Card · MEC-05
Construction
I – Resource & Value Creation
Construction
Mechanism · I – Resource & Value Creation delayed / aggregated · irreversible / conditional · open · solo / competitive
Construction builds increasingly powerful systems from individual parts: components are combined by rules into a complex whole from which emergent strength arises.
Design question – How does your game build complex, more powerful systems from individual parts? How does emergent strength arise from combining components?
Reference example – Carcassonne: tile by tile, cities and roads grow and only score once completed. Minecraft: single blocks become houses and redstone circuits. 7 Wonders: buildings build on one another; early cards make later ones free. Terraforming Mars (Engine Building) · Dominion (Deck Building) · Wingspan (Tableau Building)
Structural pattern
Input -> transformation -> output: individual parts (cards, buildings, pieces) become a complex whole (engine, tableau, network) through rule-based assembly.
Regulated in permitting mode (which parts can be combined), constraining mode (build limits, prerequisite chains, space limits) and conditioning mode (how combined parts interact; synergies; a new effect from a number of parts onward). In a game, limits and thresholds become specifications.
Design parameters
- Synergy – additive (sum of parts) ↔ multiplicative (emergent combination)
- Vulnerability – robust ↔ fragile (parts removable)
- Predictability – deterministic ↔ chance-dependent
- Specialization – broad (a bit of everything) ↔ focused (one strategy deep)
- Pacing – steady ↔ exponentially accelerating
- Visibility – fully open ↔ partly hidden
Related Mechanisms
- Production (MEC-01) – Frequently combined: the built thing produces.
- Selection (MEC-07) – Frequently combined: select parts.
- Conversion (MEC-03) – Frequently combined: convert resources into parts.
- Progression (MEC-15) – Frequently combined: unlocking higher tiers.
Ludic Organisational Structures
Network / Infrastructure · Technology / Research System · Production Chain (core) · Survival System (dynamic)
Belongs to the stack
- Mechanisms
- Which patterns of regulation drive your game? (35 cards)
- Ludic Mechanism
- To the term
- MEC-04 Decay
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- MEC-06 Auction
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