Properties › Feedback loop
Feedback loop: mixed
A positive loop with a built-in damper, or both directions present.
9 mechanics are coded this way.
Deck-Building
Players start with identical weak decks and improve them during play by acquiring cards into their own draw pile, so each purchase changes the distribution of future hands.
Doubling Cube
Before rolling, a player may offer to double the stake of the current game; the opponent must either concede at the present stake or accept the doubled stake and take sole possession of the right to double again.
Income
At a fixed point in each round or on passing a trigger, a player receives resources at a rate set by a track, a table, or a flat salary, so the inflow is scheduled rather than earned by an action in the moment.
Lane Pushing
Computer-controlled units spawn on a timer at each base and advance along fixed lanes toward the opposing base, while players fight alongside them to break the towers guarding each lane and to defend their own
Legacy Campaign
A series of linked sessions in which the outcomes of each game permanently alter the rules, components, or world for every later game, through irreversible changes such as stickers, destroyed cards, and sealed unlocks.
Lifepath Character Generation
A character is created by stepping through successive periods of a prior life, choosing a career or event at each step and rolling for its outcome, so skills, assets, age, and sometimes death accumulate from a generated biography.
Loans and Debt
A player may take resources now in exchange for an obligation to repay later, with interest, a recurring charge, or a lasting penalty, so present capacity is bought at the cost of a future constraint.
Metacurrency
A scarce pool of points held by the player rather than the character, earned by play and spent to bend outcomes from outside the fiction, for example to reroll, improve a result, or avoid death.
Resource Gathering
Players obtain raw materials by harvesting resource nodes placed in the world, such as ore veins, herbs, trees or fishing spots, which deplete and later respawn, so supply is fixed in place, often skill-gated and open to rivals.
Coding guideline for feedback loop
Positive: success compounds (engine building, experience levels). Negative: success is penalised or trailing players are compensated (catch-up bonuses, handicap stones given to the weaker player). None: no systematic coupling. Mixed: the canonical form contains a built-in damper (deck dilution in deck-building).