LUNA (in development)
LUNA / Stack / Spatial

Stack · 24 cards

Spatial

Spatial

Status
Term

Belongs to the term

Ludic Frame
A Ludic Frame is an interpretive schema according to which a Ludic Agent reads what happens.
Stack

Spatial

Spatial

cards

The cards

Natural spaces

SP-01 Island Natural spaces A bounded terrain surrounded by a natural barrier – everything is finite, there is no escape and no resupply from outside.
SP-02 Forest Natural spaces Density, obstructed sight, paths and byways – a space where you can get lost and where something could wait behind every tree.
SP-03 Mountains Natural spaces Verticality, effort, overview – the space is structured by height, and every ascent costs strength.
SP-04 Desert Natural spaces Emptiness, heat, disorientation – a space without landmarks where resources decide over life and death.
SP-05 Underwater Natural spaces Three-dimensional movement, the danger of pressure, limited air – a space that does not belong to humans and enforces its own rules.
SP-06 Beach Natural spaces The threshold between land and sea – an open transitional space where elements meet and nothing is permanent.

Built spaces

SP-07 City Built spaces Density, diversity, infrastructure – a network of streets, buildings and encounters where every corner offers something different.
SP-08 Fortress Built spaces Built security, a clear boundary between inside and outside – a space that protects and at the same time encloses.
SP-09 Ruin Built spaces What once stood stands no more – decay as a space where past and present overlap.
SP-10 Labyrinth Built spaces Winding paths, dead ends, disorientation – a space that makes finding the way out a challenge.
SP-11 Tower Built spaces A vertical structure, ascent as progress – each floor brings you closer to the top, but also further from the exit.
SP-12 Prison Built spaces Confinement as a spatial quality – walls meant to hold, controlled movement, freedom as that which is missing.

Functional spaces

SP-13 Marketplace Functional spaces A place of trade and encounter – open, accessible, and everyone brings something different.
SP-14 Harbour Functional spaces A place of arrival and departure – the threshold between the known and the unknown, between mainland and sea.
SP-15 Crossroads Functional spaces A decision point – several paths meet, and you must choose where to go next.
SP-16 Bridge Functional spaces A connection across a chasm – the only way between two separated areas, vulnerable and precious.
SP-17 Arena Functional spaces A bounded combat or performance space with spectator stands – a space that stages confrontation and includes an audience.
SP-18 Tavern Functional spaces A social meeting place – a space where strangers come together, information flows and deals are made.
SP-19 Workshop Functional spaces A space of making – workbenches, materials, tools, and the traces of work everywhere.

Extreme spaces

SP-20 Outer Space Extreme spaces Infinite emptiness, absolute silence, a deadly vacuum – a space fundamentally hostile to life that enforces its own laws.
SP-21 Cave Extreme spaces Darkness, narrowness, the unknown beneath the earth – a space where light is the most important resource.
SP-22 Abyss Extreme spaces Depth without a bottom – the space defines itself through what is missing: firm ground, safety, return.
SP-23 Borderland Extreme spaces Between two worlds – a space that belongs to neither one nor the other and where different rules apply.
SP-24 Ice Desert Extreme spaces Cold, white, monotony – a space where the cold is the constant enemy and the landscape refuses to show differences.
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