Shalev’s Rule in Prismata
First, a small item: We have a brand new Prismata unit balance survey available. If you’re interested in providing feedback on the latest Prismata unit balance changes, we’d really appreciate it! It should only take about 5-10 minutes, though you could spend more time on it if you want.
On with today’s topic: I figured it was about time that I explain one of the design concepts that has existed in Prismata since very early on in its development—the so-called “Shalev’s Rule”. There have been a number of questions posted on the topic (such as this one) and there’s actually quite a bit of misinformation floating around on the definitions involved. So I’m here to set the record straight, and explain a little about why the design rule exists, and how it influences our decisions in creating new Prismata units.
Truth be told, we’ve never really discussed Shalev’s Rule much in public. Public knowledge has mostly leaked out through small mentionings here and there, which led to gradual (and rather incomplete) dissemination of the concept through the Prismata community. The rough idea is essentially “stuff that’s supposed to be good is never bad”, but the rule actually goes much deeper than that, and its implications in Prismata’s design induce a lot of really cool emergent properties.