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Card · ST-05

Hierarchy

II – Political Order

Status
Card

Hierarchy

Ludic Organisational Structure · II – Political Order power · Tipping potential: high

Hierarchy distributes power unequally: agents are sorted into ranks, higher ranks receive more rights, resources and options. Clear chains of command enable fast decisions – at the cost of equality.

Design question – How is power distributed unequally in your game – and why?

Reference example – Crusader Kings: vassals owe their liege taxes and troops – and those who are discontent rebel. President: the rank from the last round decides who must hand over their best cards and who receives them. A Game of Thrones: The Board Game: the influence tracks distribute privileges – whoever is on top breaks ties.

Ordering domain

Orders the unequal distribution of power through ranks and chains of command.

Emergent behaviour

Concentration and abuse of power, informal hierarchies alongside formal ones, loyalty networks and competition for promotion.

Core Mechanisms

  • Role Assignment (MEC-32) – Roles with differing authority.
  • Priority (MEC-08) – Rank order determines the order of action / rights.
  • Enforcement (MEC-23) – Enforcement of the rank order.

Dynamic Mechanisms

Feedback architecture

  • positive – Power stabilization: rank → rights → retention of power → rank stabilizes. (Priority)
  • negative – Rebellion: failure/abuse → loss of authority → rebellion → loss of rank. (Conflict Resolution)

Design parameters

  • Mobility – rigid (no promotion/demotion) ↔ permeable
  • Levels – 2 (binary) ↔ many ranks
  • Power – symbolic (honorary title) ↔ game-deciding
  • Legitimation – assigned ↔ earned/elected
  • Deposability – impossible ↔ by majority/combat

Risk profile

  • Runaway leader – high
  • Kingmaking – high
  • Stagnation – high
  • Complexity ceiling – medium

Compatible with

Tension with

Stack

Belongs to the stack

Organisational Structure
Which orders does your game need? (19 cards)
Ludic Organisational Structure
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