In my current WIP (Work-In-Progress), I have an Action Point system which is used by the "Tactical Layer" of the game. What is the "Tactical Layer"??? Well to be quite honest, it's a Movement/Collection mechanic.
So basically players are moving around the Play Area trying to collect Crystals to match their own personal sequence of "resources". There are three (3) types of resources: Food (Hunger), Treasure (Greed) and Battle (Bloodlust).
In addition to Movement and Collection, I have been trying to think up of OTHER "Actions" that could be performed. Here are some of the concepts that I am thinking about using:
1. Warp = move to the Nexus (starting Game Tile) which allows you to be more proximate to certain Game Tiles. This costs 1 Action Point.
2. Level Up = If you have an Ex-P Crystal, you can use it to Level Up a unit in the Area of Play. Your Avatar MUST move to that Game Tile (like Warp but to the specific Game Tile chosen).
3. Clash = If there are two (2) Avatars on the same Game Tile, by spending 1 Action Point, you can send the opponent back to the Nexus (similar to Warp but in this case this is a penalty - meaning the opponent is FORCED to go to the Nexus whether he/she wants to). This costs 1 Action Point.
Currently the game has a limit of 5 Action Points per turn with AT MOST 3 Identical Actions. So this means you can move up to a distance of 3 Tiles and you can at most Collect 3 Crystals per turn.
So I've been wanting to think up more actions that could be relevant to the Tactical Layer. Suggestions of what can be done or added would be greatly appreciated.
Share your ideas ... they may spark new and interesting Actions! Cheers.
Added to the five (5) Actions above, I thought about HOW the game could benefit from maybe some extra "Bonuses". Something that your Avatar could do to improve the game for the player. These "Bonuses" could be applied by ANY Player and then I thought why not have "Penalties" also!
So let me explain them here and now:
4. Buff/Enfeeble = Add or Subtract 1 Attack for 3 Turns. This costs 1 Action Point.
5. Fortify/Weaken = Add or Subtract 1 Defense for 3 Turns. This costs 1 Action Point also.
6. Reward/Bounty = Add or Subtract 1 Loot for 3 Turns. This costs 1 Action Point too.
The Avatar MUST be on the desired unit/Game Tile to perform these Bonus Actions... There would be 5 tokens per Action (for a total of 15 Chitz), on one side you have the color (Red, Yellow, Blue) and on the opposite you have Black with the corresponding color which symbolizes the Penalty (instead of a Bonus).
I don't know YET how "influencial" this additional Actions will be... But in Total eight (8) Actions sounds pretty reasonable. Five (5) was a bit limiting and how with these Bonus Actions the game might have a layer of "When should I use this??? Or Ahaa, that's what that Action is for!"
We'll have to see during some prototyping and then playtests! Cheers.