Pressure System
What escalates over time unless actively controlled. The Pressure Rule of the Tabletop OS: pressure MUST increase or mutate over time unless the player invests action to hold it back. This is the framework's core differentiator from generic rule systems.
Schema path: pillars.pressure.types.items. Array-valued (a game may carry multiple values). Back to the framework page.
ai-adaptation
A bot opponent escalates difficulty over rounds — same player skill, harder fight (REQ-537).
cascading-failure
One loss triggers further losses; small mistakes snowball.
economic
A shared resource pool drains; later players face thinner options.
elimination
Reduce another player below a survival threshold (HP / influence / lives).
resource-scarcity
A finite shared pool depletes; the same play costs more next round.
No games currently use this value.
score-gap
The score race itself is the pressure; falling behind reduces option value.
social
Other players' reactions create stakes around your visible choices.
spatial
Limited board space narrows valid moves as play progresses.
terrain-change
The board itself mutates — tiles flip, areas close, the map shrinks.
time
A wall-clock or turn-count timer ticks toward an end.
uncertainty
Hidden state (cards, intent, board layout) compounds risk.