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Card · MEC-11

Enclosure

III – Space & Position

Status
Stack Mechanisms
Card

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
  • 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

Territory (core) · Commons (dynamic)

Stack

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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