Three actions per turn sounds generous—until it isn’t. This article explores **design diary: why 3
actions?**, with practical lines you can use immediately. **Decision Density** — It punishes greedy
deployments. End turns with initiative rather than mere advancement. **Comeback Vectors** — Practice
it to internalize timing windows. Consider the exchange rate between actions and coins; a minted +5
rarely beats a tempo capture. **Risk Windows** — It punishes greedy deployments. If a lane is
clogged, look for a diagonal archer line within two steps. **Turn Compression** — Leverage it when
you’re ahead on actions. End turns with initiative rather than mere advancement. 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.