Gamers are a funny lot. On the one hand, we want a game with
flexibility and freedom in decision-making. Restrictions and limitations often mean a less
sophisticated experience and leave us feeling like the game is playing us,
rather than vice-versa. However, on the
other hand, most of us appreciate designs that are structured to rein things in
a bit, and we like to have a firm grasp on what the game allows. Too much of an open-ended framework often
leads to confusion, significant play length, and agonizing downtime. To address this intriguing paradox, game
designers often turn to a very simple and basic mechanism.
Action Point
Allowance System: How Does it Work?
Now wait a minute, don’t you take action in every game? So what’s so special about this mechanic,
then?
Yes, obviously all games involve doing something, which would logically be defined as “action.” However, the action point allowance mechanic refines
that into a more specific structure, with an emphasis on allowance. In its purest
form, there are three prominent characteristics to this system.
The first trait is that you are allowed do more than one
thing on your turn, during a phase, or in a round, etc. There are many games that give you one move
or action each turn, yet that is hardly in the spirit of an allowance
system. However, this mechanic does not
grant you unlimited actions. Some
designs allow for open-ended moves, permitting you to do as many things as possible
based on what you have and/or can pay for.
Instead, the action point allowance system allocates players a certain
number of action points, although different games may call them by other
terms. Usually that number is consistently
fixed, but some games include mechanisms in which to earn extra action points,
increase the number available, or even lose some.
A second defining attribute of this system is that there is
a pool of unique and distinct actions available from which to choose. A game with the same repetitive action may
let you perform it multiple times, but is not allowing you any sort of
selection. For example, playing three
cards on your turn certainly counts as three actions, but each is mechanically identical. There’s no choice in the action you take,
just the card that you play.
Furthermore, the design will have preferably more than two choices of
action, if only for variety’s sake. But
again, as in restricting the number of action points, the system works best
when limiting the selection of choices to a manageable amount. Yes, that number will vary from title to
title, but such self-limitation is one of the benefits of the system.
The final major distinction of action point allowance hinges
on availability. That fixed, limited
pool of actions should consistently be accessible every turn and to all players. When a game randomly makes actions available,
restricts them to non-consecutive-turn use, and/or allows players to block one
another from certain options, the design then begins to venture into other
mechanics. Therefore, the action point
allowance system can be distinguished from many titles that use cards,
role-selection, or worker placement (as a few examples) to grant actions, but
then often have elements to restrict the availability of them.
Railways of the World (2005) is currently the highest-rated,
almost pure action point allowance game (#38 on Board Game Geek). There is a bidding phase for turn order at
the beginning of each round and an income earning phase at the end. However, both are highly influenced by the
action phase, the heart of the game.
Each round, players alternate taking three actions. They can lay track, urbanize a city, upgrade
their engine, deliver a goods cube from one city to another, or take an
Operations card. You always have three
action points per turn and the pool of options remains the same every round.
According to BGG’s database, Special Train (1948) was the
first title to utilize action point allowance.
However, from the information posted about the game, not only are action
points earned randomly by rolling a die, they’re also just really movement
points to get your trains from one point to another. Having said that, the mechanic has evolved
from the concept of movement points, which early titles employed primarily to
resolve mobility. That aspect has been
fundamental to an untold number of war and miniature games over the years at
various levels of complexity. In
addition to mere movement or attacking, points might be expended for other
things like form square, recover, entrench, and numerous other possibilities.
Early on, thematic non-war games began to use the allowance
system to resolve movement, in addition to other actions. Circus Maximus (1979) employed action points
for moving chariots and attacking your opponents. Armada (1986) assigned players a whopping 10
action points to spend on movement, attacking, exploring and cashing in
gold. Full Metal Planete (1988) was one
of the first that allowed players to save action points for use in later
rounds. And the CCG Netrunner (1996) offered
a twist on the system by creating some actions that were unique to each side.
Then in 1999, design duo Wolfgang Kramer and Michael Kiesling
published a pair of titles, Tikal
and Torres, which would really come to define the action point allowance system. These two games were the first widely
successful and popular Euro games to utilize the mechanic as their primary
engines (Tikal
includes a small, but important, bidding element, too). Each player would have the same number of
points every turn to spend on an action from an identical pool of choices. Furthermore, some actions cost more than one
point. While not inventing the concept,
Kramer and Kiesling took it beyond a means to support movement or other
mechanics and instead made it a central focus in and of itself. The results are that Tikal and Torres are arguably the genre’s formative
designs.
As with any good mechanic, over the years other designers
have borrowed, tinkered with, and improved upon the action point allowance
system. Urland (2001) implemented a
bidding scheme to earn more action points.
Through the Ages (2006) allocates players a set number of points in
which they can assign to two different categories, each with a unique set of
choices. Yet you can also earn more
points through certain developments. On
the flip side, some titles trigger circumstances in which you can loose
points. Defenders of the Realm (2010)
allots actions based upon your life points, which can decrease as you take hits
over the course of play. The pick-up and
deliver title Tahiti (2012) offers yet another
fun twist in which the number of actions you get each turn can depend on how
many goods you have loaded in your canoe at any given moment. Legends of Andor (2012) disguises action points as "hours" in a day of which you get seven, and some actions take longer times to resolve - plus you can gain more time by voluntarily taking damage.
So there are numerous ways in which this system can take form. Many times, a game may even have this basic mechanic without the designer or publisher specifically identifying it as such - it can be that intrinsic an element that it will often be taken for granted.
So there are numerous ways in which this system can take form. Many times, a game may even have this basic mechanic without the designer or publisher specifically identifying it as such - it can be that intrinsic an element that it will often be taken for granted.
What’s to Love?
The action point allowance system offers gamers both
flexibility and structure. You have the
freedom to make decisions, yet it imposes some limits to reduce confusion,
restrain game length, and minimize analysis paralysis by keeping things
concrete. If done well, the game will
present these choices in a manageable fashion that gives players a real sense
of ownership and control over their choices.
This framework is also typically easier to teach new players. “Here’s your list of options, and you can do
X number of them.” Of course, that’s not
to say that decision-making is always easy.
Learning how to take advantage of those options in strategic play is fun
and challenging. This mechanic often
creates nice tension, as a good design will always make sure that you don’t quite have enough actions to do
everything you want!
Finally, the system meshes very well with other mechanics. In fact, the top two rated titles that
utilize a form of action points are Through the Ages (#2) and Twilight
Imperium: 3rd Edition (#28), both of which have much, much more going on than
mere action allowance. Even on a less
complex level, Goa (rated at #38) combines a
solid action allowance component with a bidding element to create a smooth and
elegant game.
What’s the Downside?
While the mechanic can help contain analysis paralysis, it
cannot cure it. Indeed, really the
biggest issue with the system is the risk of falling into analysis paralysis. Players that tend to take agonizingly long
turns may only find that compounded when confronted with a number of action
points. Whereas there’s a tendency to
take an inordinate amount of time on their one action allowed in other titles,
now they’re spending that on two, three, or even more actions every round. Furthermore, as players like to think ahead,
they now must analyze how numerous actions over the course of, say, just three
turns will all interrelate with each other, as opposed to only three such
decisions in a game giving you one thing to do each turn.
Other than that, some players could find themselves taking
longer turns than normal if they become flustered with the choices arrayed
before them. In those cases, the
structure of the system would create more hesitation, rather than serving as an
aid. Instead of a fun tension, they may
rather feel frustration. Obviously, a
large part of how players react to the mechanic is dependent on their personal
preferences; but admittedly, making decisions in life is not always easy.
One final note: hopefully a game utilizing this mechanic
will include some method in which to keep track of how many actions you have
remaining during your turn! Often times,
the design includes a track or tokens to mark the number of actions as you take
them. If not, and if you’re like me, you
can often lose count!
Recommended Titles
These are just a few titles that we here at iSlaytheDragon
recommend in this category, along with a brief note as to why you might want to
check them out.
Survive! Escape from
Atlantis is simple, exciting, and great for the whole family.
Torres was not the
first game with this mechanic, but it was one of the first to stand the test of
time. While its fraternal twin that
year, Tikal ,
won the Spiele des Jahres, Torres is even more purely action point
allowance. But we can recommend Tikal , too – the first of
the “Mask” series, all using this system.
Pandemic is a
clean and pure action point selection game with tense, cooperative play and
decision-making that really matters. If playing mostly with kids, check out its baby brother, Forbidden Island.
A Timeline
Here's a brief timeline of titles using the action point allowance system. This is by no means a comprehensive list, merely a representation of some popular, unique and/or significant games utilizing the mechanic.
Here's a brief timeline of titles using the action point allowance system. This is by no means a comprehensive list, merely a representation of some popular, unique and/or significant games utilizing the mechanic.
1948
Special Train
1971
Campaign
1972
Conquest
1979
Circus Maximus
1982
Survive! Escape from Atlantis
1986
Armada
1988
Full Metal Planete
1989
Space Hulk
1992
Gangsters
1996
Netrunner
1999
Torres
2000
Java
2001
Evo
Urland
2002
Mexica
Wallenstein
2003
Attack!
2004
Hansa
Jambo
2005
Railways of the World
Twilight Imperium 3rd Edition
2006
Through the Ages
2008
Pandemic
2009
Hansa Teutonica
2010
Forbidden Island
Defenders of the Realm
Merchants & Marauders
2011
Super Dungeon Explore
Star Trek: Fleet Captains
Urban Sprawl
2012
Android: Netrunner
Dominare
Dominare
Kemet
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Quarantine is another title released this year which uses the Action Point Allowance system to great success. It's quickly becoming one of my favorites
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