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A Table Reset Allocation Map: What Stays in the Play Area and What Returns Between Rounds

Why reset needs its own map

Between rounds of a board game, players tidy the table. Some items are meant to stay out: a score track, a central board, a shared supply. Others go back where they came from between rounds: used cards, spent tokens, temporary markers. If a designer of game inserts or organisers describes only where everything is stored, a customer may not see which items are touched during a round reset and which are not.

This article proposes a table reset allocation map a designer could ask a customer to complete before a layout is discussed. It is an example workflow, not a record of client results. It is about describing the game's reset sequence, not about whether anything fits in a physical space, and it does not address missing parts.

Inputs

Ask the customer for a fictional or public sample game, or their own game described in general terms, with:

  1. A list of item types, such as cards, tokens, tiles, markers and boards.
  2. For each item type, one sentence answering: at the end of a round, does this stay out on the table, or is it collected and returned?
  3. If returned, where does it go: to a shared supply, to a player's own stock, or to a discard pile?
  4. Whether the answer differs between the end of a round and the end of the whole game.

Building the map

Create a table with four columns: item type, end of round, destination, end of game. Use only these values for end of round: Stays out, Returned, or Changes. Use Changes when part of the group stays and part returns, and split such an item into two rows.

The finished map has three visible groups. Items that stay out. Items returned to a shared place. Items returned to a personal place.

Decision branches

If an item type is marked Stays out, the designer notes that it does not need a between rounds storage position. A storage layout can still hold it at the end of the game.

If marked Returned to shared supply, the designer records that its destination should be reachable by every player, if the customer wants that.

If marked Returned to a personal place, record that each player has their own copy of the destination.

If marked Changes, ask the customer to split it into two item types before continuing.

Stop conditions

Pause and ask the customer if:

  1. An item has no clear answer. The customer should check the game's own rules for that item.
  2. The customer's description conflicts with the game's published rules. Defer to the published rules and ask them to confirm.
  3. The customer asks whether items will physically fit or whether a part is missing. That is outside this map and needs a separate conversation.

A fictional example

Imagine a fictional game called Lantern Harbour. Its item types are a harbour board, boat tokens, cargo cards, a round marker and coin tokens. The customer writes: the harbour board and round marker stay out. Boat tokens return to each player's own stock. Cargo cards are discarded to a shared pile. Coin tokens change: coins gained stay with players, but the bank pile stays out. The designer splits coins into two rows, Player coins and Bank coins, and the map shows two items staying out, two returning to personal or shared places, and one split. The customer notices that discard cargo cards go to a shared place and asks whether the layout should treat that pile separately. That becomes a design discussion.

Optional choices

Some customers add a column for who performs the reset, such as one player or everyone. Others leave it out. This is optional, and the map works without it.

Small acceptance test

Hand the finished map to someone who knows the game but has not seen the worksheet. Ask them to point to five items and say, from the map alone, whether each is left on the table or returned at the end of a round and where it goes. The map passes if their answers match the customer's sentences for at least four of the five. If someone hesitates on an item, check whether its row is split or labelled Changes without a clear explanation.

Conclusion

A reset is a small ritual with several kinds of movement. Record each kind separately, confirm it with the customer, and only then begin any discussion of how things are stored.

Sources

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