New game Mode - Action Points

New Game Mode – Action Points

Many of you would have noticed that we’ve been taking steps through updates and new features to drive towards what we feel is a more authentically Puzzle Quest experience. This probably the biggest change we’ve made to the game since launch.

We’ve introduced a new way to play Puzzle Quest 3 – through the use of Action Points!

It’s been in the works in the background for quite sometime and has quickly become our favourite way to play!

This will be the default option for new players to enjoy the game, without the pressure of the timer.

Players will be able to swap between Timer or Action Points through the General tab of the settings menu. If you’re already in a battle, the setting will take effect in the next battle.

  • You start with a number of action points based on your hero’s Speed stat. You start with 3 Action Points with 100 Speed.

  • Further Action Points are gained at 150, 225, 325, 450, and 600 Speed.

  • Each move costs one action point

  • Spells don’t cost an action point and can be cast between moves

  • Matches of 5 or higher award an action point for the following turn

  • Matches of 10 or higher award 2 AP

  • You can have up to 10 AP at the beginning of a turn.

  • Your AP will reset back up to your base AP value at the start of your turn, plus any bonus AP you earned from the previous turn. If your turn ends with more AP than your base amount, no additional AP will be gained.

The way enemies generated mana currently we felt was counterintuitive. They would generate more mana the better you did – and it wasn’t communicated very clearly.

As such, with the introduction of Action Points, an enemy will also take advantage of this.

  • An enemy will get a number of Action Points relevant to their Speed stat

  • An enemy will make matches on the board in order to power their spells

  • The enemy will either make matches and attack, or cast a spell

  • The enemy will continue to attack each turn, even if they don’t match skulls. However when matching skulls, they don’t receive a bonus to their attack.

  • The enemy can now charge their spells individually.

  • All of an enemy’s spells are now visible in the UI at the same time.

The number of enemies in a battle has been reduced to one in a regular battle, and up to 3 in Dungeon Battles.

  • As such, enemies have received a buff to their health, armor, and resistance
  • The number of extra enemies in a Co-Op battle has also been adjusted, with one extra enemy added per player in the party in both Dungeons & Skirmishes.

  • The puzzle board size has increased from 5×7 to 6×8 (one extra row + column)
  • Making a full column match will now heal 10% of starting Armor + Resistance, and cleanse one negative status effect

  • We’ve removed the damage dealt by matching gems of your equipped spell’s color. Enemy health, armor, and resistance have been adjusted to account for this loss of damage

  • A brief tutorial about the above changes will appear for existing players upon loading into the game on 1.5 for the first time

In order to provide a more unique and interesting experience in Versus, Enemy Heroes don’t behave quite like other enemies like they do in previous updates. Unlike regular enemies, enemy Heroes in Versus do require Skull matches to attack. However, they can also cast their spells without ending their turn.

Spells will now have their mana capped at 80% at the beginning of battle, in line with the cap on the Starting Mana stat.

With the inclusion of the Action Points mode, we didn’t want to completely limit later gameplay to just three moves.

As such, Heroes will now increase their Speed stat as they Level. This will lead to an increase in time to match in Timer mode, as well as an extra AP at level 40.

With the addition of the Action Points gameplay mode, as well as the natural Speed increase in Hero stats, we’ve reduced the amount of extra time received from subsequent matches back to its original value of 0.2s.

Continuing to ensure that Timer Mode and Action Points are evenly balanced is an ongoing priority for us. We’ve tested internally extensively, but it’s also important that we get feedback from you folks in our community!


Will that healing be affected by Healing Boost stat?

hey @tau!
It does impact your healing boost stat, but it will just add your healing boost onto the 10%

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ok ignore my comment here. Reserve the right to return to this post! :laughing:

I am tentatively excited at this shake up!

But… I think the enemy is going to steal all the big gems I make! We shall see…


What if I make 2 columns on the same turn? Do I get healing for each column?
What if I fill the whole board with same color gems, does this count as 8 columns?

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Yes, for each column matched it will trigger. So a full board state once matched, will give the bonus for each column. Currently, there is no limit on how many columns can be matched for this bonus.


Switching to this Action Point game mode, what happens with the gear that give bonus time (Royal boots, Runic boots)? Will they give useful action point bonuses, or will they be obsolete?

What happens if the opponent matches the full row? Can they stun the player and force them to miss a turn?

And something else: spells that destroy columns (lightning bolt) will now also heal armor and resistance? I may be tempted to change spells…

I’m not sure that it does. I believe the wording was:

Destroying a column via spell is not the same as making a full column match of identical gems.

Increase your Speed, increase your action points. Also, it sounds like your base speed will increase as you level:

So by the time you hit level 40, are they saying that you have 150 speed? I’m not entirely sure.

Hi Jeto,

I’m a little confused about a few things. Hopefully, you can clarify some.

Does that mean the enemy will do chip damage to us if they don’t match skulls? Or does it mean they will just do X amount of damage whether they match color gems or skull gems. Based on removing our chip damage, I assume it’s the later. But it’s not really clear. So I thought I’d ask.

I’m really confused about these conflicting statements. Enemies are buffed to make up for less battles. But enemies are nerfed to make up for no chip damage?

Going to answer a few things all at once;

  • Gear such as Royal boots, Runic boots give a bonus to the speed stat itself, so with AP releasing if you choose to play in that mode, they will apply their buffs in either mode!
  • Along with increasing your base Power, Vitality, and Masteries, Speed will also increase gradually as you level up, so you’ll have 150 speed at level 40.
  • Enemies got both buffed and nerfed, but by different amounts. Also, enemies do not get bonuses from matching skulls and their mana is now generated by matches they make, rather than your own matches. But as mentioned above, the exception being in Versus battles, where they require matching skulls to attack & can cast without ending their turn.

Can you confirm their rate of mana gain? Is it using the old formula such that any gems count towards their mana gain at a default rate of 2 mana per gem (subject to modifiers) regardless of gem color/type, or do they actually have to match gems of their spell color and their mana gain rate is therefore increased to compensate?

Mana gain rate for enemies is the same as the player - 10* mana per gem split across their spells. They need to match the spell’s color in order to power the spells.

*Based on masteries

So it’s a completely different game with completely different strategies.

Interesting move this long after launch.


In this case, it seems like the third spell (killing blow) of the kingdom defense dragon will be charged pretty quickly.

Will the mana cost for the killing blow increase? Or is the dragon forced to use its 3 spells one by one?

Where is my popcorn meme? I think this needs that.

What is the impact on the attribute Flame-strike (on any of the strike attributes)?
They current give a boost to spell damage and gem matching damage (chip damage)
With chip damage being removed, will the strike attribute get a little boost to spell damage to offset this?
Or can I please have some re-roll attribute tokens?

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