The Rule DNA Grammar
Mechanics do not exist in isolation—they emerge dynamically from primitive state transition rules interacting with human psychology and incentive constraints.
1. Primitive Rule Atoms (Syntactic State Constraints)
On their turn, the active player may trade resource cards with any other player at mutually agreed exchange rates.
action trade(p_active, p_target, offer: Resource[], demand: Resource[]) if p_target.agreesCards cannot be transferred without consideration (no 0-for-1 gifts); future promises are non-binding.
assert offer.length > 0 && demand.length > 0; binding_contract = false;The game ends immediately when a player reaches 10 Victory Points.
if (player.victoryPoints >= 10) terminate_game(player.id);2. Emergent Mechanic (Operational Topology)
Non-Binding Free-Market Barter
Players dynamically compute relative commodity valuations based on current board scarcity and target player victory point proximity.
3. Emergent Human Behaviors (Sociology & Psychology)
Leader Embargo / Strategic Blockades
Driver: Collective threat mitigation.
Equilibrium: Players refuse to trade with anyone possessing 8+ VP, artificially stalling leader tempo.
Kingmaking
Driver: Resentment, grudge preservation, or despair.
Equilibrium: Trailing players trade favorable 3-for-1 ratios to select which rival wins.
Information Leakage & Bluffing
Driver: Asymmetric information exploitation.
Equilibrium: Asking for Ore signals intent to build a City, prompting defensive hoarding.
