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Card · MEC-17

Deduction

V – Information & Knowledge

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Deduction

Mechanism · V – Information & Knowledge delayed / aggregated · reversible · concealed / asymmetric / dynamic · solo / cooperative / competitive

Deduction derives new insight from known information: clues and rules allow the solution or a suspicion through elimination, pattern recognition or hypothesis testing.

Design question – How do agents in your game derive new insight from clues?

Reference example – Cluedo: every card shown – and every card not shown – rules out suspects, weapons or rooms. Mastermind: the secret code is inferred from black and white pegs. Return of the Obra Dinn: from clues on board, the fate of each crew member is reconstructed. Cryptid (Deduction Game) · Blood On The Clocktower (Social Deduction) · Fury Of Dracula (Hidden Movement)

Structural pattern

Input -> transformation -> output: known facts (clues and rules) become a new insight (solution, suspicion) via logical reasoning (elimination).

Regulated in permitting mode (ask questions, receive clues, observe states), constraining mode (questions limited; clues only in a given format; not everyone sees everything) and conditioning mode (when the solution is revealed). In a game, the question limit becomes a specification.

Design parameters

  • Information type – binary (yes/no) ↔ narrative
  • Method – elimination ↔ hypothesis testing
  • Information access – equal for all ↔ asymmetric
  • Cost – free ↔ action cost per clue
  • Error tolerance – one wrong conclusion = loss ↔ correction possible
  • Social layer – purely logical ↔ social signals (behaviour, facial expression)
  • Revelation (MEC-18) – Frequently combined: reveal information.
  • Communication (MEC-16) – Frequently combined: exchange clues.
  • Monitoring (MEC-19) – Frequently combined: observe behaviour.
  • Verification (MEC-27) – Frequently combined: verify the conclusion.
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Mechanisms
Which patterns of regulation drive your game? (35 cards)
Ludic Mechanism
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MEC-16 Communication
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MEC-18 Revelation
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