- 01Read the budget
- 02Preview costs
- 03Execute one action
- 04Recompute legal options
A shared action-point budget
Movement, fire, reload and support spend a unit's limited action pool; order changes what remains possible.
The player's decision
Spend movement for a better position or save points for two actions?
Original scenario
Original: three points per turn; move/reload cost one and rescue costs two, so firing can prevent a rescue.
Start with this prototype
Build one room, three actions and a rescue target. Show costs and remaining points on every action; rescue within three turns. Omit random hit rolls.
Change one variable
Vary rescue cost and look for meaningful movement/fire sacrifices.
What to observe in a playtest
Reject actions at zero; test whether ending early wrongly carries points over.
Take the full design card
Includes rules, scope, tuning questions and sources for further planning. It does not create a project automatically.
Original analysis · version 1
Common pitfall
Hidden turn-ending actions undermine a visible point budget.
Observations and sources
Cases refer to public documentation. Developers and community wikis are credited separately; document review is not a claim of hands-on testing.
- Gears Tactics
Three actions can be allocated among movement and fire; executions can affect teammates' actions.
- XCOM 2
Compare movement and tactical restrictions to study how alternative budgets change pacing.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build one room, three actions and a rescue target. Show costs and remaining points on every action; rescue within three turns. Omit random hit rolls.
Covers are original AI-generated style illustrations. Game names reference publicly visible design choices and remain the property of their owners. This atlas does not supply screenshots or assets from those games. Prompts and combinations are original drafts for new games.