While commenting on the half-assed Caylus multiplayer system, I've come to appreciate how genius the multiplayer in Ascension is, and I hope other async devs take notice.
When you start a game, you pick a time limit. While playing, any time it's your turn (whether you're logged in or not), the clock starts ticking. You then log in (if you're not in already), play your cards, and end your turn. As soon as you end your turn, your clock stops and your opponent's clock starts moving. He then makes his move, ends his turn, dot dot dot.
There are two reasons I think this system is genius. First is that it allows both asynch and real-time play using the same interface. If I want to play a normal async game, I set the clock for 14 days. This allows everyone to make a few moves a day and still have plenty of time to finish the game (it usually only takes a couple days to get through a game that way, the extra time is just there to keep from rushing it).
If I want to play a real time game I set the clock for 30 minutes. Using this setting means you have to stay in the app and make your moves as soon as it's your turn so you don't run out of time. However, the cool thing about this system is the second reason I think it's genius. Even though there's a shorter time limit, it is still technically asynchronous so you can leave the app momentarily should the need arise (text message, move in another game, whatever). In my case, I have a shite wi-fi connection here at the office, so whenever I'm about to pwn someone into submission in Ticket To Ride or Carcassonne, I get disconnected, then shake my tiny fists at the heavens. When I'm playing Ascension it doesn't matter. I'm able to quickly reconnect and log back in to the game, and all I've lost is a couple of minutes on the clock.
Wow, this got unnecessarily long. TL;DR: Ascension's multiplayer is perfect for board games on iOS devices. I hope more devs take notice and do something similar.