Card · TH-14
Temple
Institutions and order
Temple
Frame · Institutions and order thematic
A sacred place, ritual and order – where the everyday ends and the meaningful begins.
Design question – Imagine your game is set in or around a temple. What is worshipped, what is guarded – and what happens if someone breaks the sacred rules?
Reference example – Tikal: uncovering temples in the jungle and excavating them level by level. Tomb Raider: traps, puzzles and hidden chambers in ancient sanctuaries. Zelda: Breath of the Wild: shrines as self-contained trials, each with its own puzzle.
Associations
- Typical Activities – Performing (ritual), Exploring (secret passages), Protecting, Ascending (trials)
- Typical roles – priests/believers, pilgrims, guardians and seekers
- Typical spaces – symmetrical, vertical (ascent), interior and exterior, sacred precinct
- Typical conflicts – ritual, pilgrimage, trial, protection, secret
Atmosphere
awe, silence, sublimity, mystery
Coherence
Implied Activities: Performing (ritual), Exploring (secret passages), Protecting, Ascending (trials). Mechanisms: Puzzle (temple riddles), Set Collection (sacred artifacts), Action Points (ritually limited actions), Area Control (sacred areas). Ludic Organisational Structures: political order (religious hierarchy), spatial order (sacred/profane).
Compatible with
- Contemplation (AT-04)
- Awe (AT-21)
- Magic (AT-22)
- Standoff (SI-04)
- Collaboration (SI-12)
- Rivalry (SO-02)
- Cult (SO-07)
- Marketplace (SP-13)
- Harbour (SP-14)
- Present (TM-04)
- Near Future (TM-05)
- Mythic Time (TM-07)
Tension with
- Bazaar (TH-06) – A temple where prayers are traded. Every sacrifice has a price, every blessing costs – faith as currency. Or: the temple as a treasury financing a bazaar network.
Belongs to the stack
- Thematic
- What is your game about? (20 cards)
- Ludic Frame
- To the term
- TH-13 Prison
- previous card
- TH-15 Workshop
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