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Making Games by Chris Backe · Aug 10, 2026

48 Different Ways to Gain a Power or Action

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Chris Backe · Making Games by Chris Backe

Designers, my question here started as something that came up during a meeting with a publisher. While we were playtesting the latest version of one of my signed games, we were talking about the different ways to gain a power (specifically, the ability to trash a card in a deck-builder). I came up with three categories: Luck, Merit, and Choice:

  • Luck - I got dealt a card, or it's my turn and this card is available in the market row.

  • Merit - Because I'm leading on this track or in control in some way, I get to do this thing.

  • Choice - this is an action I can always take, as long as I have the resources or ability to do so.

After the playtest, I asked my fellow designers on the Board Game Design Lab on Facebook what other ways came to mind... and wow, they delivered!

In the end, I added a couple more categories - to round out the main categories, then sorted through dozens of comments to find the different ways you can gain a power or action. There's a lot of nuances here, and there's no chance this list will ever be complete - leave a comment with what's missing!

  • Contextual - An action has now become possible because of the changing game state.

  • Die roll - I get this or do this because of a die roll.

  • Draw a card / token - I get this or do this because I draw a card / token.

  • Inherited - I land on the resources left behind by a player who got knocked out.

  • Auction - I paid the most for it.

  • Control - I have a thing because I am in control of something.

  • Cost - I paid for it in some way.

  • Creative - I performed, rhymed, or otherwise did something creative to get this.

  • Dexterity - My fingers, body, or pieces got into the right positions.

  • Earned - I successfully completed an objective and earned resources / points.

  • Exclusivity - I am the only person with access to resource X or the only one who took action Y, I have the exclusive power to use this.

  • Hard skill - A game might reward reaction speed/dexterity/rhyme/spelling or a thousand other things you can use as a core mechanic to power a complex game.

  • Income - each turn I gain X income and resources based on something I’ve done.

  • Knowledge - I answered the question correctly.

  • Location - I am in the ‘correct’ location so I get something as a result.

  • Memory - e.g. you remembered where a certain card was.

  • Player Elimination - you gain the resources/abilities of a player you eliminated.

  • Sacrifice - I gave something up or destroyed / trashed something to get this new thing.

  • Secret Objectives - I can do the thing on my secret card to gain a bonus.

  • Speed - I was the fastest to react, the first to reach the right spot.

  • Synergy / efficiency - I can do it better or collect more things because of a synergy or efficiency.

  • Unlocked - I now have the ability to do this thing / access this market because I’ve leveled up or unlocked that power in some way.

  • Leftovers - I get this because someone else did not choose it.

  • Non-Zero-Sum Draft - I have this action because I chose it, but my opponents still have access to it (or some version of it)

  • Press-your-luck - I chose to take a chance (although the outcome will be, y’know, luck)

  • Time - because it's the Nth round/my Nth turn/etc., I can do X.

  • Zero-Sum Draft - I have this action because I chose it, and now my opponents don't have access to it.

  • Betrayal - I’ve decided to break my alliance and take everything for myself.

  • Bluff - I can take this action, so long as no other players call me out on it.

  • Cheat - the game allows me to break its rules, as long as I don’t get caught.

  • Deceive - but I might also trick someone else into completing a goal or thing for me, then I get the resources or points.

  • Follow - Your opponent did X, now you can also do X, or some version of X. This may require you to also have the resources to do X.

  • Influence - I’ve convinced another player/other players to do something that gives me power.

  • Offer - Another player offers me a power or ability because they gain a benefit from doing so.

  • Remaining choices - Because my opponents did X, I am now able to do Y.

  • Social Voting - someone gets to be in charge, and the other players chose me.

  • Share - I can give another player access to my power or thing for some amount of time.

  • Steal - when I do something to another player, I can take their resource / thing.

  • Teamwork - My ally gave me what I need for our mutual gain.

  • Trade - with another player or the game in some way.

  • Allowance - I am granted this power or action a set number of times each turn.

  • Asymmetry - I get this action because my role or character is different.

  • Catch-up mechanic - you are losing in some way, so the game gives you some help.

  • Consolation - I got outbid on a card, thus I get an action instead of the card itself.

  • Headwinds - you are winning in some way, so the game makes it harder for you to score

  • Milestone - a game phase or event that happens at known intervals

  • Turn - It’s my turn to get a thing or do a thing.

  • Turn order - I go first in the round (or last in the round), so I get an additional power.

What did I miss? Comments are open.

Read the original on entrogames.substack.com

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