{"schemaVersion":1,"record":{"key":"practice/one-rule-two-worlds","type":"practice","id":"one-rule-two-worlds","lang":"en","title":"One rule, two games","summary":"Trace how a small rule change alters player behaviour.","updatedAt":"2026-10-20","status":"active","url":"https://gamemechanics.pro/en/knowledge/practice/one-rule-two-worlds/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/practice/one-rule-two-worlds.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/practice/one-rule-two-worlds.md","aliases":[],"tags":["Choice and rules"],"sourceIds":["source-3e6c21889ae768e0","source-6f794a271cd60b9c"],"sources":[{"id":"source-3e6c21889ae768e0","title":"Challenges for Game Designers: author website","url":"https://designgames.wordpress.com/","verifiedAt":null},{"id":"source-6f794a271cd60b9c","title":"Challenges for Game Designers: table of contents","url":"https://designgames.wordpress.com/toc/","verifiedAt":null}],"sections":[{"id":"goal","title":"Goal","body":"Trace how a small rule change alters player behaviour."},{"id":"example","title":"Scenario and materials","body":"Create a small game about collecting samples on an island. In version A, players earn points for delivered samples. In version B, change just one scoring rule to reward a different behaviour, such as distributing finds between participants.\n\nCards and a board"},{"id":"constraints","title":"Constraints","body":"- Keep the board, actions, turn count and starting resources identical in both versions.\n- Change only one reward rule.\n- Do not add items or abilities."},{"id":"steps","title":"Steps","body":"1. Write down the behaviour you want each version to encourage.\n2. Play both versions from the same starting setup.\n3. Compare routes and decisions. If behaviour stays the same, adjust the reward."},{"id":"outcome","title":"Deliverable","body":"Two rule sets with the difference highlighted and a turn-by-turn table of player decisions."},{"id":"checks","title":"Check your work","body":"- Exactly one rule has changed.\n- Expected and observed behaviour are recorded separately.\n- Explain why the reward changes decisions, or why it had no effect."},{"id":"reflection","title":"Reflect","body":"Which incentive mattered most: points, a limited resource or another player's actions?"}],"relations":[{"type":"uses","direction":"outgoing","label":"Sources in the selection","key":"resource/challenges-for-game-designers","title":"Challenges for Game Designers","url":"https://gamemechanics.pro/en/resources/#resource-challenges-for-game-designers","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/resource/challenges-for-game-designers.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/resource/challenges-for-game-designers.md"}],"placements":[{"title":"In the original collection","url":"https://gamemechanics.pro/en/practice/#one-rule-two-worlds"}],"supersededBy":[],"attributes":{"topic":"choice","level":"beginner","minutes":40},"endsAt":null,"provenance":"Thematic inspiration: Challenges for Game Designers by Brenda Brathwaite and Ian Schreiber. These scenarios, constraints and checks are independently written around broad game-design learning topics. This is not a translation or a sequential retelling of the book exercises.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors"}}