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.