Designing a game economy

Every game with resources has an economy, whether the designer planned one or not. An economy is the set of rules for how resources are created (faucets), converted (exchanges), and destroyed or spent (sinks). Wood, gold, cards, action points, even victory points are all currencies, and the relationships between them determine whether your game feels tight and tense or flat and inflationary.

Start by mapping the flow. For each resource, list where it comes from, what it converts into, and where it leaves the game. If a resource has faucets but weak sinks, players accumulate piles of it and it stops being a decision. If sinks outpace faucets, players feel starved and turns become desperate rather than interesting. The classic engine-builder arc runs scarcity into abundance on purpose: early turns are tight, and by the end players convert huge flows into points, which feels like earned growth.

Scarcity is where the fun lives. A resource players always have enough of is not a resource, it is a formality. Aim for players wanting roughly one more of everything than they can afford, so every purchase forecloses another. Exchange rates matter too: if two paths convert resources into points at visibly different rates, everyone takes the better path and the other one is dead weight. Rough parity with situational advantages keeps multiple strategies alive.

Beware runaway leaders and feedback loops. Positive feedback (resources buy things that produce more resources) makes games snowball, which is exciting but can decide the winner long before the end. Counter it with escalating costs, diminishing returns, catch-up mechanisms, or by pointing the engine at victory points rather than more engine. Playtest with one player deliberately rushing the strongest loop you know of, and watch whether anyone can catch them.

Video tutorials

How to design an engine building game with Elizabeth Hargrave

How to build a million dollar publishing company with Amy and Dusty Droz

Reference tutorials and tools

Try it in Runner

Put this concept into practice. Build your game visually and playtest it in Tabletop Simulator, no code required.

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