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.