← All Posts

Design Diary: Why 3 Actions?

Catapults are fireworks; your army is the fuse. This article explores **design diary: why 3
actions?**, with practical lines you can use immediately. **Turn Compression** — Practice it to
internalize timing windows. End turns with initiative rather than mere advancement. **Teachable
Complexity** — It punishes greedy deployments. Items are punctuation—don’t overuse exclamation
points. **Decision Density** — Practice it to internalize timing windows. End turns with initiative
rather than mere advancement. **Risk Windows** — Practice it to internalize timing windows. Consider
the exchange rate between actions and coins; a minted +5 rarely beats a tempo capture. **Comeback
Vectors** — Leverage it when you’re ahead on actions. Items are punctuation—don’t overuse
exclamation points. Play a best‑of‑five and annotate your turn logs. 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.