Counters and tokens
Poison, energy, experience, rad, and tokens, shown only when you need them.

Commander decks track very different resources: poison decks, energy decks, experience-counter commanders, rad from a Fallout precon. Manatable doesn't make every player scroll past counters they'll never use. You toggle on only the counters a game needs.
Primary counters, built in
Four counters are built in, each with its own icon and colour so a glance tells you which is which:
- Poison, lethal at 10
- Energy
- Experience
- Rad
Poison also shows as a badge on a player's seat, so the table can see who is close to a poison kill without opening their panel.

Two custom counters
Not every counter is on that list, so Manatable adds two custom, renameable counters with an icon grid and colour picker. A corrupted-blood-style counter or a niche commander mechanic gets tracked and synced to the whole table like everything else.
Tokens
Manatable also tracks the tallies that pile up in Commander games: Treasure, Food, Clue, Blood, Map, Powerstone, Junk, Shard, and Lander. They appear when you need them and stay hidden otherwise, so a deck that makes no Treasure doesn't get a cluttered panel.

Persists through the whole game
Whatever counters and tokens you turn on stay with each player through the game and survive a refresh or reconnect, so a dropped connection doesn't cost you your Treasure count. Everything resets when the game ends, ready for the next one.
Counters work with life tracking: poison feeds the same auto-elimination logic that life totals do. If your pod runs planeswalkers, see emblems and The Ring.