Card · MEC-08
Priority
II – Allocation & Selection
Priority
Mechanism · II – Allocation & Selection immediate · irreversible / conditional · open · competitive / asymmetric
Priority governs precedence when several agents want to access the same resource, position or action at once: a ranking rule produces an ordered assignment.
Design question – Who goes first in your game when several agents raise the same claim?
Reference example – Puerto Rico: whoever chooses a role carries out its action first and gets the privilege. Agricola: whoever takes the starting-player space places first in the next round. Pokémon: Speed decides who attacks first; Quick Attack always goes first. Agricola (Worker Placement) · Fresco (Turn Order Bidding) · Eurogames (Tiebreaker System)
Structural pattern
Input -> transformation -> output: several competing claims become an ordered assignment (first-access right) via a ranking rule.
Regulated in permitting mode (whoever has priority takes first; ways to bypass priority), constraining mode (what another has already taken is blocked; priority for a time or permanently) and conditioning mode (priority goes to whoever is first, stronger, more or faster; it rotates, depends on performance or is random).
Design parameters
- Determination – fixed ↔ rotating/auctioned/performance-based
- Blocking – none ↔ hard (locked)
- Compensation – none ↔ laggard bonus/catch-up
- Visibility – open ↔ hidden
- Persistence – per turn ↔ permanent
Related Mechanisms
- Placement (MEC-10) – Frequently combined: who places first.
- Selection (MEC-07) – Frequently combined: who chooses first.
- Auction (MEC-06) – Frequently combined: auction for priority.
- Schedule (MEC-14) – Frequently combined: order shapes the flow of play.
Ludic Organisational Structures
Hierarchy (core) · Combat System (dynamic)
Belongs to the stack
- Mechanisms
- Which patterns of regulation drive your game? (35 cards)
- Ludic Mechanism
- To the term
- MEC-07 Selection
- previous card
- MEC-09 Scoring
- next card