Resource System

What players manage. The Resource Rule of the Tabletop OS: every resource MUST create a tradeoff — gain vs risk, breadth vs depth, immediate value vs long-term position. Resources without tradeoffs are scoreboards, not game mechanics.

Schema path: pillars.resource.types.items. Array-valued (a game may carry multiple values). Back to the framework page.

actions

Action / energy points that gate how much you can do per turn.

artifacts

Owned permanent items — relics, equipment, talismans — that confer persistent effects (REQ-537).

No games currently use this value.

buildings

Structures placed on a board / tableau that accumulate scoring or production.

cards

A hand / deck of cards drawn and played as the primary substrate.

communication

Bounded message tokens used to coordinate (especially in co-op).

corruption

A morality / alignment pool that drains under selfish play; affects endgame outcomes (REQ-537).

No games currently use this value.

hp

Hit points or authority — a survival pool you defend.

influence

Non-territorial control — political clout, faction loyalty, votes.

information

Knowledge about hidden state — own or inferred.

score

Abstract points that count toward victory.

territory

Owned board regions that score or yield income.

tiles

Spatial pieces placed on a board / tableau.

tokens

Discrete generic currency — coins, gems, chits.

tricks

Tricks taken in trick-taking games — primary score input.

workers

Persistent agent pieces re-placed each round on action spaces.

No games currently use this value.