Card · MEC-03
Conversion
I – Resource & Value Creation
Conversion
Mechanism · I – Resource & Value Creation immediate · irreversible / conditional · open · solo
Conversion transforms a resource, state or value into another form via a conversion rule – at a fixed or variable exchange rate.
Design question – How does your game transform one resource into another form – and who sets the exchange rates?
Reference example – Catan: four identical resources for any one, cheaper at a harbour. Stardew Valley: the cheese press turns milk into cheese, which sells for more. Agricola: grain becomes bread in the oven, animals become food on the cooking hearth. Ora Et Labora (Resource Conversion Chain) · Catan (Trading) · Concordia (Multi-Use Cards)
Structural pattern
Input -> transformation -> output: resource A is turned into resource B via a conversion rule (exchange rate).
Regulated in permitting mode (which conversions are allowed), constraining mode (conversions per turn limited; prerequisites such as building or technology) and conditioning mode (the rate changes with market price or game phase). In a game, the exchange rate as input-to-output ratio becomes a specification.
Design parameters
- Exchange rate – fixed ↔ variable/negotiable
- Chain length – single-step (A->B) ↔ multi-step (A->B->C->D)
- Direction – one-way ↔ bidirectional
- Loss – lossless ↔ with conversion cost
- Access – open to all ↔ exclusive
Related Mechanisms
- Production (MEC-01) – Frequently combined: generate outputs.
- Selection (MEC-07) – Frequently combined: what to convert?
- Accumulation (MEC-02) – Frequently combined: accumulate converted goods.
- Negotiation (MEC-26) – Frequently combined: negotiate the rates.
Ludic Organisational Structures
Market · Production Chain · Crafting / Recipe System (core) · Banking / Credit · Survival System (dynamic)
Belongs to the stack
- Mechanisms
- Which patterns of regulation drive your game? (35 cards)
- Ludic Mechanism
- To the term
- MEC-02 Accumulation
- previous card
- MEC-04 Decay
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