Do not treat Gold like a second Mana bar
At your Resource Phase, Mana refreshes to the current turn number: 1 on turn 1, 2 on turn 2, and so on, with no rules cap.
At your Resource Phase, Gold refreshes to 1 base plus one bonus for each separate damage instance you dealt to the opposing Sheriff during your prior turn.
Count hits, not total damage
One large hit
You deal 5 damage to the Sheriff in one attack. That is one damage instance, so your next Gold refresh is 1 base plus 1 bonus, for 2 Gold.
Several small hits
You deal 1 damage three separate times. That is three damage instances, so your next Gold refresh is 1 base plus 3 bonus, for 4 Gold.
Plan the current turn and the next one together
Spending Gold now can create the board position that lands multiple separate Sheriff hits. Those hits then determine next turn's Gold bonus. A large attack is often best for ending the duel; several separate connections are better when you need more Gold next turn.
Middle creatures can reach the Sheriff only when their directly opposing lane is clear of enemy creatures and Cover. Gold planning therefore starts with lane clearing, not with choosing any open target.
Resource value needs hand space
The maximum hand size is 10. Excess draws burn to discard, so a resource-heavy turn can lose value if you draw before making room. When action order is flexible, play a useful card before a draw effect if your hand is already full.
Practice the refresh cycle
The AI-only Godot demo requires no account. The account-enabled Godot beta is the online build. Production Dust checkout is not shipped and is unrelated to the in-match Gold resource.
