Telegraphed shots
Ranged attacks land a turn late.
A ranger marks a tile now and hits it at the start of its next turn. Whoever stands there takes it, including your own pieces. Dodge, brace, step an ally in the way, or bait a shot onto its own side. Damage or shove the archer and the shot is cancelled.
Action points
Every action costs one. Repeats cost more.
Move, attack, deploy a card, heal, push, brace, guard. Each is one action point, but the same piece acting twice pays two, then three. The opening turns ramp up in order, which is the whole handicap for moving first. No bonus points anywhere.
Async, 48-hour clock
Play when you have a minute.
Take your turn, hand it over, and get a notification when it comes back. Each turn has 48 hours on the clock, and running out is a loss, so no game is left hanging. Undo freely until you tap End Turn.