One action means one action
Moving, attacking, casting, healing, training, equipping, unlocking, searching, collecting, giving, repairing and reviving are all separate actions. A single effect may have several tightly related consequences — a fire spell can burn as well as damage — but that is one coherent resolution, not a licence to hide unrelated activity inside one order.
One move means one square
An ordinary Move advances to one adjacent legal square. There is no compressed travel and no automated adventure. Distance is real, range matters, and getting somewhere is a decision you make repeatedly rather than a loading screen.
Failure never accelerates a queue
Whether an order succeeds or is consumed by failing, the next entry becomes eligible at the following tick. A failure never causes a queued instruction to fire early — so a bad tick costs you a tick, and never cascades into something worse.
Absence must be survivable
The game should not demand constant presence. Queues, standing behaviour, warnings, notifications, recoverable defeat, protected loot and readable reports let you participate around ordinary life — without turning your character into an unbounded bot that plays itself.
Results must be explainable
For every tick you can learn which intent was locked, which action became effective, what resolved before yours, which statistics and statuses applied, what the random result was, why the outcome happened, what changed, and what became of your queue.
Shards stay fair through isolation
Cadence, genre, economy, death rules, competition and roster can all differ between Shards. Characters, statistics, mastery, items, currency and property never transfer between independently balanced ones — so no Shard can be farmed to dominate another.
Payment never buys game power
Core access and progression stay free. Optional support, if it is ever offered, is cosmetic or voluntary recognition — never extra actions, faster ticks, better outcomes, superior land, exclusive systems or additional mechanical capacity.