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This principle is presented in the context of ComputerGame''''''s in ["The Case For Game Design Patterns"]. Within that context, proxies are a common method with numerous examples. *Mind control: the player takes over another character in the game, and performs some action that his normal character either cannot do, or would be endangered by. *Tools: the player can use a vehicle or device to accomplish a task he normally could not. Compelling examples are harder to find in the field of BoardGame''''''s. *In ["Chess"], the king is a proxy for the player's entire force; if it is taken, the player has lost. Many games use various fields of accomplishment (ParallelChallenges) as proxies for winning the game. *["The Settlers of Catan"] uses towns, roads, and soldiers as proxies for victory points. At this point, we may have generalized the rule to the point of uselessness? ---- CategoryGoodIdea | CategoryNeedsWork
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