genre

Use when

You want team strategy from asymmetric roles around shared objectives.

What it is. Two teams of asymmetric heroes farm a lane economy into power, then spend that power on shared objectives until one base falls. The map is a clock; the roster is the vocabulary.

Player fantasy / why it’s fun. You own one role deeply — the carry who inflates, the support who enables, the initiator who opens the fight — and your five decisions ripple into a team-scale swing. Mastery is legible: this hero, this matchup, this five seconds. See pattern-mastery-and-flow.

Pillars (exactly 3)

  1. Role identity. Every hero answers “what am I for, and who am I bad against.” A pick is a promise. Kill any hero’s silhouette and the game is a stat sheet — see system-faction-asymmetry, world-faction-identity.
  2. Objective tempo. Kills are means; the map is the end. Towers, camps, timed neutral objectives (Roshan, Dragon) set a shared clock so fights have stakes beyond the frag. See system-quests-and-objectives.
  3. Comeback possibility. A losing team must always have a readable path back. Snowball without a brake is a 40-minute funeral the loser can’t quit. This is the pillar that most often collapses — brace it explicitly. See pattern-fairness-and-trust, system-difficulty-and-dda.

The loop stack

ScaleWhat the player does
MomentLast-hit for gold; dodge a skillshot; land a stun; trade an ability for a summoner’s cooldown.
EncounterWin a lane; gank a sidelane; commit five bodies to a teamfight around an objective.
SessionOne match: laning → mid-game rotations → objective sieges → base push. 20–40 min, one clean arc.
MetaLearn heroes, matchups, item builds, and map timings across matches. Mastery is the retention engine. See system-mastery-curve, system-meta-progression.

Design the session first — a single match must arc without external progression. See system-session-structure, pattern-pacing-and-tension.

Essential systems

Content & difficulty model

Signature-mechanic seeds

  1. MOBA but PvE, the lanes are the enemy (perspective). Five players cooperate against an AI-directed enemy team and lane pressure. The “opponent” is a system-spawn-directors escalation, not a mirror. Cuts the toxicity and the matchmaking problem at a stroke; keeps role identity and objective tempo. See system-coop-and-competition, system-enemy-ai.
  2. MOBA but you swap heroes mid-match (mechanic-swap). No permanent pick — bank a pool and hot-swap at the fountain to counter the enemy comp in real time. Turns draft into a continuous decision; comeback becomes a composition problem, not just a gold one. Watch antipattern-decision-paralysis; gate swaps behind a cost.
  3. One-lane duel MOBA (compression). Strip to a single lane, 1v1 or 2v2, 8-minute matches. Purest form of matchup + last-hit + objective; ideal small-scope target — see recipe-one-button-boss-rush for the compression instinct.
  4. Draft-only MOBA (abstraction). The match is the pick/ban and item plan; a solver resolves the fight. A pure genre-abstract-strategy read on the counter web. See system-counter-systems.
  5. Roguellike MOBA (genre-graft). Between waves, draft augments à la anchor-hades boons; the “enemy team” is a genre-roguelike gauntlet. Meta-progression across runs replaces MMR. See system-meta-progression.

Common pitfalls

Anchors

Verify

Design lives here; proof lives in docs/VERIFICATION.md. Assert the invariants that make a MOBA itself: no dominant pick (counter web holds), comeback valves measurably close leads, matches resolve in the target window, and every roll is deterministic under a fixed seed. See also process-the-twist for turning a seam above into a brief.

This module rendersthe repo's markdowndirectly — edit it there, it changes here.