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Card · ST-11

Combat System

IV – Conflict Order

Status
Card

Combat System

Ludic Organisational Structure · IV – Conflict Order relation · Tipping potential: high

Combat System regulates violent conflicts between agents: it determines how attacks happen, how damage is computed and who emerges as winner – producing tactical depth and emotional tension.

Design question – How are violent conflicts between agents fought out and resolved in your game?

Reference example – XCOM: cover and distance decide the hit chance, and fallen soldiers are gone for good. Dark Souls: every blow and every dodge costs stamina – attack and retreat must be budgeted. Warhammer 40,000: hit roll, wound roll, armour save – damage happens in stages.

Ordering domain

Orders the conduct of confrontation and elimination between agents.

Emergent behaviour

Tactical depth through positioning and timing, attrition dynamics (Pyrrhic victory), deterrence and the escalation spiral.

Core Mechanisms

Dynamic Mechanisms

  • Randomization (MEC-20) – Uncertainty in the combat outcome.
  • Scoring (MEC-09) – Damage points, HP, combat scoring.
  • Proximity (MEC-13) – Range, positional advantages.
  • Priority (MEC-08) – Initiative, order of attack.
  • Progression (MEC-15) – Units grow stronger over time.

Feedback architecture

  • positive – Victory spiral: victory → loot/XP → stronger units → more victories. (Progression)
  • negative – Attrition: victory → attrition → weakening → more vulnerable for the next fight. (Capture / Elimination)

Design parameters

  • Determinism – deterministic (chess) ↔ stochastic (dice combat)
  • Attrition – low (winner unharmed) ↔ high (Pyrrhic victory)
  • Tactical depth – shallow (the stronger wins) ↔ deep (position, timing, combos)
  • Elimination permanence – temporary (regenerates) ↔ permanent
  • First strike – none ↔ strong (initiative is game-deciding)

Risk profile

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

Compatible with

  • Territory (ST-08) – Compatible: territories are fought for.
  • Hierarchy (ST-05) – Compatible: chains of command.
  • Faction System (ST-07) – Compatible: faction wars.

Tension with

Stack

Belongs to the stack

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