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Inventory
A tray per player. Add items, spend them, hand them to someone else, and see who holds what.
Add names in the Players tab. Everybody gets a tray, and the bank is there to hand things out from.
- The bank0
nothing
What there is to hold
Add an item
Symbol
Up to 8 item types. The symbol is decoration: every row carries its name in words as well.
Players
No players yet. Type a name and press Add.
Everybody gets a tray of their own, and the bank sits at the bottom whatever happens.
Names stay in this browser. They are never put in a link, and every tool with players reads the same list.
The bank is a tray like any other, so items can come from it and go back to it
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Resources without the little wooden cubes
Any game where people hold things eventually runs into the same two problems: the things go missing, and nobody can remember who gave what to whom. A tray on a screen fixes both without taking the game itself away. The items are yours to name, up to eight of them, so this is a wood and stone and coin tracker for one table and a stickers and stars and tickets tracker for another.
The transfer is the part worth having. Moving three wood from one tray to another is a single action that cannot go wrong: it never moves more than the giver holds, it says how many really moved, and it writes a line in the log so a disagreement five minutes later has an answer. The bank at the bottom is where things come from and go back to, which keeps the total in the game fixed whenever you want it to be.
Classroom economies
A class economy is one of the better uses for this. Name the items after whatever your room actually trades, hand them out for the things you want more of, and let them be spent on the things everybody wants. The line under the trays showing how many of each item exist in the whole game is the part teachers find useful: an economy with no ceiling stops meaning anything by about the third week.
It also works for a group project with limited supplies, a maths lesson about trading, or a long game of anything where somebody has to be the banker. Being the banker is the job nobody enjoys, and it is the one job here that the screen can genuinely take over.
Keeping it fair, and what it will not do
Nothing here is hidden. Every tray is visible to everybody looking at the screen, which is the right call for a resource game and the wrong one for a game of secrets. Anything a player must see alone belongs on a page that hides it: the secret role cards and the hidden information cards both pass the device round with a screen in between.
For points rather than things, the score tokens are the page, and for a limited number of uses of an ability rather than a quantity of an item, the power-ups track that instead. Names come from the same shared list every tool here with players uses, and they never leave this browser.
Nothing to install, nothing to sign up for
The tool runs entirely in your browser. There is no account, nothing you make is uploaded, and nothing you type is sent anywhere or put into a link.
The page itself is not silent, though: it carries advertising code and a visit counter that sets no cookie, and the cookie page says exactly what each of those does.
This page remembers your settings in your browser under pph.inv.items and pph.inv.state, and nowhere else. Clearing your site data for papercarnival.com removes it.
Player names are kept under pph.players so every tool with players reads the same list. They stay in this browser and never reach a link.
Questions
- How do I move something between two players?
- The strip along the top of the stage is the transfer: choose who it comes from, which item, how many, and who it goes to, then press Move. It only ever moves what the giver actually holds, and it tells you how many really moved rather than how many you asked for.
- What is the bank for?
- Handing things out and taking them back. It is a tray like any other, so items can come out of it and go back into it, which keeps the total in the game honest when you want it to be. If you would rather items appear from nowhere, the plus button on any row does that instead.
- Can a player hold something nobody else can?
- Yes. The item types are shared, but the counts are not, so anything can sit in one tray and nowhere else. What the tool will not do is give one player a type of item that does not exist for everybody, because that is a role rather than a resource.
- Is there a share link?
- No, and that is deliberate. Everything on this page is something you typed: the item names, the players, and who holds what. None of it goes into a link, so the address of the page is all there is to share.
- Does it remember the trays?
- Yes. The item types, every tray and the log are kept in this browser, so a game survives a refresh, a locked phone or a closed tab. Nothing is uploaded, and clearing your site data for papercarnival.com clears it.
More from Collect and unlock
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Sets you define, pieces handed out one at a time, and a board that shows how close each player is to a full set.
OpenCrafting table
Recipes you write, ingredients players hold, and a table that spends the inputs and hands back what they make.
OpenPuzzle pieces
A picture cut into pieces that players earn one at a time, on a shared board or a board each.
OpenEverything in Collect and unlock, and every family on the tools page.