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Card · SI-03

Pursuit

Confrontation and tension

Status
Stack Situational
Card

Pursuit

Frame · Confrontation and tension situational

Someone chases, someone flees – movement, pace, the shrinking of the gap. The question is not whether, but when.

Design question – In your game someone is pursued. Who has the advantage – the pursuer (strength) or the fugitive (flexibility)? And what happens when the gap reaches zero?

Reference example – Scotland Yard: Mister X on the run, the detectives closing in move by move. Temple Run: running, jumping, dodging – the pursuer is always on your heels. Football: the counter-attack – the striker sprints, the defence behind her, the lead shrinks.

Associations

  • Typical Activities – Chasing, Escaping, Navigating, Hiding

Coherence

Activities: Chasing, Escaping, Navigating, Hiding. Mechanisms: Area Movement, Asymmetry (hunter vs. prey), Hidden Movement, Timer (the gap as a counter). Ludic Organisational Structures: spatial order (routes, shortcuts), conflict order. Ludic Narrational Structure: linear narration (climax at capture or escape), iterative narration (repeated near-encounters).

Stack

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Situational
Situational (26 cards)
Ludic Frame
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