Card · MEC-12
Transit
III – Space & Position
Transit
Mechanism · III – Space & Position immediate · reversible / conditional · open / concealed / asymmetric · solo / competitive
Transit moves Entities through space: movement rules for direction, speed and range produce strategic decisions about routes and destinations.
Design question – How do Entities move through space in your game – and what decisions arise from it?
Reference example – Scotland Yard: taxi, bus or underground – the ticket decides how far you get. Ludo: the roll decides how far the piece moves. Mario Kart: racing line or a shortcut through the rough? Istanbul (Pick-up and Deliver) · Scotland Yard (Hidden Movement) · Roborally (Programmed Movement)
Structural pattern
Input -> transformation -> output: an Entity at position A (figure, marker) becomes an Entity at position B (new position, spatial effect) via a movement rule.
Regulated in permitting mode (how an entity may move: in steps, by points, along paths, freely; in which directions), constraining mode (range; obstacles; cost per step) and conditioning mode (what happens on arrival, on collision or along the way). In a game, range and costs become specifications.
Design parameters
- Topology – grid ↔ free area/abstract
- Control – deterministic ↔ random/programmed
- Range – limited ↔ unlimited
- Cost – free ↔ resource-/time-based
- Interaction – unhindered ↔ blockable/displaceable
- Visibility – open ↔ hidden (hidden movement)
Related Mechanisms
- Placement (MEC-10) – Frequently combined: choose the target position.
- Proximity (MEC-13) – Frequently combined: adjacency effects after movement.
- Conflict Resolution (MEC-22) – Frequently combined: encounter on the target space.
- Schedule (MEC-14) – Frequently combined: movement per round.
Ludic Organisational Structures
Network / Infrastructure · Exploration System (core) · Territory (dynamic)
Belongs to the stack
- Mechanisms
- Which patterns of regulation drive your game? (35 cards)
- Ludic Mechanism
- To the term
- MEC-11 Enclosure
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- MEC-13 Proximity
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