Card · TH-01
Farm
Nature and environment
Farm
Frame · Nature and environment thematic
Tilling the land, tending animals, harvesting – the rhythm of nature as a livelihood.
Design question – Imagine your game is set on a farm. What is grown, who works there – and what threatens the harvest?
Reference example – Stardew Valley: an overgrown farm, seasons, harvests and a village you get to know bit by bit. Agricola: ploughing fields, building stables, getting the family through the winter.
Associations
- Typical Activities – Cultivating, Collecting, Trading, Building
- Typical roles – family, neighbourhood, cooperation or self-sufficiency
- Typical spaces – rural, open space, fields, barn, farmyard
- Typical conflicts – cultivation, harvest, provisioning, weather dependence
Atmosphere
leisurely, close to nature, industrious
Coherence
Implied Activities: Cultivating, Collecting, Trading, Building. Mechanisms: Cycle (seasons), Resource Management (seed, water, feed), Worker Placement (allocating labour), Engine Building (expanding the farm). Ludic Organisational Structures: economic order (production chains), developmental order (growth).
Compatible with
- Tranquillity (AT-01)
- Serenity (AT-02)
- Breakdown (SI-07)
- Alliance (SO-01)
- Conspiracy (SO-03)
- Mountains (SP-03)
- City (SP-07)
- Antiquity (TM-02)
Tension with
- Detective (TH-20) – Animals disappear on the farm. Who did it? A rural whodunit in which farm knowledge becomes the investigative tool.
Belongs to the stack
- Thematic
- What is your game about? (20 cards)
- Ludic Frame
- To the term
- TH-02 Wilderness
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