LUNA (in development)
LUNA / Stack / Mechanisms

Stack · 35 cards

Mechanisms

Which patterns of regulation drive your game?

Status
Version v0.2.0
Term

Belongs to the term

Ludic Mechanism
A Ludic Mechanism is a transferable pattern of regulation, a special form of the Ludic Pattern: a named configuration of rule schemata that creates a recurring kind of decision and interaction space - auction, placement, set collection.
Stack

Mechanisms

What it is about

The Mechanisms stack collects transferable patterns of regulation: auction, placement, set collection, deduction, voting and others. A mechanism is context-free – the auction carries Modern Art, Ra and Power Grid without changing. And it is more than the sum of its rules: the dilemma of bidding – how high do I go without the win no longer paying off? – is in no single rule; it arises from bidding, outbidding and paying together.

The 35 cards are ordered into ten categories, each with its own separator card: Resource & Value Creation, Allocation & Selection, Space & Position, Time & Sequence, Information & Knowledge, Risk & Uncertainty, Confrontation & Control, Cooperation & Agreement, Learning & Adaptation, Differentiation & Pattern. A title and overview card and a legend belong to the stack.

Each card names the problem the mechanism solves, its core principle (what goes in, what comes out), the rules it sets up, typical values on four cross-cutting dimensions (feedback, reversibility, transparency, interaction of the agents), the adjusting screws with their poles, and known design patterns with an example game. The legend explains how to read these fields.

How to use it

Use: for advanced users, students of game design and the professional context; the complexity is medium to high. Four typical ways:

  • Analysis: Which mechanisms are at work in an existing game?
  • Selection: For a new game concept, choose the mechanisms that fit the chosen activities.
  • Variation: Shift a mechanism’s adjusting screws from one pole to the other and observe what changes.
  • Combination: Develop a design pattern from several mechanisms – Worker Placement, for instance, combines Placement, Priority and Schedule.

Sequence: In ideation, after Activities and Actions – first clarify what the agents do, then by which patterns this turns into decisions. In development, starting from the larger order: first one to three Organisational Structures are chosen, then their core mechanisms are drawn and studied for each structure.

Time: in development, 15 to 20 minutes per chosen Organisational Structure.

Relations

The ten categories have their own overview page. Connecting mechanisms with feedback gives an Organisational Structure: a market bundles auction and price formation. A mechanism is not an action – bidding and buying exist without an auction too; the auction determines what follows from the bidding. Nor is it an activity: the activity says what the agents do, the mechanism how the game works. Mechanisms configure entities and connect them – in the auction, money and goods change owners.

cards

The cards

I – Resource & Value Creation

MEC-01 Production I – Resource & Value Creation Production generates new value from existing inputs: resources, materials or conditions are brought together and turned into new outputs via a transformation rule.
MEC-02 Accumulation I – Resource & Value Creation Accumulation builds progress, possession or strength over time: individual units pile up successively into a growing stock.
MEC-03 Conversion I – Resource & Value Creation Conversion transforms a resource, state or value into another form via a conversion rule – at a fixed or variable exchange rate.
MEC-04 Decay I – Resource & Value Creation Decay makes things lose value, condition or stock over time or use – decline, wear and urgency as a designed element.
MEC-05 Construction I – Resource & Value Creation Construction builds increasingly powerful systems from individual parts: components are combined by rules into a complex whole from which emergent strength arises.

II – Allocation & Selection

MEC-06 Auction II – Allocation & Selection Auction allocates scarce goods among competing claims with differing valuations: a bidding procedure awards the item and at the same time discovers the "price".
MEC-07 Selection II – Allocation & Selection Selection lets agents choose from a limited offer of options: evaluation and decision lead to a chosen option with consequences and opportunity costs.
MEC-08 Priority II – Allocation & Selection Priority governs precedence when several agents want to access the same resource, position or action at once: a ranking rule produces an ordered assignment.
MEC-09 Scoring II – Allocation & Selection Scoring evaluates and quantifies game states: a scoring rule turns position, possession or pattern into points or rank – and thereby shapes agent behaviour.

III – Space & Position

MEC-10 Placement III – Space & Position Placement positions Entities deliberately in space: a placement rule turns "where something is set" into a strategic decision affecting others.
MEC-11 Enclosure III – Space & Position Enclosure draws boundaries and controls spaces: control arises through encircling, demarcating or sealing off a previously open space.
MEC-12 Transit III – Space & Position Transit moves Entities through space: movement rules for direction, speed and range produce strategic decisions about routes and destinations.
MEC-13 Proximity III – Space & Position Proximity makes nearness or distance interaction-relevant: the relative position of two Entities produces bonuses, penalties, blocks or influence via a distance rule.

IV – Time & Sequence

MEC-14 Schedule IV – Time & Sequence Schedule structures time: action potential becomes an ordered sequence through a temporal structure (rounds, phases, real time) that generates its own decisions.
MEC-15 Progression IV – Time & Sequence Progression unlocks new possibilities: on reaching a threshold the action space expands. The experience of development and growth is aimed at.

V – Information & Knowledge

MEC-16 Communication V – Information & Knowledge Communication shapes the exchange of information between actors: channels, restrictions and formats shape how knowledge passes from agent A to agent B – and thereby the strategic interaction.
MEC-17 Deduction V – Information & Knowledge Deduction derives new insight from known information: clues and rules allow the solution or a suspicion through elimination, pattern recognition or hypothesis testing.
MEC-18 Revelation V – Information & Knowledge Revelation discloses hidden information in a controlled way: when, how and for whom something is revealed creates a new game state and tension.
MEC-19 Monitoring V – Information & Knowledge Monitoring observes behaviour systematically and turns it into data: tracking creates overview, control or an information advantage (statistics, warning, leaderboard).

VI – Risk & Uncertainty

MEC-20 Randomization VI – Risk & Uncertainty Randomization introduces chance: a defined probability space yields an uncertain outcome via a random event – the question is how much control the agents retain.
MEC-21 Investment VI – Risk & Uncertainty Investment trades present sacrifice for uncertain future returns: a stake under uncertainty creates the tension between a safe present and a risky gain.
MEC-34 Risk Escalation VI – Risk & Uncertainty Risk Escalation forces a repeated decision between banking and continuing: each additional step raises the possible reward but also the risk of losing everything unsecured (bust).

VII – Confrontation & Control

MEC-22 Conflict Resolution VII – Confrontation & Control Conflict Resolution decides confrontations between colliding claims: a resolution procedure (comparison, combat, vote) determines winners and losers.
MEC-23 Enforcement VII – Confrontation & Control Enforcement upholds rules and sanctions violations: an enforcement mechanism detects breaches of norms and responds with penalty, restitution or exclusion.
MEC-24 Capture / Elimination VII – Confrontation & Control Capture/Elimination removes Entities from the game, from possession or from a zone: loss becomes a game element – with the design question of where the line to frustration lies.
MEC-33 Showdown VII – Confrontation & Control Showdown determines a winner by having several agents play contributions which the game compares by rank or value – often with a follow or beat requirement.

VIII – Cooperation & Agreement

MEC-25 Coordination VIII – Cooperation & Agreement Coordination aligns the actions of several agents: individual plans become a shared effect through synchronization.
MEC-26 Negotiation VIII – Cooperation & Agreement Negotiation lets actors freely bargain over the terms of an agreement: offer and counter-offer produce a deal or its failure – with the open question of what secures compliance.
MEC-27 Verification VIII – Cooperation & Agreement Verification tests whether claims, promises or states are true: a checking procedure confirms or refutes a claim and lets agents challenge and expose one another.
MEC-28 Voting VIII – Cooperation & Agreement Voting makes collective, binding decisions: a voting procedure aggregates individual preferences into a group decision – shaping strategic behaviour.

IX – Learning & Adaptation

MEC-29 Experimentation IX – Learning & Adaptation Experimentation discovers unknown rules, relations or possibilities through systematic trial: a hypothesis becomes a discovery or a failure via the attempt.
MEC-30 Feedback IX – Learning & Adaptation Feedback reports back to agents the results of their actions: action and game state become a signal to the agents; the aim is that they learn from it and adapt their behaviour.

X – Differentiation & Pattern

MEC-31 Matching X – Differentiation & Pattern Matching recognizes patterns, forms combinations and establishes mappings: individual elements are ordered into a set, pattern or combo – the game rewards recognizing connections.
MEC-32 Role Assignment X – Differentiation & Pattern Role Assignment assigns differentiated roles with different abilities, information and rules: from an equal starting position asymmetry arises as a design element – with the question of how it stays fair.

II – Allocation & Selection (closely coupled with Scoring)

MEC-35 Set Collection II – Allocation & Selection (closely coupled with Scoring) Set Collection creates value not from individual elements but from assembling defined sets – of the same kind or deliberately diverse – according to a usually non-linear scoring function.
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