Mechanic 1: SpaceNested SpacesZero DimensionsMechanic 2: Objects, Attributes, and StatesSecretsMechanic 3: ActionsMechanic 4: RulesParlett’s Rule AnalysisModesThe EnforcerThe Most Important RuleWrapping Up RulesMechanic 5: SkillReal vs. Virtual SkillsEnumerating SkillsMechanic 6: ChanceThe Invention of ProbabilityTen Rules of Probability Every Game Designer Should KnowRule #1: Fractions are Decimals are PercentsRule #2: Zero to One — and That’s It!Rule #3: “Looked For” Divided By “Possible Outcomes” Equals ProbabilityRule #4: Enumerate!Rule #5: In Certain Cases, OR Means AddRule #6: In Certain Cases, AND Means MultiplyRule #7: One Minus “Does” = “Doesn’t”Rule #8: The Sum of Multiple Linear Random Selections is NOT a Linear Random Selection!Rule #9: Roll the DiceRule #10: Geeks Love Showing Off (Gombauld’s Law)Expected ValueConsider Values CarefullyThe Human ElementSkill and Chance Get TangledFigure 10.1Figure 10.2Figure 10.3Figure 10.4Figure 10.5Figure 10.6Figure 10.7Figure 10.8Figure 10.9Figure 10.10Figure 10.11Figure 10.12Figure 10.13Figure 10.14Figure 10.15Lens #21: The Lens of Functional SpaceLens #22: The Lens of Dynamic StateLens #23: The Lens of EmergenceLens #24: The Lens of ActionLens #25: The Lens of GoalsLens #26: The Lens of RulesLens #27: The Lens of SkillLens #28: The Lens of Expected ValueLens #29: The Lens of Chance