While pursuing a goal, players may create new opportunities or threats for themselves or others as a side effect of their actions. This creates new goals for players, ensuring gameplay does not stall once they have achieved their primary goal.
One game I am working on right now is a social deduction game with a drawing element. Players conceal subtle details in their drawings in case they are randomly selected for a secret
Counterspells can be annoying to play against. These effects, here named after the iconic card from Magic: The Gathering but most common in take-that games, negate an opponent's action. They