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Democracy / Voting System

II – Political Order

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Card

Democracy / Voting System

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

Democracy turns individual preferences into collective decisions: power is distributed broadly – at the price of coalition dynamics, strategic voting and questions of legitimacy.

Design question – How do agents in your game make collective decisions when every vote counts?

Reference example – Avalon: each mission needs majority approval of the proposed team – and how people vote gives something away. Among Us: at the emergency meeting, everyone votes on who must leave the ship. Werewolf: by day, the village decides by majority who is out.

Ordering domain

Orders collective decisions through the aggregation of individual preferences.

Emergent behaviour

Coalition formation and breakdown, strategic voting, agenda-setting power and voting paradoxes (Condorcet cycles) that admit no stable majority.

Core Mechanisms

  • Voting (MEC-28) – Voting mechanism.
  • Communication (MEC-16) – Campaigning, persuasion, debate.
  • Selection (MEC-07) – Selection among options/candidates.

Dynamic Mechanisms

  • Negotiation (MEC-26) – Coalition building, vote trading.
  • Role Assignment (MEC-32) – elected offices, allocation of mandates.
  • Coordination (MEC-25) – Faction discipline, bloc formation.
  • Monitoring (MEC-19) – Transparency of the vote.

Feedback architecture

  • positive – Coalition stabilization: coalition → majority → advantages → stabilization. (Coordination)
  • negative – Voting out: advantages only for the coalition → discontent → voting out → new coalition. (Voting)

Design parameters

  • Voting mode – simple majority ↔ unanimity
  • Vote weight – equal (one person, one vote) ↔ weighted (by resources/rank)
  • Transparency – open ballot ↔ secret ballot
  • Agenda control – free ↔ controlled
  • Frequency – one-off ↔ permanent (every round)

Risk profile

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

Compatible with

Tension with

  • Hierarchy (ST-05) – Tension: sharing of power vs. concentration of power.
  • Combat System (ST-11) – Tension: voting vs. fighting.
Stack

Belongs to the stack

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