4♠ Q♠ 7♠ 10♠ 6♣ K Definition The objective of the game is to rearrange a group of game elements from a disordered to an ordered state.

Description

For many of us, our earliest exposure to this mechanism is Patience Solitaire (called Klondike or just Solitaire in the US and Canada). A deck of cards is dealt out into seven columns, and the objective is to convert the random shuffle into four stacks, each of a single suit ordered from ace to king. The strength of the Ordering mechanism is the clarity of the goal. In addition, it takes advantage of a combinatorial explosion to create a huge number of potential starting positions. However, depending on the rules, it may be impossible to achieve the goal, and the game may be lost before a single move is played. People seem to be more accepting of this in solitaire games. In Klondike Solitaire, for example, about 20% of deals are impossible to win— and that is assuming that the player knows where each of the 52 cards is in the deck. However, this has not diminished the popularity of the game.

Ordering has a puzzle-like feel, making it a good fit for cooperative games. The different elements can be randomly distributed to the different players, who need to follow rules to reach the winning configuration. Two examples that use numeric sequences, like Patience Solitaire, are Hanabi and The Mind. The main component in The Mind is a deck of cards numbered from 1 to 100. Players are randomly dealt a hand, and they need to collectively play them in ascending order to a pile in the center of the table. In Hanabi, there are five color suits with values from one to five, and players need to play cards of each suit in numeric order. Both these games work because of Communication Limits (UNC-06). The Mind prohibits all direct communication, forcing players to rely on inter-preting pauses and the occasional raised eyebrow. Hanabi has players place their cards outwards, so their partners know what they have but not themselves, and restricts players to ask specifically defined questions to determine what to play. In both cases, the simplicity of the goal gives the designer more space to explore the communication restrictions and how those manifest. In the competitive space, the popular game Rack-O uses this mechanism. Rack-O has a deck of cards numbered from 1 to 60, and 10 are dealt randomly to each player. Players must put them into their rack in the order they were received. Each turn, players draw from the deck or discard and replace a card in their rack. A player wins when they have an ascending sequence. Like Rack-O, most competitive games that use Ordering are Race games (VIC-07). Players win by being the first to achieve the ordered state. While all the examples so far have been numeric, this is not required. Some notable examples are the 10 Days series, Space Sheep, and Rail Pass. 10 Days is similar to Rack-O, except that instead of numbers, the cards have geographic areas (states in 10 Days in the USA and countries in 10 Days in Europe, for example) or means of transportation (airplanes and cars in 10 Days in the USA). The goal is to put together a series of cards that represents a valid “trip” where you can get from one card to the next in order. In the 10 Days in the USA version, you can travel by foot between states that share a border, by airplane between two states of the same color, and by car between two states that are separated by a third state. The general play follows the same rules as Rack-O—draw a card and replace an existing card in your rack. Space Sheep is a cooperative game that has planets, sheep, and shepherds of different colors. At the start of the game, the positions are randomized and

the goal is to move the sheep and shepherds to their matching planets. Each planet has a different instruction about how pieces may be moved away. Space Sheep emphasizes the puzzle nature of the Ordering mechanism, as players endeavor to figure out how to untangle the situation. Like Space Sheep, Rail Pass also uses color ordering. Each player represents one or two colors, and cubes of those colors are randomly distributed. Players must use trains, following various rules, to shuttle the cubes between each other in an attempt to deliver the right colors to the right locations. Both Space Sheep and Rail Pass use a real-time mechanism (TRN-07) to prevent players from being able to exhaustively analyze the situation to determine the best moves. This serves a similar purpose as the communication limits in Hanabi and The Mind.

Sample Games

10 Days in the USA (Moon, Weissblum, 2003) Hanabi (Bauza, 2010) Klondike Solitaire (Unknown, c. 1780) The Mind (Warsch, 2018) Rack-O (Uncredited, 1956) Rail Pass (Green, 2019) Space Sheep (Rubbo, 2013)

4♠ Q♠ 7♠ 10♠ 6♣ K 定义:游戏的目的是将一组游戏元素从无序状态重新排列为有序状态。

描述

对于我们许多人来说,最早接触这种机制的是Patience Solitaire(在美国和加拿大称为《Klondike》或简称《Solitaire》接龙)。一副牌被分发成七列,目标是将随机洗牌转换为四堆,每堆都是从A到K排列的单一花色。排序(Ordering)机制的优势在于目标的清晰度。此外,它利用组合爆炸创造了大量的潜在起始位置。然而,根据规则,可能无法实现目标,游戏可能在采取任何行动之前就已经失败了。人们似乎在单人游戏中更能接受这一点。例如,在《Klondike Solitaire》中,大约20%的牌局是不可能赢的——这还是假设玩家知道牌堆中每张52张牌的位置。然而,这并没有削弱游戏的受欢迎程度。

排序具有谜题般的感觉,使其非常适合合作游戏。不同的元素可以随机分发给不同的玩家,他们需要遵循规则可以达成获胜配置。像《Patience Solitaire》一样使用数字序列的两个例子是《Hanabi》和《The Mind》。《The Mind》的主要组件是一副编号从1到100的牌。玩家随机分到一手牌,他们需要将它们按升序共同打到桌子中央的一堆中。在《Hanabi》中,有五种花色,值为一到五,玩家需要按数字顺序打出每种花色的牌。这两种游戏之所以有效,是因为通信限制(UNC-06)。《The Mind》禁止所有直接交流,迫使玩家依靠解读停顿和偶尔扬起的眉毛。《Hanabi》让玩家将牌朝外放置,这样他们的伙伴知道他们有什么但他们自己不知道,并限制玩家提出具体定义的问题以确定打什么。在这两种情况下,目标的简单性为设计师提供了更多空间来探索通信限制及其表现形式。在竞争领域,流行游戏《Rack-O》使用了这种机制。《Rack-O》有一副编号从1到60的牌,每位玩家随机分发10张。玩家必须按收到的顺序将它们放入架子中。每回合,玩家从牌堆中抽牌或弃牌并替换架子中的一张牌。当玩家拥有升序序列时获胜。像《Rack-O》一样,大多数使用排序的竞争性游戏都是竞速游戏(VIC-07)。玩家通过第一个达到有序状态获胜。虽然到目前为止的所有例子都是数字的,但这并不是必需的。一些著名的例子是《10 Days》系列、《Space Sheep》和《Rail Pass》。《10 Days》类似于《Rack-O》,不同之处在于卡牌不是数字,而是地理区域(例如《10 Days in the USA》中的州和《10 Days in Europe》中的国家)或交通工具(《10 Days in the USA》中的飞机和汽车)。目标是组合一系列代表有效“旅行”的卡牌,也就是你可以按顺序从一张卡牌到达下一张卡牌。在《10 Days in the USA》版本中,你可以在共享边界的州之间步行,在相同颜色的两个州之间乘飞机,在被第三个州隔开的两个州之间乘汽车。一般的游戏遵循与《Rack-O》相同的规则——抽一张牌并替换架子中的现有牌。《Space Sheep》是一款合作游戏,拥有不同颜色的行星、绵羊和牧羊人。在游戏开始时,位置是随机的,并且

目标是将绵羊和牧羊人移至其匹配的行星。每颗行星都有关于如何移走棋子的不同指令。《Space Sheep》强调排序机制的谜题性质,因为玩家努力弄清楚如何解开局面。像《Space Sheep》一样,《Rail Pass》也使用颜色排序。每位玩家代表一种或两种颜色,这些颜色的方块随机分布。玩家必须使用火车,遵循各种规则,在彼此之间穿梭方块,试图将正确的颜色运送到正确的位置。《Space Sheep》和《Rail Pass》都使用实时机制(TRN-07)来防止玩家能够详尽地分析情况以确定最佳行动。这就起到了类似于《Hanabi》和《The Mind》中通信限制的作用。

游戏范例

10 Days in the USA (Moon, Weissblum, 2003) - 《美国十日游》 Hanabi (Bauza, 2010) - 《花火》 Klondike Solitaire (Unknown, c. 1780) - 《接龙》 The Mind (Warsch, 2018) - 《心灵同步》 Rack-O (Uncredited, 1956) - 《Rack-O》 Rail Pass (Green, 2019) - 《铁路通行证》 Space Sheep (Rubbo, 2013) - 《太空羊》