LUNA / Card / ENT-03
Card · ENT-03
Pawn
Card
Pawn
Entity pawn
A directly controlled Entity without identification – an instrument with which the agent acts. There are often several; their loss is a resource loss, not a defeat.
Design question – How many controllable units do you give your agents? How bearable should the loss of a single one be?
Reference example – Worms: a team of several worms controlled in turn – if one falls, the others fight on. Carcassonne: followers are deployed to secure points and then return. Checkers: each piece is moved directly; a captured piece is a loss, not defeat.
Dimension profile
- mutability – variable (type-open)
- persistence – persistent (until lost)
- control – direct_agent_controlled (like the DCU)
- visibility – open (visible)
- ownership – personal (defining – assigned to the agent, often several)
- mobility – mobile (like the DCU)
- interactivity – variable (an action means)
- value – variable (often countable as a resource)
Compatible with
- Direct Controllable Unit (ENT-01) – The Pawn is a specialization of the DCU (shared dimension profile); the precise is-a relation is not yet modelled in the vocabulary.
- Avatar (ENT-02) – A parallel direct-control specialization; the Pawn carries no “represents” (instrument without identification) – this distinguishes it from the avatar.
Stack
Belongs to the stack
- Entity
- What exists in your game – and how is it configured? (8 cards)
- Ludic Entity
- To the term
- ENT-02 Avatar
- previous card
- ENT-04 Indirect Controllable Unit
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