Card · ST-05
Hierarchy
II – Political Order
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
- Progression (MEC-15) – Advancement in the hierarchy.
- Scoring (MEC-09) – Scoring that determines rank position.
- Conflict Resolution (MEC-22) – Resolving rank conflicts.
- Capture / Elimination (MEC-24) – Deposition, overthrow.
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
- Faction System (ST-07) – Compatible: hierarchy within factions.
- Combat System (ST-11) – Compatible: chains of command.
Tension with
- Democracy / Voting System (ST-06) – Tension: concentration of power vs. sharing of power.
- Commons (ST-04) – Tension: hierarchy decides on distribution.
Belongs to the stack
- Organisational Structure
- Which orders does your game need? (19 cards)
- Ludic Organisational Structure
- To the term
- ST-04 Commons
- previous card
- ST-06 Democracy / Voting System
- next card