This diagram simulates a board game economy where players consume resources from the `Dice` Pool to move a token around. A central, unnamed Gate distributes the `Token` Pool across the board based on landing probabilities, routing the token to categories like the `Lands` Pool, the `Railroad` Pool, the `Tax` Pool, the `Chance` Pool, and the `Comm. Chest` Pool. Depending on where the token lands, specific financial interactions are triggered on the player's central `Money` Pool; landing on properties or chest tiles fires rewards through generators like the `Get Money from Lands` Source or the `Get Money from Community Chest` Source, whereas landing on tax tiles drains funds through the `Pay Tax` Drain.
The system also models a property development and progression loop where players reinvest capital from their `Money` Pool to upgrade land tiers. These upgrade levels are represented by the `1` Pool through the `5` Pool, with dynamic upgrade costs computed by calculators like the `Start Price` Register, the `Horizontal Increment` Register, and the `Vertical Increment` Register. Once upgrades are purchased, they scale up the rental income generated by the `Get Money from Lands` Source, while completing upgrade sets triggers the `Level Up` Source to advance player progression tracked in the `Current Level` Pool.