Card · SI-10
Famine
Threat and upheaval
Famine
Frame · Threat and upheaval situational
Not enough for everyone – existential scarcity in which every distribution becomes a moral decision.
Design question – In your game there isn’t enough for everyone. What is scarce – food, energy, space, attention? And by what rules is it distributed?
Reference example – Banished: winter is coming and the supplies are not enough for everyone. Robinson Crusoe: Adventures on the Cursed Island: every round food is short and every decision costs strength.
Associations
- Typical Activities – Rationing, Gathering, Deciding, Sacrificing
Coherence
Activities: Rationing, Gathering, Deciding, Sacrificing. Mechanisms: Resource Management (extreme scarcity), Allocation (a distribution decision), Decay (reserves fall), Worker Placement (too few workers for too many tasks). Ludic Organisational Structures: economic order (collapsing), social order (solidarity vs. egoism). Ludic Narrational Structure: survival narration, moral dilemmas as narrative nodes.
Belongs to the stack
- Situational
- Situational (26 cards)
- Ludic Frame
- To the term
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- SI-11 Alliance
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