Action System

What players are allowed to do each turn. Every game's action system declares how players interact with the game state — the cadence, the turn order, and the substrate of decisions.

Schema path: pillars.action.type. Single-valued (one value per game). Back to the framework page.

area-control

Players place units / influence in shared spaces to claim them.

bid

Players declare a numeric prediction before play; payoff scales with accuracy.

card-program

Players queue a sequence of cards played out in a later phase.

No games currently use this value.

claim-bluff

Players play cards face-down claiming a value; others may challenge.

dice-place

Players roll dice and assign each die to a board action slot.

No games currently use this value.

draft

Players pick from a shared pool in turn order, depleting the pool.

real-time

No turn order — players act in parallel under time pressure.

route-build

Players claim links between nodes on a shared graph.

No games currently use this value.

sequential

Players take turns in a fixed order; one action per turn.

simultaneous

All players declare actions, then reveal at the same time.

slap

Players race to physically claim the pile when a trigger appears.

trick-take

A round of one-card-per-player; the winning card takes the trick.

worker-placement

Players assign workers to action spaces, locking them out for others.

No games currently use this value.