Addendum 2 — Physical-First Game Model, Spatial Systems and Entity Design
This document extends the original Cooperative Strategy Game & Simulation Platform specification and Addendum 1 — Simulation, Experimentation and AI Playtesting Architecture.
Addendum 1 is assumed to be already implemented or incorporated into the current architecture.
This document focuses primarily on a new requirement:
The game engine must remain directly transferable to a simple physical tabletop implementation.
The digital simulator may contain sophisticated analytics, AI agents, experiment infrastructure and derived calculations, but the actual playable game state should remain representable using a deliberately small set of physical primitives.
The goal is not to simulate reality precisely.
The goal is:
simple physical rules + strong spatial interaction + emergent strategic complexity.
1. Physical-First Design Principle
The game must not evolve into a digital design that later requires:
- many counters,
- numerical bookkeeping,
- player dashboards,
- large resource economies,
- hidden digital state,
- multiple status tracks,
- paper-and-pencil recording,
- a companion application.
The physical game must remain fully playable without software.
Every persistent gameplay state should therefore answer:
How would a player see this state on the table?
If there is no simple physical representation, this should be treated as a warning that the mechanic may be too complicated.
2. Physical State Primitives
The engine should deliberately prefer a small vocabulary of physical state representations.
Recommended primitive set:
type PhysicalPrimitive =
| "card-zone"
| "card-orientation"
| "card-side"
| "pawn-location"
| "token-pool"
| "token-on-card"
| "die-value"
| "deck-order";
This does not need to be implemented literally as this exact TypeScript union, but the conceptual restriction should influence domain modeling.
Derived information may exist digitally.
For example:
reachable locations
shortest path
remaining rounds
available actions
scenario difficulty
does not need physical representation because players can derive or calculate it from visible game state.
Persistent state should generally have one.
3. Target Physical Component Budget
The initial physical game should aim for approximately:
4–6 character pawns
30–50 cards
8–12 identical action/effort tokens
0–10 additional generic markers
0–2 six-sided dice
Do not interpret these as hard production limits.
They are design constraints intended to prevent unnecessary systems.
The first meaningful prototype should ideally work with approximately:
6 Character cards
4–9 Location cards
18–24 Situation cards
4–6 Objective / Scenario cards
a small number of system/reference cards
8–12 reusable Effort tokens
4–6 pawns
Expansion content should preferably add cards rather than new component types.
4. One Standard Card Format Where Practical
Prefer a shared standard card size for:
- Characters,
- Locations,
- Situations,
- Skills,
- Items,
- Vehicles,
- Objectives,
- Team Assets.
This simplifies:
- home printing,
- prototyping,
- sleeving,
- manufacturing,
- replacement,
- expansion packs.
Different card orientation or layout may communicate different types without requiring different physical dimensions.
5. Cards as State Machines
Cards should not only represent content.
Where practical, their physical state should represent game state.
Available mechanisms include:
card position
card zone
card orientation
card side
cards attached to another card
cards underneath another card
This should replace separate counters whenever it remains readable.
6. Card Orientation
A card can naturally represent several states.
Recommended semantic pattern:
0° normal / ready / active
90° temporary altered state
180° secondary / disabled / transformed state
Do not require four orientations everywhere.
The principle should be used only where intuitive.
Examples:
Situation
upright → active
sideways → urgent
Character
upright → ready
sideways → impaired
upside down → disabled
Ability
upright → available
sideways → used this round
Orientation should remain visually obvious across the table.
Avoid requiring players to distinguish subtle orientation differences.
7. Public Double-Sided Cards
True front/back state changes are especially useful for components already visible on the table.
Strong candidates:
Location:
normal ↔ changed
Vehicle:
operational ↔ damaged
Objective:
active ↔ completed
Public Situation:
state A ↔ state B
Example:
Open Pass
↕
Blocked Pass
or:
Village
↕
Evacuated Village
8. Hidden Decks Must Keep Uniform Backs
Do not place unique gameplay information on the reverse of cards drawn from a hidden deck if this would reveal future content.
Therefore:
Cards in hidden draw decks should normally share a common back.
For those cards, alternate state should instead use:
- orientation,
- placement into another zone,
- attachment,
- an associated generic marker,
- or transformation into another card.
This distinction should be reflected in the content model.
9. Card Transformation
A card may change role during a game.
This is encouraged because it creates state without adding components.
Example:
Situation
↓
resolved opportunity
↓
personal Item
Situation
↓
discovery
↓
Team Asset
Situation
↓
location improvement
↓
Location Asset
A single card can therefore tell a small mechanical story.
Example:
Abandoned Workshop
↓
players investigate it
↓
Workshop Tools
↓
becomes a Team Asset
The engine should support entity/card transitions between zones and roles.
10. Zones as Gameplay State
Physical zones should carry meaning.
Possible zones:
Situation Deck
Discard
Active Situations
Character Inventory
Character Skills
Team Assets
Location Assets
Objectives
Out of Play
Completed / Resolved
Prefer:
move a card to a meaningful zone
instead of:
update a numeric property.
This also makes the table state readable at a glance.
11. Avoid Persistent Partial Progress by Default
The base game should generally avoid states such as:
Bridge repair 3 / 7
Research 2 / 5
Rescue 4 / 9
because every concurrent progress track requires additional physical bookkeeping.
Default interaction model should therefore prefer atomic resolution:
Repair requires 3 Effort.
Players either spend the required capacity during the relevant interaction or they do not complete it.
Persistent multi-round progress may exist for:
- major objectives,
- exceptional scenario elements,
- deliberately important projects.
It should not be the default Situation model.
12. Avoid Long Countdown Tracks
Similarly, normal Situations should not require:
5
4
3
2
1
countdown markers.
Prefer a small lifecycle such as:
AVAILABLE
↓
URGENT
↓
RESOLVED / EXPIRED / TRANSFORMED
This can be represented physically by:
upright
↓
sideways
↓
move / flip / discard
A designer looking across the table should immediately recognize urgent content.
13. Shared Renewable Effort Pool
The base game should prefer a renewable round-based action economy over persistent money or resource accumulation.
Example:
At the start of a round:
Team receives 10 Effort.
During the round:
Spend Effort.
End of round:
All spent Effort returns.
Next round:
Start again with the same pool.
This is physically represented by a small number of identical tokens.
Possible costs:
basic action: 1
complex action: 2
exceptional action: 3
Avoid building the core game around large stocks of:
money
food
wood
fuel
energy
ore
unless a particular theme specifically requires one.
14. Effort Is Abstract Capacity, Not Literal Time
Even when one round represents:
- one minute,
- one hour,
- one day,
- one week,
one Effort does not need to correspond to a fixed amount of real-world time.
Effort represents:
how much meaningful coordinated activity the team can accomplish during that round.
This allows different thematic scales while preserving the same rules.
15. Dice Are Optional Inputs, Not Success Checks
The engine may support one or two standard d6 dice, but the base rules should not depend on:
choose action
↓
roll
↓
action succeeds or fails
This conflicts with the objective of minimizing luck-driven outcomes.
If dice are used, prefer:
roll first
↓
random input becomes visible
↓
players strategically decide how to use it
or:
interaction always succeeds
↓
die determines which discovery/outcome occurs
The engine should therefore support dice, but no core mechanic should require them.
16. Map Is a Graph, Not a Grid
The engine must not hardcode a rectangular board.
Represent geography as:
Location = graph node
Movement connection = graph edge
Coordinates or layout information are only presentation metadata.
Conceptually:
interface LocationNode {
id: LocationId;
tags?: string[];
position?: PhysicalPosition;
}
interface MapEdge {
from: LocationId;
to: LocationId;
tags?: string[];
}
17. Supported Map Geometries
The same engine should support examples such as:
2×2
■ ■
■ ■
2×3
■ ■ ■
■ ■ ■
3×3
■ ■ ■
■ ■ ■
■ ■ ■
1×6
■—■—■—■—■—■
Ring
■—■
/ \
■ ■
\ /
■—■
Bottleneck / H-style
■—■ ■—■
| |
■—■—■
| |
■—■ ■—■
Hub
■
|
■ — ■ — ■
|
■
Irregular graphs are explicitly supported.
18. Practical Map Size
Recommended range:
4–9 Locations
Typical scenarios may use:
6 Locations
Examples:
2×2
may work for:
- tutorials,
- very short games,
- children learning the system.
6–7 Locations
may be the primary range.
3×3
may represent a larger or strategically more complex scenario.
Do not assume that larger thematic geography requires more cards.
A Location may represent:
- a room,
- station module,
- neighborhood,
- island,
- country,
- world region.
19. Geography Is a Strategic Variable
Different topology should affect play rather than merely appearance.
Examples:
Line
Encourages:
- logistics,
- relay movement,
- transport planning.
Ring
Creates:
- alternative routes,
- fewer hard bottlenecks.
Hub
Creates:
- central meeting point,
- strong transfer location.
Bottleneck
Creates:
- divided teams,
- transport pressure,
- control of a critical connection.
Grid
Creates:
- flexible routing,
- broad tactical positioning.
Scenario generation and automated testing should therefore treat map topology as a first-class parameter.
20. Map Analytics
The simulator should be able to derive:
graph diameter
average path length
shortest paths
bottleneck nodes
bridge edges
connectivity
distance from starting positions
distance to objectives
These metrics should support:
- scenario validation,
- difficulty estimation,
- procedural placement,
- A/B testing.
Do not require players to see these metrics.
21. Theme Scale Profile
Each thematic set should define its spatial and temporal abstraction.
Conceptually:
scale:
locationMeaning: island
roundMeaning: day
mapExtent: archipelago
defaultMovementMeaning: sailing
Another theme:
scale:
locationMeaning: station-module
roundMeaning: minute
mapExtent: space-station
defaultMovementMeaning: walking
Another:
scale:
locationMeaning: world-region
roundMeaning: week
mapExtent: global
defaultMovementMeaning: long-distance-travel
These values are primarily narrative metadata.
They should keep thematic content internally believable.
22. Relative Strategic Scale Should Remain Comparable
Themes may represent radically different real-world scales.
For example:
Pirates:
Location = island
Round = approximately one day
Space station:
Location = module
Round = approximately one minute
But the strategic scale can remain comparable:
crossing most of the map normally
≈ several meaningful actions
This allows the core mechanics to remain reusable.
A thematic set may intentionally deviate from this to create a distinctive feel.
23. Scenario Scale Validation
The scenario validator should eventually detect implausible or impossible combinations.
Example:
objective appears 4 normal moves away
expires this round
no suitable fast transport exists
Possible result:
potentially unreachable
This can be a warning rather than a hard error because intentionally impossible choices may sometimes be valid game design.
24. Mobility Envelope
For each scenario, the simulator should be able to estimate:
Which Locations can entity X reach
within 1 round?
within 2 rounds?
within 3 rounds?
This should account for:
- topology,
- movement profiles,
- vehicles,
- movement restrictions,
- status.
Scenario generation can use this information when placing:
- objectives,
- urgent Situations,
- optional opportunities.
25. Entity Model
Introduce or refine a generic physical entity concept.
Recommended conceptual hierarchy:
Entity
│
├── Character
├── Vehicle
└── Location Asset
Shared properties may include:
id
location
operational state
capabilities
tags
Do not force all entities to have identical behavior.
26. Characters
A Character typically has:
location
pawn
operational state
intrinsic ability
skills
carried items
A Character should generally have one primary defining ability.
Avoid large individual player boards.
Physical representation:
Character card
+
matching pawn
The pawn represents location.
The card represents:
- identity,
- abilities,
- state,
- owned Skills,
- carried Items.
27. Character Pawn Colors
The physical implementation should support approximately:
4–6 distinct pawn colors
The engine must not assume exactly four.
Character cards should reference pawn identity separately from role identity.
This allows:
- more Character roles than available simultaneously,
- selecting 3–5 Characters from a larger Character pool.
The game should not require a unique custom miniature for each role.
Any distinguishable pawn/object can represent the Character.
28. Character Operational State
Characters should support a simple general state progression:
READY
↓
IMPAIRED
↓
DISABLED
↓
REMOVED
Not every theme or scenario must use every state.
29. Ready
The Character functions normally.
Physical representation:
Character card upright
30. Impaired
The Character has one simple disadvantage.
Examples depending on theme:
cannot use special ability
movement costs more
cannot perform a specific action type
reduced carrying capacity
Avoid stacking many penalties.
Physical representation:
Character card sideways
31. Disabled
The Character cannot perform some core activity independently.
Typical baseline:
cannot move independently
requires assistance
Possible interactions:
treat
assist
escort
transport
A Disabled Character should not normally mean:
player does nothing for several rounds.
The state exists to create cooperation, not player elimination.
Physical representation:
Character card upside down
32. Removed
REMOVED is a neutral terminal state for the current scenario.
It does not inherently mean death.
Possible thematic interpretations:
evacuated
lost
seriously injured
rescued
dead
escaped
captured
left the mission
The engine should use neutral terminology.
Example:
operationalState:
| "ready"
| "impaired"
| "disabled"
| "removed";
A theme may supply user-facing language.
33. Character Removal and Family-Friendly Themes
The engine should support permanent removal.
Individual thematic sets should decide whether to use it.
Family-oriented scenarios may map it to:
evacuated
unable to continue
taken to safety
rather than death.
A theme or scenario should be able to configure:
characterRemoval:
enabled: false
or:
characterRemoval:
enabled: true
narrativeMode: evacuation
More serious themes may use a stronger interpretation.
34. Character Removal Must Not Mean Player Elimination
The engine already separates:
human player
from:
Character
Preserve this principle.
If a Character is permanently removed, the controlling human must still be able to participate.
Possible approaches:
- shared control of remaining Characters,
- reassignment to another Character,
- control of a Vehicle or shared entity,
- cooperative decision participation.
Do not design around eliminated players sitting idle.
35. Status as Strategic Cost
Negative state should not arise only as random punishment.
It may also be a deliberate strategic trade-off.
Example:
Safe route:
cost 3 Effort
Risky shortcut:
cost 1 Effort
Character becomes Impaired
Vehicle example:
Emergency flight:
perform one additional flight
Vehicle becomes Disabled afterwards
This allows operational state to act as a form of strategic risk without introducing another currency.
36. Recovery
Recovery should generally be accessible enough to prevent excessive death spirals.
Possible generic action:
restore(entity)
The content determines requirements.
Example:
Character restore:
Medical capability
Vehicle restore:
Technical capability
Possible transitions:
Disabled → Impaired
Impaired → Ready
Some effects may restore multiple levels.
37. Permanent Loss
Entities may transition:
Disabled → Removed
or exceptionally:
Ready / Impaired → Removed
Permanent loss should be supported for:
- Characters,
- Vehicles,
- Location Assets,
- scenario entities.
This enables irreversible decisions.
Example:
Use the damaged helicopter one final time, knowing that it will be lost after the flight.
This should be available to scenario designers, not automatically common.
38. Asset Categories
Use four primary ownership models.
38.1 Carried Item
A physical object owned/carried by a Character.
Examples:
rope
medical kit
scanner
radio
toolkit
artifact
Characteristics:
transferable
capacity-limited
located with Character
38.2 Skill / Knowledge
A learned or intrinsic non-physical capability.
Examples:
First Aid
Navigation
Engineering
Pilot
Negotiation
Tracking
Characteristics:
belongs to Character
normally non-transferable
does not use Item inventory
38.3 Team Asset
A shared capability or physical resource for which central ownership makes thematic sense.
Examples:
shared base
communication network
research database
large vehicle
camp
shared map
Team Assets should be used selectively.
Do not turn them into a generic shared inventory.
38.4 Location Asset
An improvement or capability tied to a specific place.
Examples:
repaired radio tower
supply cache
field hospital
bridge
safe house
observation post
A Location Asset remains associated with its Location.
This strengthens spatial gameplay.
39. Character Inventory
Recommended default:
2 carried Item slots per Character
This should be configurable by Character or theme.
Physical representation:
place Item cards adjacent to / underneath Character card
Avoid numeric weight calculations.
Prefer discrete slots.
40. Inventory Decisions
When capacity is full and a Character obtains another Item, possible choices include:
leave it
drop an existing Item
use an Item
transfer an Item
store it elsewhere
This creates meaningful logistics without resource bookkeeping.
41. Item Transfer
Default rule:
Characters at the same Location may freely exchange carried Items.
The meeting requirement itself provides the spatial cost.
Do not charge additional Effort for transfer by default.
A specific theme may override this if necessary.
42. Dropped Items
An Item may become associated with a Location instead of a Character.
Example:
Character drops Rope at Location C.
Physically:
place Rope card next to Location C.
Another Character arriving later may take it.
This provides useful emergent logistics.
43. Skills
Skills should not normally consume backpack capacity.
Do not initially impose a strict maximum number of Skills.
A 15–30 minute game is expected to naturally limit accumulation.
If simulation later identifies excessive skill concentration, address it through:
- specialization,
- acquisition conditions,
- scenario incentives,
rather than arbitrary forgetting.
44. Capability Distribution
A central design goal is:
Assets belong to Characters, but their value belongs to the team.
The game should reward teams for distributing useful capabilities.
Avoid creating incentives for one Character to accumulate everything.
45. Capability Coverage
Content may use broad capability tags such as:
Mobility
Technical
Medical
Social
Observation
Survival
Navigation
The exact taxonomy should remain theme-configurable.
Scenario design should often reward diverse team coverage.
Example:
one Character has Technical ×4
should not universally dominate:
Technical + Medical + Navigation + Social
distributed across the team.
46. Development Cooperation
When a Situation produces a Skill or Item reward, do not automatically assign it to the Character who first encountered the Situation.
Allow rules such as:
reward recipient:
one participating Character
This enables:
one Character discovers an opportunity,
several Characters cooperate to resolve it,
the team deliberately gives the resulting Skill to the Character who benefits the team most.
This directly supports cooperative development rather than personal accumulation.
47. Soft Competition Without Individual Victory
It is acceptable and desirable for players to sometimes think:
"I would like that Item or Skill."
But the game should not reward:
"I personally become stronger than everyone else."
Avoid individual victory points.
The interesting tension should be:
I want this capability
vs.
the team is stronger if another Character receives it
48. Team Asset Capacity
When thematically appropriate, Team Assets may have limited capacity.
Recommended starting point:
maximum 2–3 active Team Assets
Obtaining another may require replacing one.
Example:
Vehicle cargo configuration
Base camp equipment
Shared tools
This creates strategic trade-offs while remaining physically visible.
49. Vehicles as Independent Entities
Do not model a Vehicle as a Character, even if the two share many properties.
A Character has agency.
A Vehicle is generally operated by Characters.
Recommended model:
Entity
├── Character
├── Vehicle
└── LocationAsset
50. Vehicle Properties
A Vehicle may contain:
location
operational state
movement profile
cargo capacity
passenger capacity
operator requirements
capabilities
Conceptually:
interface Vehicle {
id: VehicleId;
location: LocationId;
status: OperationalState;
movement: MovementProfile;
cargoCapacity: number;
passengerCapacity: number;
requiredCapabilities?: CapabilityId[];
}
51. Vehicles as Mobile Containers
A Vehicle is mechanically a mobile shared container.
Example:
Jeep
Passenger capacity: 3
Cargo capacity: 4
Movement: Road / Range 2
Physical representation:
Vehicle card beside Location
Pawns associated with Vehicle = passengers
Item cards associated with Vehicle = cargo
When the Vehicle moves, passengers and cargo move with it.
52. Vehicle Cargo
Vehicle inventory should use discrete slots, not weight calculations.
Examples:
Character backpack:
2 Item slots
Jeep:
4 cargo slots
Helicopter:
3 cargo slots
Specific exceptional Items may consume multiple slots later, but do not require this initially.
53. Vehicle Passenger Capacity
Passenger capacity should likewise be a small integer.
Example:
Helicopter:
4 passengers
A Disabled Character should normally count as one passenger unless a theme explicitly says otherwise.
54. Vehicle Operator Requirements
Most ordinary Vehicles should avoid unnecessary skill restrictions.
Example:
car:
operator requirement = none
Specialized Vehicles may require:
Pilot
Sailor
Engineer
Operator
Example:
Helicopter:
requires Pilot
This creates meaningful Character specialization.
55. Character-Assigned Vehicles
A Character may start with an assigned Vehicle.
Example:
Rescue Pilot
starts with:
Rescue Helicopter
Keep the Character and Vehicle as separate entities.
This allows situations such as:
Pilot becomes Disabled
Helicopter remains at Location
Another Character with Pilot Skill may operate it
This is more flexible than combining both into one entity.
56. Vehicle Operational State
Vehicles use the same generic state model:
READY
IMPAIRED
DISABLED
REMOVED
Theme interpretation:
READY operational
IMPAIRED damaged
DISABLED immobilized / grounded
REMOVED destroyed / abandoned / lost
57. Vehicle Impairment
Use one simple consequence.
Examples:
movement costs +1 Effort
or
passenger capacity reduced
or
cannot use special movement ability
Do not stack multiple penalties unless a specific Vehicle requires it.
58. Disabled Vehicle
Default interpretation:
Vehicle cannot move.
Characters and cargo remain at its current Location.
A suitable Character may repair it.
59. Vehicle Removal
When a Vehicle is removed, associated cargo/passengers require a defined outcome.
Possible generic policies:
DROP
REMOVE_WITH_ENTITY
TRANSFER
Example:
Vehicle destroyed on land:
cargo drops at current Location
Vehicle lost at sea:
cargo removed
Vehicle evacuated:
cargo transfers to Base
The scenario/content defines the policy.
60. Character Removal and Inventory
Use the same generic policy for Character Items.
Example:
Character removed:
carried Items remain at current Location
or:
Character evacuated:
Items transfer to Base
Avoid hardcoding one universal behavior.
61. Movement Profiles
Movement should remain easy to understand physically.
Support three main movement archetypes.
Adjacent
move to a connected Location
Typical:
walking
basic movement
Range
move through up to N connections
Typical:
car
fast ship
train
Example:
range = 2
Direct
move directly to any compatible Location
Typical:
helicopter
aircraft
teleporter
62. Movement Modes
Connections and Vehicles may optionally use movement tags.
Examples:
foot
road
water
rail
air
Do not require every map to use multiple movement modes.
Simple themes may use only:
default
Movement tags exist to support themes where alternative mobility matters.
63. Vehicles May Reinterpret the Map
A Vehicle should not merely mean:
+1 movement
It may change which topology matters.
Examples:
Walking
uses normal graph edges.
Car
travels farther along road-compatible edges.
Boat
uses water connections.
Train
uses rail-compatible routes.
Helicopter
may ignore normal edges.
This creates strategic variety without changing the underlying map representation.
64. Direct / Global Movement
A Vehicle may support:
move to any Location
if the theme scale makes the travel-time difference negligible compared with one round.
Example:
regional rescue scenario
round = approximately one hour
helicopter = any Location
This is valid.
The game does not need kilometre-level simulation.
65. Fast Movement Requires a Constraint
A Vehicle that ignores normal topology should usually have at least one meaningful restriction.
Possible restrictions:
requires Pilot
higher Effort cost
limited passenger capacity
once per round
unavailable while Impaired
specific compatible Locations
Avoid introducing fuel currencies unless the theme genuinely needs them.
Prefer renewable or state-based constraints.
66. Transporting Disabled Characters
A Disabled Character cannot normally move independently.
Possible options:
Assisted movement
Another Character escorts them.
Example:
normal Move = 1 Effort
assisted Move = 2 Effort
Vehicle transport
Disabled Character occupies passenger capacity normally.
This creates cooperative rescue situations without new component types.
67. Location Determines Access
One central strategic principle is:
Location determines access.
Where a Character currently is determines:
- what they can interact with,
- which Items they can pick up,
- whom they can assist,
- whom they can trade with,
- which Vehicle they can use.
68. Character Determines Capability
Second central principle:
Character determines capability.
Skills, Items and role abilities determine:
- what interactions are efficient,
- what Vehicles can be operated,
- what entities can be restored,
- which opportunities can be exploited.
69. Cooperation Connects Access and Capability
Third principle:
Cooperation connects location and capability.
Typical emergent problem:
Needed Item is with Character A.
Required Skill belongs to Character B.
Situation is at Location C.
Vehicle is at Location D.
The interesting game is deciding how to recombine these pieces efficiently.
This should be considered a core source of strategic depth.
70. Cooperation Modes
The engine should support several forms of cooperation through the same underlying systems.
Capability cooperation
Different Characters contribute different abilities.
Spatial cooperation
Characters need to meet or reach the same Location.
Inventory cooperation
Characters deliver and exchange Items.
Development cooperation
Characters help others acquire Skills or Assets.
Recovery cooperation
Characters restore impaired/disabled allies.
Transport cooperation
Characters use Vehicles to move people and equipment.
No separate subsystem is necessary for each.
71. Situation Placement
Situations should normally be associated with:
a Location
or occasionally:
the entire scenario
a Character
a Vehicle
Physical default:
place Situation card adjacent to Location card
This keeps world state readable.
72. Situation Lifecycle
Continue supporting:
hidden
revealed
available
engaged
resolved
ignored
urgent
expired
transformed
Physical implementation should normally use:
deck
zone
orientation
card movement
rather than status counters.
73. Situation Rewards
Situation outcomes may produce:
Item
Skill
Team Asset
Location Asset
Vehicle
information
scenario change
objective progress
The recipient/placement should be explicitly defined.
Examples:
give to one participating Character
place at current Location
add to Team Assets
introduce Vehicle at current Location
74. Positive, Negative and Ambiguous Situations
Preserve the original neutral Situation concept.
Content may represent:
opportunity
danger
discovery
request
visitor
weather
shortcut
trade
mystery
failure
crisis
Do not make the physical state model assume that every active card is a threat.
75. Physical Representation of Situation Urgency
Recommended:
upright = available
sideways = urgent / final opportunity
Then:
resolve
expire
transform
discard
This replaces countdown markers in most cases.
76. Objectives
Objectives should also use card state where possible.
Example:
upright = incomplete
flip / rotate / move = completed
Avoid separate progress counters unless the Objective intentionally requires multi-stage completion.
77. Round Tracking
Prefer one small round tracker.
Possible implementations:
one Round card + marker
or
small sequence of Round cards
or
rotating single tracker card
Do not use a large dedicated board merely to track time.
78. Theme-Specific Physical Vocabulary
A thematic set may use different narrative names for the same engine entities.
Example:
Character → Crew Member
Vehicle → Ship
Location → Island
Situation → Encounter
Effort → Time
Another:
Character → Specialist
Vehicle → Shuttle
Location → Module
Situation → Event
Effort → Capacity
The underlying rules remain unchanged.
79. Theme Pack Responsibilities
Each thematic pack should define:
world scale
map topology/templates
Location content
Character pool
Situation content
Objectives
Skills
Items
Vehicles
Team Assets
Location Assets
narrative labels
It should preferably not add new engine mechanics.
80. Theme Scale Contract
Each thematic pack should be able to answer:
What does one Location represent?
What does one Round represent?
What does one normal Move represent?
How many normal Moves cross most of the map?
What fast transport exists?
Can anything bypass normal topology?
What usually expires in one Round?
What usually lasts several Rounds?
What counts as personal inventory?
What counts as shared cargo?
If these answers do not form a coherent model, the theme requires redesign.
81. Example — Pirates
theme: pirates
scale:
locationMeaning: island-or-sea-region
roundMeaning: approximately-one-day
normalMoveMeaning: sail-to-nearby-island
map:
size: 6
preferredTopologies:
- ring
- branching
- irregular
mobility:
default: adjacent
vehicles:
- ship
inventory:
characterSlots: 2
vehicle:
shipCargoSlots: 5
Possible Situation timing:
passing merchant:
1 round
approaching storm:
2 rounds
major expedition:
several rounds
82. Example — Space Station
theme: space-station
scale:
locationMeaning: station-module
roundMeaning: approximately-one-minute
normalMoveMeaning: walk-through-corridor
map:
size: 8
preferredTopologies:
- grid
- ring
- hub
- bottleneck
mobility:
default: adjacent
Possible fast movement:
service lift
internal shuttle
teleport system
Situation timing:
closing airlock:
1 round
reactor instability:
2–3 rounds
83. Example — Regional Rescue
theme: rescue
scale:
locationMeaning: region
roundMeaning: approximately-one-hour
normalMoveMeaning: ground-travel
map:
size: 6
mobility:
default: adjacent
vehicles:
- car
- helicopter
Possible profiles:
Car:
Range 2 along roads
Helicopter:
Direct to any Location
requires Pilot
capacity 4
84. Physical Compilation Requirement
Introduce the concept:
The GameState must be physically compilable.
For every persistent state variable, it should be possible to explain how it appears on a physical table.
Example mapping:
| Engine State | Physical Representation |
|---|---|
| Character location | pawn on Location |
| Vehicle location | Vehicle card at Location |
| Character status | Character card orientation |
| Vehicle status | Vehicle card orientation/side |
| Item ownership | Item next to Character |
| Skill ownership | Skill attached to Character |
| Vehicle cargo | Item attached to Vehicle |
| Vehicle passengers | pawns associated with Vehicle |
| Situation active | card at Location |
| Situation urgent | rotated Situation |
| Location changed | opposite card side |
| Asset acquired | card moved to owner/zone |
| Team Asset | central asset zone |
| Location Asset | card beside Location |
| remaining Effort | tokens in available pool |
| spent Effort | tokens in spent pool |
| objective completed | flipped/moved Objective |
| entity removed | remove from map / Out-of-Play zone |
| hidden future | deck order |
| random visible input | d6 |
85. Physical State Validation
The simulator may eventually provide a development/debug feature that lists:
persistent state fields
↓
their declared physical representation
Potential warning:
Field:
situation.progress = 4
No physical representation declared.
This should not necessarily fail the build.
It should help detect accidental digital-only complexity.
86. Complexity Budget
Introduce a conceptual physical complexity budget.
For the base game, aim for:
1 shared renewable action resource
1 basic Character status mechanism
1 inventory mechanism
1 Skill mechanism
1 map movement mechanism
1 Situation lifecycle mechanism
0–1 dice mechanisms
Avoid simultaneously introducing:
health
energy
money
fuel
food
ammo
morale
experience points
unless future testing demonstrates a strong need.
87. Base Game Limits
Recommended initial limits:
Characters in scenario:
3–5
available Character roles:
approximately 6–8
Locations:
4–9
typical Locations:
6
simultaneous active Situations:
approximately 3–4
carried Items per Character:
2
Team Assets:
maximum approximately 3
Objectives:
approximately 1–3 active
persistent currencies:
0 by default
dice:
0–2 optional
These should be configurable but treated as default complexity constraints.
88. Expansion Constraint
A normal content expansion should preferably require:
cards only
or:
cards + optional generic replacements
It should normally not require:
a new resource type
new dice
a new board
new tracker type
new miniature category
unless the expansion deliberately breaks this rule for a compelling reason.
89. Content-First Expansion Philosophy
Expansion should primarily add:
Locations
Characters
Situations
Objectives
Items
Skills
Vehicles
Assets
map layouts
scenario templates
rather than additional rules.
A new thematic set can feel significantly different by changing:
scale
topology
mobility
Character specialization
content distribution
Vehicle availability
Situation timing
while preserving the same engine.
90. Physical Setup Definitions
Scenario definitions should be able to include physical layout instructions.
Example:
map:
layout: custom
nodes:
- id: A
row: 1
column: 1
- id: B
row: 1
column: 2
- id: C
row: 2
column: 2
edges:
- [A, B]
- [B, C]
The UI may render this graph digitally.
Printable scenario instructions can show the same arrangement visually.
91. Topology Templates
Support reusable templates such as:
grid-2x2
grid-2x3
grid-3x3
line-4
line-6
ring-6
hub-5
bridge-6
double-cluster
custom
Theme packs may prefer or restrict certain templates.
92. Scenario Generator and Geography
The Scenario Generator should understand semantic spatial properties.
Examples:
central location
remote location
bottleneck
edge location
cluster
far from start
near starting team
This allows intentional content placement.
Examples:
urgent opportunity near one Character
major Objective beyond bottleneck
repair Asset in central Location
Vehicle starts in remote cluster
93. Geography and Content Generation
Do not distribute Situations completely uniformly by default.
Scenario templates should be able to request patterns such as:
one remote Objective
one nearby Opportunity
one Situation at a bottleneck
one Vehicle outside starting area
This creates spatial stories rather than random clutter.
94. Status and Geography Interaction
Entity state should affect mobility naturally.
Examples:
Impaired Character:
cannot use fast personal movement
Disabled Character:
cannot move independently
Impaired Vehicle:
reduced movement
Disabled Vehicle:
cannot move
Removed Vehicle:
no longer exists on map
These interactions should remain explicit and simple.
95. Vehicle and Skill Interaction
Skills may unlock Vehicle use.
Example:
Pilot
→ operate Helicopter
Another Character may possess:
Mechanic
→ restore Vehicle
Another:
Medic
→ restore Character
This naturally creates cooperative dependency without special teamwork rules.
96. Avoid Hardcoded Character Roles
The engine should not contain functions such as:
if (character.type === "pilot") ...
Use capabilities:
can-operate-air-vehicle
can-restore-character
can-restore-vehicle
User-facing content may label these:
Pilot
Medic
Mechanic
This keeps the engine thematic-neutral.
97. Avoid Hardcoded Vehicle Types
Likewise, do not hardcode:
car
helicopter
boat
into core mechanics.
Represent them using:
movement profile
capacity
operator requirements
tags
Themes provide the narrative identity.
98. Physical Readability Is More Important Than Simulation Precision
When deciding between:
more realistic
and:
easier to understand on the table
prefer tabletop clarity unless realism materially improves decisions.
Examples to avoid:
exact kilograms
fuel consumption per kilometre
movement speeds in km/h
precise treatment timers
multiple injury types
Prefer:
2 inventory slots
Range 2
Direct movement
Impaired
Disabled
99. One-Look Table State
An important usability target:
A player should be able to look at the table and understand most of the current game state without reading a dashboard.
They should visually recognize:
where everyone is
what Situations exist
which ones are urgent
who is impaired
which Vehicle is available
who carries what
what Assets the team has
how much Effort remains
This is especially important for approximately age 10+.
100. Engine vs Physical Rules
The engine may internally calculate sophisticated information.
For example:
pathfinding
effective choice count
scenario difficulty
trajectory metrics
AI evaluation
These are not physical game mechanics.
Maintain a strict separation between:
simulation intelligence
and:
player-facing rules
The physical game should stay simple even if the simulator becomes sophisticated.
101. Simulation Metrics to Add
Extend Addendum 1 analytics with physical/spatial metrics.
Recommended:
map diameter
average travel distance
movement actions per game
travel Effort
bottleneck usage
Character separation
meeting frequency
Item transfer frequency
Vehicle usage
passenger utilization
cargo utilization
Vehicle dependency
recovery actions
entity impairment frequency
entity removal frequency
102. Capability Distribution Metrics
Also measure:
capability concentration
team capability coverage
Skill distribution
Item distribution
Character contribution
Important question:
Does the system reward creating one super-Character?
If yes, flag for review.
Preferred behavior:
useful capabilities naturally spread across the team because spatial position, inventory limits and specialization make distribution advantageous.
103. Cooperation Metrics
Possible metrics:
number of assists
Item transfers
shared interactions
recovery actions
passenger transport
multi-Character Situation resolutions
reward assigned to another Character
These can help measure whether the game actually generates cooperation rather than only shared victory conditions.
104. Transport Metrics
For each Vehicle track:
uses
distance bypassed
passengers transported
cargo transported
Effort spent
Situations enabled
Objectives enabled
time saved
downtime due to damage
This can reveal whether a Vehicle is:
essential
useful
irrelevant
dominant
105. Status Metrics
For Characters and Vehicles:
time Ready
time Impaired
time Disabled
removal frequency
recovery frequency
average recovery delay
Watch for:
death spirals
where early impairment disproportionately guarantees failure.
106. Removal Risk
Permanent removal should normally be uncommon in family-oriented content.
Simulation should flag scenarios where:
Character removal occurs too frequently
or:
one early removal nearly guarantees loss
The threshold should remain content-specific.
107. Human Playtest Questions
Physical playtests should specifically evaluate:
Can players understand card orientation quickly?
Do they forget to rotate cards?
Is inventory ownership visually obvious?
Is it obvious who is inside a Vehicle?
Are Location connections easy to read?
Can players see urgent Situations from across the table?
Do Items create table clutter?
Can children understand the difference between Item and Skill?
Does Character status feel intuitive?
Do players naturally help distribute capabilities?
These cannot be validated by automated simulation alone.
108. Implementation Priorities
Incorporate these changes incrementally.
Priority 1 — Physical state audit
Review existing GameState.
For every persistent field, identify:
physical representation
or
derived/digital-only information
Flag fields with no reasonable physical representation.
Priority 2 — General map graph
Ensure map representation supports arbitrary graph topology.
Remove assumptions tied to a fixed 2×3 matrix.
Support:
4–9 nodes
custom edges
optional layout coordinates
Priority 3 — Entity operational state
Add/refine:
READY
IMPAIRED
DISABLED
REMOVED
for applicable entities.
Do not hardcode thematic labels.
Priority 4 — Asset ownership model
Support:
Carried Item
Skill
Team Asset
Location Asset
and physical ownership/location.
Priority 5 — Character inventory
Implement discrete Item capacity.
Recommended default:
2
Support:
pickup
drop
transfer when co-located
Priority 6 — Vehicles
Introduce independent Vehicle entities with:
location
status
movement
cargo
passengers
operator requirements
Priority 7 — Movement profiles
Support:
Adjacent
Range N
Direct
plus optional movement compatibility tags.
Priority 8 — Theme scale metadata
Add Theme/Scenario scale description:
location meaning
round meaning
movement meaning
map extent
Do not introduce real-world unit calculations.
Priority 9 — Physical state-oriented UI
Update the web simulator so it visually resembles the intended tabletop state where practical:
cards
orientation
zones
pawns
attached Items
Vehicles
Avoid introducing UI-only state representations that could not exist physically.
Priority 10 — Spatial and cooperation analytics
Add the metrics described above after the rules are stable.
109. Non-Goals
Do not currently implement:
kilometre-based movement
exact travel duration
continuous coordinates
weight simulation
fuel economy
complex damage systems
body-part injuries
large health tracks
large skill trees
large personal inventories
multiple currencies
player-specific victory points
These conflict with the intended physical simplicity unless a future experiment strongly justifies them.
110. Core Physical Design Rules
Use these as default review criteria for future mechanics.
Rule 1
Persistent state should usually be visible on the table.
Rule 2
Prefer moving, rotating or flipping an existing card over adding another marker.
Rule 3
Prefer slots over numeric capacity.
Rule 4
Prefer renewable per-round capacity over accumulating currencies.
Rule 5
Prefer one meaningful state transition over several numeric damage/progress points.
Rule 6
Map topology should generate strategy without requiring extra rules.
Rule 7
Character capabilities should be spatially meaningful.
Rule 8
Vehicles should change mobility and logistics, not create a separate simulation game.
Rule 9
Different themes may radically change narrative scale while keeping the same mechanical grammar.
Rule 10
Complexity should emerge from combinations of simple entities, not from exceptions.
111. Updated Core Gameplay Model
The emerging physical game can now be summarized as:
WORLD
4–9 Location cards connected as a graph
CHARACTERS
3–5 active Characters represented by pawns + Character cards
CAPABILITIES
intrinsic abilities
Skills
limited carried Items
TRANSPORT
optional Vehicles
passengers
cargo
alternative movement
WORLD CONTENT
Situation cards located in the world
OBJECTIVES
active team goals
ACTION ECONOMY
one renewable shared Effort pool
STATE
primarily represented through:
position
orientation
card side
card zone
ownership
112. Updated Strategic Model
The central strategic relationships are:
Map topology determines access.
Character location determines immediate opportunity.
Character capabilities determine what can be done efficiently.
Items and Skills distribute capability across the team.
Inventory limits prevent unlimited personal accumulation.
Vehicles redistribute Characters and equipment across the map.
Operational state can temporarily or permanently remove capabilities.
Cooperation reconnects capabilities that have become spatially separated.
This should produce complex tactical situations from a relatively small ruleset.
113. Updated Cooperation Goal
The design should specifically encourage behavior such as:
help another Character gain a useful Skill
give a useful Item to the Character who needs it more
travel to meet another Character and exchange equipment
use a Vehicle to transport a specialist
rescue or restore a disabled teammate
sacrifice a personal opportunity to improve team capability coverage
The system should make these behaviors strategically useful rather than merely socially encouraged.
114. Educational / Social Design Intent
Without turning the game into an explicit educational exercise, the mechanics may naturally reinforce:
shared success
specialization
mutual support
resource sharing
helping others develop
recognizing different strengths
interdependence
A desirable strategic lesson is:
The strongest team is not necessarily the team with one strongest Character.
Instead:
A resilient team distributes capabilities and enables its members to support one another.
This should emerge through gameplay rather than instructional text.
115. Final Constraint
The central implementation constraint from this addendum is:
Every new game mechanic should be evaluated both as software and as a physical tabletop operation.
Before adding a persistent property, ask:
How does a player see it?
How does a player change it?
How many components does it require?
Can a 10-year-old understand the transition?
Can the table state be restored from the physical components alone?
If the answer requires:
remembering hidden numbers
writing values down
many specialized markers
checking a companion application
prefer a simpler representation.
116. Target Result
The physical game should ultimately feel richer than its component count suggests.
A typical game state may consist only of:
6 Location cards
3–5 Character pawns
3–4 active Situation cards
3–5 Character cards
a few attached Item / Skill cards
0–2 Vehicle cards
1–3 Objective cards
a small Effort token pool
Yet the interactions between:
topology
distance
specialization
inventory
transport
status
timing
opportunities
objectives
should produce substantially different strategic situations between games.
That is the core objective of this physical-first extension:
Keep the table simple enough for a family game while allowing the combinations of location, capability, ownership, mobility and changing state to generate the strategic depth.