-kid-moving actions among themselves so that the maximal distance is covered and the least possible number of non-kid-moving actions are used as required for each player’s success. Of course the fact that the relative linkage is leftward will make that interesting: you can move your kids or the kids to your left, but the leftward player cannot move your kids, only his and his leftward player’s kids. The result is a leaning domino chain of delegated responsibilities.
Hurm. It may be more interesting to have the relative relationships bind in the direction opposite to turn order. Must think about this. The short version is to pick the direction which is more difficult to manage.
Odd thought: Returning an injured kid back to the home side of the board generates extra bonus food? (Display before media? Extra action choice?)