| Games with productive economies (production cycle), and some comparison games | ||||||||
| Lewis Pulsipher | ||||||||
| Game | Source of resources | Resource collection | Resources Used Up | Means of Production (also tends to govern where assets are built) | Limits on Production (other than availability of resources and means of production) | Resulting Goods ("Assets") (MoDD= Means of Destruction & Defense) | Victory Condition | |
| Board Games | ||||||||
| Risk | Territories and Regions (variable) | None specified (ownership) | None specified | None (agriculture) | None; accumulation economy | Armies (MoDD) | Hold all territories | |
| Diplomacy | Supply Centers (designated territories) | None specified (ownership) | None specified: "supplies" | Supply centers | Supply centers; maintenance economy (strictly zero-sum) | Armies & fleets (MoDD) | Hold more than half cupply centers | |
| Axis&Allies | Territories (variable) | None specified (ownership) | IPCs | Capitals and Industrial Centers | None (piece maximums rarely apply); accumulation economy | Units (MoDD), Technology, Industrial Centers | Capture cities | |
| Britannia-like games | Territories (two types) | None specified (ownership) | Increase Points | None (agriculture) | Overpopulation; piece maximums fairly often apply (hybrid economy) | Armies (MoDD) | Points for specific territories, other objectives | |
| Video Games | ||||||||
| Warcraft II/III | Gold lodes/mines, forests | Workers | Gold, wood | Buildings (factories) | Maybe a very large piece limit | Units (MoDD), technology, more buildings | Destroy all opposition | |
| Supreme Commander | Resources in the ground | Mines and variations thereof | Energy and mass | ACU (armored command unit) and buildings (factories) | Maybe a very large piece limit | Units (MoDD), technology, more buildings | Destroy all opposition | |
| Starcraft | Mineral nodes, geyers | Mines and variations thereof | Minerals and vespene gas | Buildings (factories) | Maybe a very large piece limit | Units (MoDD), technology, more buildings | Destroy all opposition | |
| Civilization | Land and sea spaces | None specified (ownership) | Various materials | Cities | Maybe a very large piece limit | Units (MoDD), Technology | Destroy all opposition, or reach high technology, or others | |
| Shooters | Enemies | Pick up "drops" | Money | Vendors | Inventory capacity | MoDD, Technology, capabilities | Blow things up/kill things/rise in level | |
| Heroes of Might & Magic 2, 3 | Towns, mine locations | Gold generated by owned towns; others from mines in appropriate locations | Gold; later wood, ore, and other materials | Buildings in towns | Maybe a very large piece limit | Variety of units (MoDD), heroes | Destroy all opposition | |
| Commercial non-Wargames | ||||||||
| Settlers of Catan | Hexagons (territories) | Randomized | Sheep, wool, ore, etc. | None | None? | Roads, towns, etc., many of which are victory points | Victory points | |
| Smallworld/Vinci | None | None | None | None | Army maximums | None | Victory points for territores | |
| Carcassonne | None | None | None | None | Meeples available | None | Territories, more or less | |
| Robo Rally | None | None | None | None | None | None | Win the race | |
| Power Grid | Fuels available at increasing prices as more are bought | Powering cities yields money used to purchase | Appropriate fuels for power plants | Power plants (auction); cities (purchase) | Three power plants allowed, city network | Money, can be converted to Cities | Supply power to the most cities when game ends | |
| Puerto Rico | Goods produced | Sale/shipment of goods = money | Money to purchase buildings | Buildings, colonists to work the buildings* | Time, roles | Crops that can be shipped, resulting in money | Victory points for shipping goods and constructing buildings | |
| Agricola | Varies ("the world") | Use actions | Resources, money | The land | Available land, resources, time | Food that can be eaten or sold | A well-rounded farm | |
| Dominion | The pools of cards on the table | Play of cards | Money, except it is only used temporarily, goes back into deck | None | Available cards | Money, victory points | Victory point cards | |
| Hotel Samoa | Random appearance of tourists, facilities | Pricing auction | Tourists ultimately leave | Hotel facilities | None | Money | Money at game end | |
| Mafia/Werewolf/Resistance | None | None | None | None | None | None | Guess roles | |
| Other Genres of Games | ||||||||
| Dungeons & Dragons | Enemies | Pick up "drops" | Money | Vendors, character skills | None | Weapons, magic items, capabilities | None (rise in levels and capabilities) | |
| Magic:the Gathering*** | Deck | Draw cards | None | None | None | Cards | Inflict wounds on opponent | |
| Traditional Games | ||||||||
| Chess | Pawns for promotion | Reach the back rank | None | Promotion - end rank | Eliminated piece available | Piece that has been eliminated | Capture specific opponent piece (King) | |
| Go | "The piece supply" | Unlimited pieces | None | One at a time | none | Territory controlled | ||
| Monopoly | "The bank" | Pass Go, or get appropriate card | Money which pays for properties, buildings | Land on a property, auction, bank provides buildings | Money and properties (and buildings) available | Money | Money at end | |
| Checkers | checkers | Reach the back rank | None | Kinging - end rank | Pieces | Stronger piece | Wipe out opposition | |
| Tic-Tac-Toe** | Common piece supply | None | X's or O's | None | One at a time | None | Three in a row (pattern) | |
| Scrabble** | Common piece supply | None | Letter pieces | None | Seven tiles | None | Victory points | |
| Chinese checkers | None | None | None | None | None | None | Race | |
| Backgammon | None | None | None | None | None | None | Race | |
| Pachesi | None | None | None | None | None | None | Race | |
| Other possible assets: | ||||||||
| * I list colonists with means of production in Puerto Rico because they are not "used up" the way resources are. | Mobility | |||||||
| ** there is not a production cycle in these games because nothing can be altered by players | Turn order | |||||||
| *** "lands" could be thought of as short-term means of production | Action points | |||||||