A month or two ago I started a thread on BGG about fundamental structures of games (someone posted the original here as well). The brief version of my conclusions is listed below. Now I'm going to try to go through each of the nine elements and list many of the alternatives that are available to designers for that element. The first is Economy.
Brief listing of nine structural systems of games (but not sports)
1. Theme/History/Story.
2. Objective/victory conditions.
3. “Data storage”. (Information Management)
4. Sequencing.
5. Movement/Placement.
6. Information availability.
7. Conflict resolution/interaction of game entities.
8. "Economy" (resource acquisition).
9. Player Interaction rules.
Economy/resource acquisition (there can be combinations of these methods)
(Unfortunately, the indentation I used has been lost in the final version, and I'm not going to fight with it. E.g., the lines for Tic-tac-toe and Go should be indented.)
None (or same piece over and over)
Tic-Tac-Toe
Go
Pool of pieces/cards (possibly including those that have been eliminated) to choose from
Dominoes
Block games (wargames)
MANY cardgames
CCG--player can customize his pool (he puts his deck together)
Resource economy. Something gives the player resources (territory, buildings, "resource centers")
Increase Points in Britannia-like games
Resource points in Axis & Allies
Risk: ownership of regions provides extra armies
Monopoly: passing Go; also getting money from players as rent
Diplomacy: supply centers
Die Macher: funds
(many games are resource management problems, in the end)
Prerequisites to using resources
Buildings (as in Warcraft II and many RTS video games)
“Industrial centers”
Cities or supply centers (certain fixed locations)
Special resources/actions
Collect and turn in set of cards (Risk)
Special cards ("Event Cards") e.g. "Take card from opponent's hand" card
Promote a pawn (chess)
"King" a piece (checkers)
"Lands" in Magic the Gathering
Supply lines (unit must have unblocked access to a resource location)
Mostly in wargames, and often not in those
Seas of Gold trading
Pay maintenance to continue to have the piece (rather rare)
Seas of Gold etc.
Limitations on number of pieces
You can't promote a piece unless it is "dead" (chess)
Cannot have more pieces than the piece mix provided in the game (quite common)
I see the point, Jeff. I am trying to categorize, or divide up, the game into understandable, addressable parts, and "holistic" approaches go back toward looking at the game as a whole. How players allocate/use resources is sometimes--often--the entire point of playing the game, or a large part of it. It becomes so inextricably tied to everything else that the allocation/use becomes too complex to analyze usefully, .for the inexperienced designer.
No doubt, the designer must think about how players are going to use the resources as he decides how they acquire the resources.
Lew