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Card · SI-14

Exchange

Cooperation and the social

Status
Stack Situational
Card

Exchange

Frame · Cooperation and the social situational

Give and take – not negotiated, but as a principle. Everyone brings something in, everyone takes something away.

Design question – In your game there is bartering. What makes the exchange satisfying – the fairness, the surprise, or the sense of reciprocity?

Reference example – Bohnanza: trading, giving away, pushing beans on others – trade as the heart of the game. Pokémon: trading to complete your own collection. Football: swapping shirts after the match as a ritual exchange out of respect.

Associations

  • Typical Activities – Trading, Gifting, Sharing, Contributing

Coherence

Activities: Trading, Gifting, Sharing, Contributing. Mechanisms: Trading, Set Collection (exchange as optimization), Gift (asymmetric exchange), Barter. Ludic Organisational Structures: economic order (a barter system), social order (reciprocity). Ludic Narrational Structure: episodic narration (exchange by exchange), cyclical narration (give and take as a rhythm).

Stack

Belongs to the stack

Situational
Situational (26 cards)
Ludic Frame
To the term
SI-13 Negotiation
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