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Card · MEC-24

Capture / Elimination

VII – Confrontation & Control

Status
Stack Mechanisms
Card

Capture / Elimination

Mechanism · VII – Confrontation & Control immediate · irreversible / conditional · open · competitive / asymmetric

Capture/Elimination removes Entities from the game, from possession or from a zone: loss becomes a game element – with the design question of where the line to frustration lies.

Design question – How are Entities removed in your game – and how do you design loss without frustration?

Reference example – Chess: captured pieces leave the board for good. Ludo: a piece that is knocked out must go back to the start. Fortnite: whoever is eliminated is out of the match. Go (Enclosure Capture) · Dominion (Deck Thinning) · Munchkin (Take That)

Structural pattern

Input -> transformation -> output: an existing Entity (token, card, agent) becomes a removed Entity (out of the game) via a removal condition (capture, destruction).

Regulated in permitting mode (protect oneself; return where respawn is provided), constraining mode (protected entities may not be removed) and conditioning mode (an entity is removed when a fight is lost, it is enclosed or a condition is met; where it goes; what follows: points, resources, shift of power).

Design parameters

  • Permanence – permanent ↔ transformative (becomes something else)
  • Target – opponents’ Entities ↔ own Entities (trashing)
  • Trigger – combat result ↔ agent choice
  • Compensation – none ↔ victory points
  • Range – single Entity ↔ mass removal
  • Agent elimination – none ↔ complete (agent is knocked out)
  • Conflict Resolution (MEC-22) – Frequently combined: combat as trigger.
  • Enclosure (MEC-11) – Frequently combined: enclosure as condition.
  • Scoring (MEC-09) – Frequently combined: capture yields points.
  • Construction (MEC-05) – Frequently combined: the removed element as a building block (deck thinning).

Ludic Organisational Structures

Combat System (core) · Territory · Ecosystem · Hierarchy (dynamic)

Stack

Belongs to the stack

Mechanisms
Which patterns of regulation drive your game? (35 cards)
Ludic Mechanism
To the term
MEC-23 Enforcement
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