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Card · MEC-09

Scoring

II – Allocation & Selection

Status
Stack Mechanisms
Card

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
  • 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)

Stack

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Mechanisms
Which patterns of regulation drive your game? (35 cards)
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