I know that I have been working on finishing Warriors Way, but I had a brain surge while getting ready for work this morning. I was thinking about MACE and how I was going to tackle converting it to RPG status, the biggest hitch being combat with multiple enemies.
It was while thinking about this that I was thinking about how to handle charging Clubs with multiple enemies. This was then transformed into the idea I have below.
I really need to playtest this, as it sounds like it will add a lot more strategy and bluffing to the game. However, I have come up with other idea's that have sounded good on paper but didn't work in actuality.
So, if you could please provide feedback (or not, I like to get my idea's down for my own reference too ^_^) it would be appreciated. If you are new and are not familiar with MACE, you can find the latest PDF's on 1KM1KT. Click the link at the top of the page.
MACE: Revised Actions
While the core is still the same, one of the biggest changes is how the Charge Action is used.
Charge - Any Card
Standard Action
Place a card from your hand face down on the play area.
Players can now Charge ANY card in their hand. Clubs is still the only Suite that can be used for the Blast Action, but there is a set of new Actions and Defensive Actions that can only be played by Charging the card first. These are listed below. For your reference, a Standard Action must be done on your Turn and only once a Turn, a Defensive Action can be done any number of times in response to Damage taken.
Strike - Spades or Clubs
Standard Action
Deal Damage equal to the Card Value (CV) to an adjacent Fighter.
Counter Strike - Spades
Defensive Action
Reveal a face down Spades card. If the CV of Counter Strike is higher than the opponents CV, then negate all Damage. In addition, the attacking opponent takes Damage equal to the CV of Counter Strike.
Block - Diamonds
Defensive Action
Reduce the Damage dealt by an opponents attack by the CV of Block.
Deflect - Diamonds
Defensive Action
Reveal a face down Diamonds card. Negate all Damage dealt.
Dodge - Hearts
Defensive Action
If the CV of Dodge is equal to or higher than the CV of the opponents attack, negate all Damage. In addition, Move a number of hexes equal to the difference in CV's.
Leap Strike - Hearts
Standard Action
Reveal a face down Hearts card. Move a number of hexes equal to the CV of the card played. Then deal Damage to an adjacent opponent equal to the CV of Leap Strike.
Blast - Clubs
Standard Action
Reveal a face down Clubs card. Deal Damage equal to the CV of Blast to one Fighter. Blast has a Range equal to the CV of the card played.
Defensive Action
Reveal a face down Clubs card. Reduce the Damage of a Blast by the CV of the card played. In addition, if the CV of the card played is higher than the opponents, they take Damage equal to the difference.
Afterthoughts
I rather like the way this is heading, mainly due to the new way Defensive Actions will work. Because some Defensive Actions can cause Damage, the opponent can technically use another Defensive Action in response.
One exchange could have Fighter A Strike Fighter B for 6, who Counter Strikes for 8. Fighter A then Dodges for 10, moving 2 spaces away.
It was this back-and-forth exchanges I wanted to implement, but wasn't sure how. By making the stronger moves Charged, it balances them as well as adding an element of surprise.
The other point I like about the above is it allows a lot of freedom for players to fight how they choose. If they want to do a flying leap kick, why should they be restricted by Momentum? By Charging a Hearts, they can do that! Also, with two Suites able to Strike, players can get stuck in a bit more.
The final point is Fighter Tokens. Sure, you charged an Ace of Diamonds, but by spending the correct token, it could be a Counter Strike, Leap Strike or Blast! This gives them more of a dynamic and much more valuable.
So, now my rant is over, please comment as to whether you think I am taking MACE in a good or bad direction. Thanks!

Developing my idea
I know that Fighter Cards have been one of the defining elements of MACE. I know that if it works, don't fix it. But I had another idea that I at least had to get down, if only for my own and others reference.
Currently, different Fighters are differentiated by their choice of Fighter Tokens and Fighter Cards. The new model that I have been tossing around is removing Fighter Cards as they are. These are replaced by Charge moves.
Using the example I provided above, the Charge moves are Counter Strike, Deflect, Leap Strike and Blast. With the proposed new model, players would have lists of moves similar to these to assign to each of the four Suites. These would not be so much modifiers to the current moves (such as Fighter Cards), but unique with their own rules.
Basic examples of Fighter Cards that would be converted are Stretch Strike and Shoulder Toss. However, this allows a lot more complexity, as I can develop new rules without having to modify the core of the game. It also balances all of these powerful abilities due to the fact that they cannot be used unless the card has been charged first.
I am on my break now and do not have time to list some more solid examples, but I will post them this afternoon (my time) to get the brain juices flowing.
If you have a comment, I appreciate the time you spend to type it. Thanks!
http://www.1km1kt.net/Aaron-White.htm