Card · MEC-09
Scoring
II – Allocation & Selection
Scoring
Mechanism · II – Allocation & Selection immediate / delayed / aggregated · irreversible · open / concealed / asymmetric · solo / competitive
Scoring evaluates and quantifies game states: a scoring rule turns position, possession or pattern into points or rank – and thereby shapes agent behaviour.
Design question – What counts in your game, how much is it worth – and how does the scoring rule shape behaviour?
Reference example – Tetris: four lines at once score far more than four single lines – which invites risk. Carcassonne: a completed city scores twice as much as an unfinished one. Football: since the three-points rule, a win is worth more than two draws – teams play more offensively. El Grande (Area Majority) · Castles Of Burgundy (Point Salad) · Terraforming Mars (End-Game Scoring)
Structural pattern
Input -> transformation -> output: a game state (position, possession, pattern) becomes a quantified value (points, rank) via a scoring rule (scoring formula).
Regulated mainly in conditioning mode (what counts, when and how much; who wins: most points, threshold or relative scoring) and constraining mode (maximum score; points open or hidden). In a game, point values and thresholds become specifications.
Design parameters
- Score sources – one (points) ↔ many (point salad)
- Visibility – open (score track) ↔ hidden (secret objective cards)
- Timing – continuous ↔ only at game end
- Scaling – linear ↔ progressive/regressive
- Interaction – independent ↔ relative (majority scoring)
- Complexity – single-formula ↔ multi-stage with bonuses/multipliers
Related Mechanisms
- Matching (MEC-31) – Frequently combined: score patterns.
- Accumulation (MEC-02) – Frequently combined: accumulate points.
- Placement (MEC-10) – Frequently combined: score position.
- Selection (MEC-07) – Frequently combined: choose a scoring strategy.
Ludic Organisational Structures
Reputation / Trust System (core) · Banking / Credit · Faction System · Combat System · Evolution / Adaptation · Exploration System (dynamic)
Belongs to the stack
- Mechanisms
- Which patterns of regulation drive your game? (35 cards)
- Ludic Mechanism
- To the term
- MEC-08 Priority
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- MEC-10 Placement
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