GAME MECHANICS HOARD

MOVEMENT POINTS

Movement as a spendable per-turn budget — each unit gets points, terrain costs vary, and spent points are gone until next turn.

The convention runs from tabletop wargames through Civilization (roads and rivers rewriting effective distance), Heroes of Might and Magic (where daily movement is the game's tightest resource), XCOM's two-action abstraction, and Into the Breach's exact-tile clarity. Fire Emblem, Advance Wars, and the whole tactics genre rest on it. Designers use movement points because they make space quantitative: with costed movement, the map becomes readable math — reachable tiles are computable and displayable, threat ranges are exact, and terrain instantly matters by costing differently — which turns positioning into planning rather than estimation. Points also let unit speed be a precise balance dial and make slows, hastes, and roads mechanically crisp. The reachability overlay (highlight where I can go) is the pattern's killer app, enabling confident tactical reasoning no analog system matches. Key decisions: granularity (Civ's fractional costs versus Into the Breach's flat tiles — fine grain simulates, coarse grain clarifies), whether movement and actions interleave (move-attack-move enables hit-and-run as a unit identity), and unspent-point handling — banking, converting to defense, or expiring. Pitfall: hidden arithmetic — when players can't see why a tile costs what it costs, or the overlay lies about zone-of-control interactions, the system's entire promise of exact spatial reasoning collapses into the estimation it exists to replace; movement math must be as visible as the map itself.

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