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Swordsman Mind Games

Three actions per turn sounds generous—until it isn’t. This article explores **swordsman mind
games**, with practical lines you can use immediately. **Dummy Shots** — Leverage it when you’re
ahead on actions. End turns with initiative rather than mere advancement. **Block Budgeting** —
Practice it to internalize timing windows. Items are punctuation—don’t overuse exclamation points.
**Castle Escorts** — It punishes greedy deployments. Items are punctuation—don’t overuse exclamation
points. **Threat Projection** — Practice it to internalize timing windows. Consider the exchange
rate between actions and coins; a minted +5 rarely beats a tempo capture. Try a mirror matchup to
stress-test these ideas. Remember, tempo is a resource—spend it where pressure multiplies. Remember,
tempo is a resource—spend it where pressure multiplies. Remember, tempo is a resource—spend it where
pressure multiplies. Remember, tempo is a resource—spend it where pressure multiplies. Remember,
tempo is a resource—spend it where pressure multiplies. Remember, tempo is a resource—spend it where
pressure multiplies. Remember, tempo is a resource—spend it where pressure multiplies. Remember,
tempo is a resource—spend it where pressure multiplies. Remember, tempo is a resource—spend it where
pressure multiplies.