Tile

A single face-based piece that can stand alone or belong to a stack.

What a tile is

A tile is the canonical single-piece unit for flat components. Cards, stand-alone tiles, and imported two-sided pieces all resolve to tile behavior. card is an alias for tile.

How the system uses tiles

  • A tile can exist by itself on the table or be grouped into a stack
  • A tile carries face-oriented presentation, dimensions, and artwork
  • A tile is the base piece type behind common play actions such as place, flip, drag, exhaust, and inspect
  • Tiles support markup, stamps, and reactive triggers

Typical examples

  • A standard playing card after it is drawn from a stack
  • A blank tile placed directly on the table
  • An imported custom tile from a component source
  • A location or event card with stamps for tracking state

Settings

Open a tile's settings by selecting it and choosing Edit Tile from the Actions Dock. The settings dialog has three tabs: Properties, Trigger, and Stamps.

Tile settings dialog showing the Properties tab

Properties

The Properties tab controls the tile's identity, appearance, and dimensions.

  • Name -- display name shown in inspect panels and search
  • Position Locked -- prevents the tile from being dragged without first selecting it
  • Stackable -- allows the tile to join stacks when dropped on other tiles
  • Tags -- searchable labels used by spaces, triggers, conditions, and filters

Appearance

  • Shape -- box, hex, orb, or a custom SVG shape
  • Corner Radius -- rounds the corners of box-shaped tiles
  • Back Color -- solid color shown when the back is not using artwork

Size

  • Width and Height -- physical dimensions displayed in the table's preferred unit, stored internally in millimeters
  • Maintain Aspect Ratio -- links width and height so resizing preserves proportions

Orientation

  • Rotation -- rotates the tile on the table surface in degrees
  • Exhaust Angle -- rotation applied when the tile is exhausted (default 90 degrees, try 60 degrees for hex tiles)
  • Face Up Direction -- sets which edge counts as "up" when the face side is visible (0, 90, 180, or 270 degrees)
  • Back Up Direction -- controls back orientation relative to the face (match face, or a fixed 0/90/180/270 degrees)

Artwork Background

When enabled, places imported artwork on a solid color background instead of the default tile color. Useful when artwork has transparent regions that should render against a specific color.

Markup

Markup lets you draw, write, and erase directly on a tile's artwork during a session. Open it from the tile settings footer or by selecting a tile and choosing Markup from the Actions Dock.

A card and die with freehand markup drawn on them

Tools

  • Marker -- freehand drawing with customizable color and brush size (2--80 px)
  • Text -- click to place text labels with adjustable font size (14--120 px)
  • Eraser -- remove markup strokes with adjustable size

Per-face markup

Markup is stored separately for each face. For standard tiles, switch between Front and Back. For dice, each face has its own markup layer that maps to the die's UV polygon for accurate 3D rendering.

Controls

  • Rotation -- rotate the editor view (0, 90, 180, or 270 degrees) for comfortable drawing at any angle
  • Zoom -- scale from 10% to 300% for fine detail work

Markup auto-saves as you draw.

Stamps

Stamps are reusable interactive regions placed on a tile's artwork. They track per-tile state that players can toggle or fill in during play -- useful for health trackers, checkboxes, resource slots, scoring marks, and note fields.

Stamps tab showing toggle stamp definitions on a character card

Stamp types

TypeBehavior
ToggleTwo-state: empty or marked. Click to switch.
Tri-ToggleThree-state: empty, marked, or crossed. Click to cycle.
TextFree-text input field. Click to type.

Defining stamps

Open the Stamps tab in tile settings to manage stamp definitions. Each stamp has:

  • Name -- unique label for the stamp (used for logging and automation references)
  • Type -- toggle, tri-toggle, or text
  • Side -- whether the stamp appears on the face or back of the tile
  • Position -- drag the stamp region on the artwork preview to set its location and size

Stamps defined on a tile appear on every copy of that tile in the session.

Appearance

Global stamp appearance settings control all stamps on the tile:

  • Border Visible -- show or hide the stamp region outline
  • Border Color -- color of the stamp region border
  • Mark Color -- color of the check/cross marks

Stamp logging

Enable stamp logging to record every stamp state change in the session log. Useful for tracking player actions during playtesting.

Triggers

Tiles support one reactive trigger event:

  • Piece Flipped (pieceFlipped) -- fires when the tile is flipped face-up or face-down

Configure the trigger in the Trigger tab of tile settings. Each trigger case pairs a condition with a sequence to run when the condition is met. See Triggers for full details on dispatch modes, cases, and context.