Resolution Engine
How an action resolves. The resolution engine is the rule layer that takes one or more declared actions and produces the next game state. Determinism, chance, and bluff all live here.
Schema path: pillars.resolution.mode. Single-valued (one value per game). Back to the framework page.
area-majority
Whoever has the most units in an area wins / scores it.
No games currently use this value.
bid-target
Bid is the success target; payoff and penalty key off hitting / missing.
challenge
An unchallenged claim resolves in its favour; failed challenges have costs both ways.
compare-rank
Highest-rank card wins; ties go to a tiebreaker rule.
compare-trick
Highest card of the led suit (or trump) wins the trick.
deterministic-reveal
Hidden state flips face-up at a scripted moment; outcome was fixed in setup.
dice-roll
Outcome is a function of one or more dice rolls.
elimination
Reduce another player below a survival threshold (HP / influence / lives).
matching-set
A scoring set / run is laid down; deadwood / leftover penalises.
race-to-empty
Empty your stack / hand onto a shared substrate before anyone else.
round-end-tally
Outcomes accumulate per round and tally at end-of-round / end-of-game.
No games currently use this value.
score-threshold
Cross a numeric threshold to end the game (or trigger an end-of-round end).
shedding
Beat the last play strictly higher (in rank or value); pass otherwise.
simultaneous-reveal
Hidden choices flip together; the resolution function combines them.
slap-priority
First valid slap wins the pile; invalid slap incurs a penalty.