were a late 80s toy that were little posable models of anthopomorphic animals - an elephant man, fox woman, etc; all bipedal and opposable thumbed and armoured up, that were engaged in some massive fighty conflict. They all had a little heat sensitive sigil, normally on their chests, and when you warmed this up, it revealed their position - wood, fire or water. Fire beat wood, wood beat water, water beat fire.
When you played with them, one thing you could do (we often did) was play out a battle with the toys, and then rub the two sigils toward the end to determine what the outcome would be, then play that out. It was a totally intuitive way to do things, didn't need to be taught, even though we were kids.
The idea of embedding resolution systems within artifacts that are themselves the object of play is pretty cool, and I wanted to throw it out there for others to think some on. I'm sure people are already doing stuff along these kinds of lines, and I'd like to hear about that too.
I could imagine a more sophisticated battle beasts where the environment also had sigils built into it, to determine whether crossing the bridge or entering the boat caused a complication or advantage. The exact event, of course, would be down to the imagination of the participant.
An advanced set could introduce cards with a sigil on them and a single word: Treasure, honour, love, where the resolution mechanic would determine the thrust of the next story element.
I could see a really nice entry level system for kids being forged from this process.