The Item Shop turns BLOO from a score into an economy: a reason to keep earning it beyond the number going up. As the GM, you decide what's for sale. Turn it on with the Item Shop feature in Adventure Settings (it covers the shop, the backpack and item rewards); with it off, players see "The item shop is now closed!".
Create items from Manage Content → Items → New Item, or from the Add new item button at the bottom of the shop.
The Five Item Types
- Consumable — used once and gone. The player presses Use in their backpack, which marks it redeemed; what it actually does is yours to honour (a hint, an extension, a coffee with the CEO). Design these as small conveniences, not power that trivializes your content. You'll see every use on the Transactions tab.
- Key — held, never spent. A milestone's Conditions drawer can require a key item (Requires this key item), which makes a Key your soft-lock tool: instead of a hard prerequisite, make the way in something players earn or buy.
- Reward — a keepsake with no functional effect. Rewards aren't sold: hand them out as a milestone's Item Reward or through a Find Item step. Cosmetic items are underrated for motivation; not everything needs a mechanical purpose.
- Tabi Piece — one piece of a Tabi's collage. Choose the Tabi under Tabi Settings; players who collect the pieces fill in that Tabi's board on the Tabis page. See The Tabi Editor for laying out the collage.
- Gift Card — a real gift card, emailed to the player when they buy it. The type only appears once the adventure's Tremendous tab is set up (see below).
Item Settings
Which fields appear depends on the type:
- Cost (in BLOO) and Min. Level — for everything sold: consumables, keys, Tabi pieces and gift cards.
- Stock — how many the shop can sell, for consumables, Tabi pieces and gift cards. For a Tabi piece, blank means unlimited. For consumables and gift cards, set a number: despite the "Unlimited" placeholder, a blank stock saves as 0 and the item shows as Sold Out. Enter 99999 or more and the shop shows it as unlimited (∞).
- Max per Player — for consumables and gift cards; leave it at 0 for no limit. Keys, Rewards and Tabi pieces are always one per player.
- Display in Shop — Visible or Hidden, for consumables, Tabi pieces and gift cards. A hidden item is kept out of the shop, for things you only want handed out by a Find Item step or by you.
- Group — a colour category for consumables and gift cards, shown as a badge in the shop. When an item is in a group, its Max per Player counts everything the player holds from that group, so you can cap "any two potions" rather than two of each.
- Available For — all paths, or only players on one path.
- Description — what the item is for. Player tokens work here.
What the Shop Enforces
Every purchase is checked on the server: the level, the stock, the per-player (or per-group) limit, and whether the player can afford it. The shop never sells on credit. Encounters can push a player's BLOO below zero, but the shop still refuses anything they can't afford, so debt stays a setback rather than a loophole.
Stock and caps are race-safe. Two players buying the last unit at the same moment can't both get it, and a double-click can't buy past a cap: the purchase that lands second is told there are none left. Refunding a purchase frees its stock again.
Buying on a Player's Behalf
For a player who can't work the shop themselves, use Assign on the item's row in Manage Items, then pick the player. It's a real purchase at the normal price, paid from the player's own BLOO, with the same stock and per-player limits — a free grant would distort your economy. The one thing it skips is the level requirement.
Transactions
The Transactions tab beside the shop (staff only) lists every item a player has bought or been given in the adventure, with quick filters for new and used items and a running total spent. Gift cards are listed separately, under Gift Card Orders. Each row has:
- Use — mark the item used for the player.
- Return — undo a use and put the item back in their backpack. Only staff can do this; players can't un-use their own items.
- Delete — take the purchase off their record, which gives the BLOO back.
Player Records shows the same purchases per cohort, with filters, bulk removal and a way to restore removed ones.
Gift Cards
Gift cards are sent through Tremendous. Connect an account on the adventure's Tremendous tab first — Setting Up AI Grading & Gift Card Rewards walks through it. Then, on the item:
- Card Value — in the currency set on the Tremendous tab. Cost is still what the player pays in BLOO.
- Label (optional) — e.g. "Amazon Gift Card".
- Card Source — Adventure default campaign (recommended), A different campaign, just for this item, or Specific brands from the catalogue. A campaign decides which brands the player can choose from, and you curate it in your Tremendous dashboard.
The card goes to the player's account email. Before any BLOO is spent, a card that can't be sent (no campaign, no email on file) is refused, and if the send fails nothing is deducted. Every send is listed under Gift Card Orders in Manage Items.
Pricing With BLOO
Price items relative to how much BLOO a typical player has actually earned by the point they'd realistically want the item. A shop full of things nobody can afford yet reads as broken, not aspirational. Use Min. Level to hold the big-ticket items back until later.
Tuning Your Economy
Watch how fast BLOO accumulates versus how fast the shop drains it; the Stats page drills into item purchases. If nobody's buying, prices are probably too high for the earn rate, or the items aren't compelling. If everyone empties the shop immediately, add a higher-tier item or two so BLOO stays meaningful later in the Adventure. If you run encounters, remember they spend BLOO too, and a player in debt is a player who can't shop.