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Card · ENT-03

Pawn

Status
Stack Entity
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

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Entity
What exists in your game – and how is it configured? (8 cards)
Ludic Entity
To the term
ENT-02 Avatar
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ENT-04 Indirect Controllable Unit
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