Card · MEC-11
Enclosure
III – Space & Position
Enclosure
Mechanism · III – Space & Position delayed / aggregated · irreversible / conditional · open · competitive
Enclosure draws boundaries and controls spaces: control arises through encircling, demarcating or sealing off a previously open space.
Design question – How does control arise in your game through encircling and demarcating spaces?
Reference example – Go: enclosed stones are captured, enclosed territory scores. Dots and Boxes: whoever draws the fourth side closes the box and claims it. Agricola: only fences turn open land into a pasture for animals. Go (Enclosure Game) · Blokus (Grid Coverage) · Patchwork (Spatial Puzzle)
Structural pattern
Input -> transformation -> output: an open space (board) becomes a controlled area (enclosed zone) via boundary-drawing/encirclement (stones, lines, figures).
Regulated mainly in conditioning mode (when an area counts as enclosed: completely, partially, via a connection; what happens then: capture, scoring, blocking) and constraining mode (minimum and maximum size; which borders count). In a game, the sizes become specifications.
Design parameters
- Enclosure degree – complete (Go) ↔ connection (Hex)
- Boundary permanence – permanent ↔ breachable
- Effect – Capture ↔ sealing/resource gain
- Competition – one-sided ↔ mutually contested
- Scale – small-scale ↔ large-scale
Related Mechanisms
- Placement (MEC-10) – Frequently combined: place boundary elements.
- Capture / Elimination (MEC-24) – Frequently combined: remove what is enclosed.
- Scoring (MEC-09) – Frequently combined: area scoring.
- Proximity (MEC-13) – Frequently combined: adjacency defines the boundary.
Ludic Organisational Structures
Belongs to the stack
- Mechanisms
- Which patterns of regulation drive your game? (35 cards)
- Ludic Mechanism
- To the term
- MEC-10 Placement
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- MEC-12 Transit
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