ABSTRACT

Games require action by the player to move things forward. The selection and integration of Actions into the game can give play a specific feel. These Action systems control the complexity of the game, in terms of the number of Actions a player may perform consecutively and how they interrelate, the interaction between players, and other features. A common implementation is that a player receives a fixed number of Action Points on their turn and can spend them on any combination of Actions, each of which spends one of those points. Action Drafting creates a marketplace for Actions, with players competing to select them. Action Retrieval may be an Action taken as part of a turn or it may consume an entire turn. Command Card systems limit this to a subset of units, which reduces the length of turns and simplifies decision-making, giving the game a lighter feel.