What it is. A game whose entire depth lives in the interaction of a few rigid rules over a small readable state — Go, Chess, Hex, Onitama. No content treadmill, no hidden numbers: the rules are the game, and mastery is finding the tree they hide.
Player fantasy / why it’s fun. You saw three moves further than your opponent. The pull is legible mastery — every loss is your fault, every win is earned, and the ceiling is bottomless because the branching, not the art, is the content.
Pillars (exactly 3)
- Few rules. The whole ruleset fits on a card. Every rule you add is a lifetime tax on every future player — spend them like they cost blood.
- Deep interaction. Depth comes from pieces combining, not from piece count. Two rules that multiply beat ten that add. See
pattern-emergence. - Legibility. The board is fully readable at a glance; a consequence is traceable to its cause. Perfect information means the player owns every outcome. See
pattern-readability.
The loop stack
| Layer | Beat |
|---|---|
| Moment | Read the board, weigh two candidate moves, commit. |
| Encounter | A single match: opening → midgame tension → endgame convergence to a won/lost position. |
| Session | Best-of-N, or a ladder of AI/human opponents; a puzzle set of authored positions. |
| Meta | Opening theory, learned heuristics, personal rating climbing — mastery outside the code. See system-mastery-curve. |
Essential systems
system-combat-model— the piece interaction is the combat model; define capture/block/convert once, precisely.system-counter-systems— every strong line must have a reply, or it collapses into a solved dominant strategy.system-difficulty-and-dda— AI ply depth or opponent ladder scales pressure; puzzle mode authors it.system-onboarding— the first match must teach the rule by making you use it, not by reading it. Seesystem-telegraphs.system-encounter-design— for a puzzle/campaign variant, each position is a hand-set encounter with one intended solution.
Rules live in pure, deterministic logic — a single move-application + legal-move function, seedable for any AI rollout — the way examples/sokoban/ splits pure rules from view. Study sandboxes/ for a single mechanic in isolation before you wire the board.
Content & difficulty model
- No content, only depth. A shipped abstract has one board and a rulebook; longevity is the game tree, not new levels.
- Difficulty is the opponent, not the rules. Scale search depth, add an opponent ladder, or gate authored puzzles by required look-ahead — never buff the enemy’s stats. See
system-difficulty-and-ddaandpattern-mastery-and-flow. - Authored puzzle mode is the low-cost content lever: hand-set positions with a proven solution turn one ruleset into a campaign. Machine-prove each is winnable, the way the project proves every puzzle level.
- Symmetry vs asymmetry. Mirror sides (Chess, Go) are the purest test of skill; small
system-faction-asymmetry(different piece sets per side, à la Onitama’s card hands) adds replay at the cost of balance work.
Signature-mechanic seeds
- Abstract strategy but the board grows as you play (structure) — you place the tile you’ll later stand on; the arena is authored by both players’ history. See
mechanic-stack,pattern-emergence. Reference: Tsuro / Kingdomino spatial growth. - Perfect-info but one hidden piece per side (constraint) — 90% of the state is open; each player conceals exactly one piece’s identity, so deduction rides on top of pure tactics. Reference: Stratego, but inverted — hide one piece instead of the whole army.
- Shared clock, simultaneous commit (input) — both players pick moves blind, then reveal and resolve at once,
anchor-into-the-breach-style previewed consequence turning perfect info into a mind-game. - One rule flips mid-game (state) — a threshold (turn count, pieces captured) rewrites one rule, so opening theory can’t carry into the endgame. See
mechanic-gravity-flip. - Wordless deduction board (constraint) — no combat at all; the win is inferring hidden placement from legible tells,
anchor-return-of-the-obra-dinnlogic on a grid. Seerecipe-detective-deduction-board.
Common pitfalls
antipattern-solved-metagame— one line dominates and the tree collapses; the whole genre lives or dies here. Playtest for a single best opening and break it.antipattern-boring-optimal— the correct move is obvious and joyless; if the optimal play is never interesting, add tension, don’t add rules.antipattern-false-depth— many pieces, no interaction; complexity mistaken for depth. Cut pieces until each one earns its rule. Seepattern-restraint-and-negative-space.antipattern-fake-choice— branches that all lead to the same place. If two moves never diverge in outcome, delete one.antipattern-rng-frustration— randomness that decides the game instead of seeding it; keep chance in setup, not in resolution. Seepattern-fairness-and-trust.antipattern-decision-paralysis— a legal-move space so wide the player can’t read it; legibility is a pillar, guard it.
Anchors
anchor-into-the-breach— perfect information as a design feature: every enemy telegraphs its move, so the puzzle is the board state, not hidden dice. The gold standard for legible, solvable tactics.anchor-mini-metro— minimalist abstract clarity: a whole system read from clean geometry, escalating pressure from a tiny ruleset. The look and restraint an abstract wants. Seeworld-aesthetic-direction.- Also study: Chess, Go, Hex, Onitama, Hive, Santorini — each proves depth from a card of rules.
Neighbors: genre-tactics (same tactical core, more content and theme), genre-grid-puzzle (single-player authored positions), genre-deckbuilder (abstract interaction with a content axis bolted on).
Verify
Prove the tactics land against design/FUN.md#12-·-tactics — depth that resists optimization, a readable consequence for every move, escalating pressure. The rules module is pure and deterministic, so an AI rollout is your first anti-solve check: if a shallow search finds a dominant line, the design is broken before the art. See pattern-fairness-and-trust.