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Card · MEC-31

Matching

X – Differentiation & Pattern

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Stack Mechanisms
Card

Matching

Mechanism · X – Differentiation & Pattern immediate · irreversible / conditional · open · solo / competitive

Matching recognizes patterns, forms combinations and establishes mappings: individual elements are ordered into a set, pattern or combo – the game rewards recognizing connections.

Design question – How are patterns recognized and combinations formed in your game – and how do you reward it?

Reference example – Memory: uncover two matching cards and keep them. Candy Crush Saga: three of a kind in a row disappear, four or more create special candies. Dominoes: only matching numbers may be placed together. Jaipur (Set Collection) · Azul (Pattern Building) · Gizmos (Chaining/Combo)

Structural pattern

Input -> transformation -> output: individual elements (cards, colours, shapes) become an ordered combination (set, pattern, combo) via pattern recognition and formation (assembling).

Regulated in permitting mode (put elements together into an arrangement: identical, different, as a sequence, spatial), constraining mode (size of the arrangement; time window; only available elements) and conditioning mode (a complete arrangement is rewarded, an incomplete one partly scored). In a game, size and values become specifications.

Design parameters

  • Pattern type – sameness ↔ logical
  • Complexity – simple (pairs) ↔ multidimensional (colour + shape + number)
  • Recognition – obvious ↔ emergent
  • Scoring – binary (complete/not) ↔ progressive (bigger = more valuable)
  • Competition – exclusive (only one can form the set) ↔ parallel
  • Combinatorics – single-stage ↔ chainable (combo potential)
  • Scoring (MEC-09) – Frequently combined: score patterns.
  • Accumulation (MEC-02) – Frequently combined: collect elements.
  • Placement (MEC-10) – Frequently combined: form patterns spatially.
  • Selection (MEC-07) – Frequently combined: select elements for the pattern.

Ludic Organisational Structures

Faction System · Evolution / Adaptation · Crafting / Recipe System (core) · Ecosystem · Exploration System (dynamic)

Stack

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Mechanisms
Which patterns of regulation drive your game? (35 cards)
Ludic Mechanism
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