It’s been over a decade now since Mac Gerdts produced Antike (2005). Its core mechanic was simple but innovative: allow players to take actions for their turns, but place all of those actions in a circle (on a rondel). Then, limit how far a player can advance on the rondel each turn. In Antike, you usually move just 1-3 spaces on the 8-space roundel, but you can spend resources for more advancement.
This limits players how often players can take specific actions. The result is an interesting puzzle of play. How can you successfully combine together several disparate actions to make a winning strategy? Do you streak around the rondel to get to the “good” actions more quickly, or you do slowly edge around to get a little of everything?
A designer can also have a lot of fun with the rondel, choosing whether to put the same action on multiple spaces (such as the duplication of the “maneuver” action in Antike) and choosing how to arrange all of the spaces to maximize efficiency, to maximize player frustration, or toward some other goal.