Give bonus turns for clever play without allowing endless chains
Rewarding a critical hit or a weakness with another action feels great until one lucky hero plays the whole fight alone. This entry shows where a bonus turn belongs in the order and how to cap it so luck stays exciting but never takes over.
Why this works
A reward that can trigger itself needs a limit, or one lucky moment takes over the whole fight. A small cap per fighter stops chains at once, a cap per round keeps the others in play, and acting right away makes the reward felt.
When not to use it
Skip it when the endless chain is the fun itself, such as a puzzle fight built around ever longer combos: limit those by cost instead. Also skip it in slow, careful games where an extra move wrecks the plan.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 21 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Give bonus turns for clever play without allowing endless chains" (read_entry extra-turns-that-cannot-chain) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP