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Card · TH-14

Temple

Institutions and order

Status
Stack Thematic
Card

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

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.
Stack

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Thematic
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