How it works
Nothing here is hidden. Every shopkeeper works out its own options, scores them, and has the result checked against its spending rules before a single coin moves. This is that, taken apart.
A worked example
One turn, start to finish
Tick 40. The bakery is out of flour, and Bram is due a decision. Everything below is on screen while it happens — the town does not write it up afterwards.
Three ways to decide
A model is the last resort, not the first
Every shopkeeper scores its options first. What happens next depends entirely on how close the top two came.
Spending rules
Seven checks, every purchase
These run the moment a shopkeeper commits to a purchase, and they all report back — the ones that passed as well as the one that did not. Watching the rules work is the point, not only watching them fire.
The second rule carries whoever is buying — Bram’s status, Odette’s status, Pike’s status. And a purchase that clears all seven still is not final: the shopkeeper has to walk to the shop, and every one of them runs again on arrival, against the shelf and the limits as they stand by the time it gets there.
The moving parts
Five things, and nothing hidden behind them
Markette is a town whose shopkeepers hold wallets. Here is everything that makes one of them spend money.
Try this
Four things to do while it runs
The town is easier to believe once you have broken it on purpose.