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.