It is a basic paradox of games that while the rules themselves are generally definite, unambiguous, and easy to use, the enjoyment of a game depends on these easytouse rules presenting challenges that cannot be easily overcome.
(Juul 2005, 5)
The learning objectives for this chapter are:
Actions are game mechanics that involve some form of player choice. Examples of actions include deciding where to place a rug in Marrakech, what nodes to connect in Sprouts, and whether to shoot in Shoot-Out. Actions are defined ...