You can make almost anything into a resource: money, time, letters, space, attention, information, reputation, permission, or another person's willingness to help. An economy begins when players must decide where those limited possibilities go and how present choices change future value.
For puzzle makers, the useful question is broader than “What can players buy?” Ask what feels scarce, what can be transformed, and what grows more valuable because someone chose it—or ignored it?
Look for the owl mark beside a passage to read or begin a discussion.
Exchange, Trading, and Markets: Decide Where Value Comes From
Technical terms: Exchanging, Trading, Market
These terms differ by who determines value.
In exchanging, a player returns resources to the game system at a rule-governed rate. In trading, players voluntarily negotiate with one another. A market changes prices, quantities, or availability in response to purchases, sales, replenishment, or player offers.
See it in Scrabble, Catan, and Power Grid
Scrabble lets a player sacrifice a turn to exchange tiles with the bag. Catan players negotiate resource trades. Power Grid raises prices when fuel is heavily purchased and changes supply over time.
What you can do with it
Use exchange as a dependable safety valve, trade as social value discovery, and a market as indirect interaction through changing availability. Define promises, timing, and what may be transferred.
Ask a player
Could you understand where the value came from and why it changed?
Nearby ideas
Negotiation — discuss commitments broader than a trade.
These mechanisms move value between the present and future.
A delayed purchase commits resources now for an asset that arrives or activates later. A loan brings future purchasing power into the present in exchange for repayment or another obligation. An investment commits resources to something whose later performance determines the return, sometimes through actions the investor does not control.
See the timing
Through the Ages delays the completion of technologies and wonders. Monopoly mortgages provide immediate cash at a future cost. Acquire lets players invest in chains whose value grows through collective board development.
What you can do with it
Make pending value visible and give delay a real consequence. A future reward should influence present choices without forcing players to calculate a financial system unrelated to the experience.
Ask a player
Could you judge what you were giving up now and what might make the future return worthwhile?
Nearby ideas
Upgrades — improve something already owned.
Income — receive recurring value from a position or asset.
Risk and reward — relate uncertain benefit to exposure.
Progression — make present activity alter later possibility.
Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), ECO-04, ECO-07, and ECO-13, pp. 250, 256, and 268.
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Income, Growth, and Random Production: Decide What Grows Without Deliberate Action
Technical terms: Income, Automatic resource growth, Random production
Income supplies resources at recurring times according to ownership, position, or a fixed allowance. Automatic resource growth increases resources already present without a new production action. Random production lets a random result decide what is generated and who receives it.
See it in Monopoly, Agricola, and Catan
Monopoly property can produce rent. Agricola animals reproduce when capacity permits. Catan dice determine which terrain produces for adjacent players.
What you can do with it
Use recurring production to establish a rhythm and reward earlier commitments. Watch for compounding leads: what produces more future production can quickly make current choices secondary.
Ask a player
Did growth reward a plan you made, or make the system play itself?
Engine building — assemble interacting sources of recurring value.
Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), ECO-05–ECO-06 and ECO-12, pp. 252–254 and 266.
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Purchases, Discounts, and Upgrades: Keep Dependable Options While Values Change
Technical terms: Always available purchase, Discount, Upgrade, Increase value of unchosen resources
These mechanisms shape how options remain useful over time.
An always available purchase supplies a dependable baseline. A discount lowers cost after a condition is met. An upgrade develops an asset already held. Increasing the value of an unchosen resource adds rewards to neglected options until someone finds them worthwhile.
See the relationships
Dominion keeps basic cards available beside variable piles. Splendor's bonuses discount later cards. Paperback improves a deck through stronger letters. Puerto Rico adds coins to roles nobody chose.
What you can do with it
Give players a useful fallback, then make changing offers valuable for different reasons. Reward neglected options when situational demand is more informative than your original estimate.
Ask a player
Did the changing value help you discover an overlooked possibility or merely bribe you to take a weak option?
Nearby ideas
Gating and unlocking — open options later rather than keep them always available.
Catch-up system — restore relevance without erasing earlier choices.
Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), ECO-08, ECO-10–ECO-11, and ECO-17, pp. 258, 262–264, and 276.
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I Cut, You Choose: Divide Fairly When People Value Things Differently
Technical terms: I Cut, You Choose — ECO-09
In I cut, you choose, one person divides a set into portions and another chooses first. Because the divider receives what remains, the structure encourages divisions the chooser will consider acceptably balanced—even when the two people value things differently.
See it in New York Slice
One player divides a pizza into portions. Other players choose before the divider, so the divider must account for both visible quantity and differing preferences.
What you can do with it
Use the mechanism when fairness should emerge from divided powers rather than an objective equality formula. The division itself must allow enough subtlety to reward understanding another person's preferences.
Ask a player
Did the division feel fair, and did it reveal how the divider imagined your preferences?
Asymmetric roles — separate the power to propose from the power to select.
Fairness — distinguish equal quantity from acceptable opportunity.
Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), ECO-09, p. 260.
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Ownership and Contracts: Give Lasting Rights Without Confusing Authorship
Technical terms: Ownership, Contract
Ownership grants defined rights or benefits over an asset, place, organization, or action. A contract specifies goods, actions, destinations, or conditions that can be fulfilled for a reward.
Ownership creates a lasting interest; a contract creates a focused objective. Both need clear rules about transfer, completion, failure, co-ownership, and what remains available to others.
See it in Monopoly and Ticket to Ride
Monopoly ownership grants rent, development, trade, and mortgage rights. Ticket to Ride destination tickets ask players to connect specified cities for a reward and penalize incomplete routes.
What you can do with it
Use ownership to establish stewardship or durable agency, not automatically exclusion. Use contracts when general resources become more interesting through a chosen commitment.
Ask a player
Did ownership help you care for and shape something, or mainly let you block others?
Nearby ideas
Authorship and attribution — credit creative origin separately from control rights.
Investment — benefit from development not fully controlled.
Commons — share access without exclusive ownership.
Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), ECO-14–ECO-15, pp. 270–272.
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Bribery, Negotiation, and Alliances: Bargain over Behavior, Not Only Objects
Technical terms: Bribery, Negotiation, Alliance
Bribery offers value to influence another person's action. Negotiation includes broader agreements about exchange, restraint, cooperation, votes, threats, or future conduct. An alliance is an ongoing cooperative relationship among players who retain separate interests.
See it in Cosmic Encounter and Diplomacy
Cosmic Encounter lets players offer rewards for support. Diplomacy players negotiate coordinated orders and temporary alliances that remain vulnerable to betrayal.
What you can do with it
State whether promises are binding and when payment or cooperation occurs. Structure discussion so confidence, status, or verbosity does not become the only meaningful resource.
Ask a player
Did negotiation create a relationship worth interpreting, or reward whoever was most forceful in conversation?
Nearby ideas
Trading — exchange things for their intrinsic value.
Social contract — establish expectations around permitted conduct.
Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), ECO-16 and ECO-18–ECO-19, pp. 274 and 278–280.
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Open and Ascending Auctions: Let Visible Bids Discover a Price
Technical terms: Open auction, English auction, Turn-order-until-pass auction, Once-around auction
In an open auction, bids are public and players may respond while bidding remains active. An English auction structures this as rising bids until nobody raises. A turn-order-until-pass auction gives responses in sequence and removes those who pass. A once-around auction gives each person exactly one opportunity.
See the procedural difference
Monopoly can auction declined property openly. Modern Art uses ascending and once-around forms. Power Grid proceeds in order until only one bidder remains.
What you can do with it
Choose how much information and reconsideration bidders deserve. Clear response and closing rules matter as much as the item being sold, especially when fast or forceful speakers might dominate an unstructured auction.
Ask a player
Did public bidding help you revise your judgment, or pressure you to follow the crowd?
Nearby ideas
Sealed bids — commit without seeing others' offers.
Market — let prices change through repeated supply and demand.
Winner's curse — overpay because winning itself supplied misleading confidence.
Turn order — structure who may respond when.
Geoffrey Engelstein and Isaac Shalev, Building Blocks of Tabletop Game Design (2020), AUC-01–AUC-03 and AUC-07, pp. 285–290 and 301.
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Sealed and Constrained Auctions: Commit Without Knowing Anyone Else's Value
A sealed-bid auction reveals everyone's one private offer together. In sealed bidding with cancellation, matching offers cancel and the highest unique bid wins. Constrained bidding limits offers to particular cards, tokens, or denominations. A second-bid auction gives the item to the highest bidder but charges the second-highest amount.
See the different reasoning
For Sale uses one-shot concealed valuation. Fist of Dragonstones rewards unique bids. Ra restricts offers to numbered sun disks. eBay-style proxy bidding illustrates second-price logic.
What you can do with it
Use concealed commitment when estimating others should matter more than reacting to them. Explain ties, cancelled payments, and the price actually paid; unfamiliar procedures can otherwise feel arbitrary.
Ask a player
Could you form a reasoned bid from your own value and what you believed others might do?
In a Dutch auction, a high price falls until someone accepts it. A reverse auction concerns a burden: players compete to avoid it, underbid the cost of doing it, or wait for growing compensation. A Dutch priority auction combines falling effective prices with an order in which players may claim among several lots.
See the tension
A formal Dutch clock rewards accepting before someone else does. No Thanks! increases compensation on an unwanted card until somebody takes it. The Speicherstadt combines claim priority with prices that change as interest withdraws.
What you can do with it
Use falling value when waiting should create visible nerve. Provide an endpoint when everyone refuses, and make simultaneous claims or priority unambiguous.
Ask a player
Was waiting an informed risk, or merely a contest of reaction speed?
Nearby ideas
Push your luck — continue while risking a satisfactory result.
Auctions can sell more than one item in more than one way.
A selection-order bid purchases priority to choose among several lots. A multiple-lot auction lets players distribute commitments among several goods. In a closed-economy auction, payment goes to other players rather than leaving play. A dexterity auction makes physical timing or placement part of bidding. A fixed-placement auction uses defined board spaces to show lots, values, and conflicts.
See how procedure changes value
Fresco prices choice order through tradeoffs. Medici asks players to value lots across several commodity needs. Modern Art circulates payments to sellers. Going, Going, GONE! combines bids with timed cube dropping. Vegas Showdown displays bids on fixed tracks.
What you can do with it
Choose what players are actually buying: an object, first choice, several chances, influence, or another person's future purchasing power. Physical procedures must remain verifiable and accessible.
Ask a player
Did the auction help you express relative priorities, and could you see where the cost went?
Nearby ideas
Trading and markets — discover value outside a one-time auction.