I like this, but let's build upon it using >>18486600
Crowd is measured in two numbers. First is Total, measured in increments of 50. The second is how much of that you control.
Crowd 1000 / 35% = 350
This influences how many of your abilities you can bring to bear to harm your opponent and bring in more fans. This energy is restored at the -start of your next turn-, so 350 energy would be enough for, say, two 175-point energy actions, or one 250-point action. Leftover Crowd energy can be used during your opponent's turn to activate Defensive abilities.
Offensive attacks use up far more Crowd energy, but can directly harm your opponent.
Influence attacks use medium amounts of crowd energy, but are directed towards your opponent's crowd with the intention of stealing them.
Defensive abilities cost similarly to Influence abilities, but are focused around protecting yourself from enemy abilities of any kind, or generally disrupting their attacks. Many cna be played during your opponent's turn, if you have sufficient Crowd left over from your last.
Attraction-based abilities don't do damage to your opponents or their crowd, but they cost very little and bring in a high new fan total, which is fought over with a Control test.
This means your tasks are twofold, not just to bring in new fans, but to keep them.
Fans are constantly wandering into the battle to see the show, so at the start of every turn, add 50 to the Crowd pool. A control roll decides who's side they move to.