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Shared Game Configuration

Reference for platform-level configuration that applies to all game types (adventure, mecha, arena, connect6, and mahjong).

Game Settings

These settings define the game as it appears in the catalog and establish the basic rules for how turns are managed.

SettingDescription
NameDisplay name shown to players
DescriptionAppears on the join game turn sheet
Game typeThe type of game — adventure, mecha, arena, connect6, or mahjong; cannot be changed after the game is created
Turn duration (hours)Default length of each turn; can be overridden per run
Statusdraft while the game is being designed; published once it is available to players — this transition is one-way

Game Runs (Instances)

A run is a single playthrough of a published game. Each run can be configured independently.

Run Settings

SettingDescription
Required player countMinimum number of players before the run can start
Turn duration (hours)Turn length for this specific run; overrides the game-level setting; 0 means no fixed schedule
Process when all submittedProcess the turn immediately once all players have submitted their orders, rather than waiting for the turn deadline
Email deliveryDeliver turn sheets to players by email
Physical post deliveryDeliver turn sheets by physical post
Local physical deliveryDeliver turn sheets by local physical collection
Closed testingRestrict joining to players who have been given the closed-testing key
Closed-testing keyThe key players must enter to join when closed testing is enabled
Closed-testing key expiryWhen the closed-testing key expires
Allow computer opponentsPermit computer opponents to fill otherwise-empty player seats (mahjong, arena, and mecha only)

Delivery: at least one delivery method must be enabled.

Computer opponents: when a run allows them, a joining player can choose on their join game turn sheet how many computer opponents should fill the remaining seats, so a run can start before every seat is taken by a human. The number a player asks for is capped at the seats still open. Only game types with a computer-opponent engine support this (mahjong, arena, mecha).

Inviting other players: the join game turn sheet also has an "invite additional players" panel. A joining player can enter a name, email, and an optional personal note for each person they want to invite. Each invitee is emailed a link that opens their own join game turn sheet for the same run, and the invitation is tracked until it is accepted or expires.

Closed testing: if closed testing is enabled, email delivery must also be enabled.

Turn duration: can only be changed while the run has not yet started.

Run Status

StatusMeaning
CreatedRun exists but has not started; players can join
StartedGame is actively running turns
PausedTurn processing is temporarily suspended
CompletedGame has ended normally
CancelledGame was terminated early

Game Parameters

Parameters let you tune the rules of a specific game type. Each parameter has a default value that applies unless overridden on a particular run.

Available Parameters

Game TypeParameterDefaultDescription
AdventureCharacter lives3Number of lives a character has before being permanently removed from the run
MechaSquad size4Number of mechs in a player's squad
ArenaMax turns10Maximum turns before the match ends on remaining-health percentage; 0 means no limit (see the Arena game reference for its full parameter set)

Connect6 and Mahjong have no tunable parameters — their rules are fixed.


Turn Sheet Background Images

Each turn sheet can have a custom background image. Images are uploaded per sheet type and apply to all sheets of that type generated for the game.

Image Requirements

RequirementValue
Accepted formatsWebP, PNG, JPEG
Maximum file size1 MB
Minimum width400 px
Maximum width4,000 px
Minimum height200 px
Maximum height6,000 px
Recommended dimensions2,480 × 3,508 px (A4 at 300 DPI)

Images that fall within the dimension limits but differ significantly from the A4 aspect ratio will generate a warning; the upload still succeeds.

Turn Sheet Types

Every game type has a join game sheet — sent to a player when they first join a run — which must have a background image uploaded before the game is published. Each game type also has its own set of play sheets that can each have a unique background.

For the full list of sheet types and background image identifiers for each game type, see:


Game Validation

Before creating a run, a game must pass a readiness check. The game designers shows any issues that need to be resolved.

Issues are categorised as errors (which block run creation) or warnings (which are advisory only).

Readiness Requirements

Adventure — errors (must be resolved):

  • At least one location must exist
  • At least one location must be marked as the starting location

Adventure — warnings (advisory):

  • Location object state graph issues — unreachable states, dead-end states, or objects missing an initial state

Mecha — errors (must be resolved):

  • At least one sector must exist
  • At least one sector must be marked as the starting sector
  • At least one chassis must exist
  • A player starter squad must exist with at least one mech on it

Arena — errors (must be resolved):

  • At least one class must exist
  • At least three fighters must exist
  • Exactly three phase configs must exist
  • At least one opponent team must exist

Arena — warnings (advisory):

  • Each fighter should have at least one action
  • Each opponent team should have at least three slots

Connect6 and Mahjong: no readiness check — these are self-contained board games with no designer-authored content.


Objectives and Win Conditions

Objectives are designer-authored goals that the engine evaluates at the end of each turn. They support hidden-until-unlocked sequencing, multiple completion modes, rewards, and terminal flags that end the run.

How Objectives Work

Each objective has three condition phases (unlock, complete, fail). Every turn the engine checks active objectives:

  1. Hidden objectives whose unlock conditions are all met transition to active
  2. Active objectives whose complete conditions are all met transition to completed and fire completion rewards
  3. Any active objective whose fail conditions are all met transitions to failed and fires failure rewards

Fail conditions are checked every turn regardless of whether the complete phase has been checked.

Common Objective Fields

FieldDescription
TitleDisplay name shown to players (when visible)
Categoryprimary, secondary, or optional
Scopegame_instance (global), account_user (per player), or character / squad (per entity)
Visibilityvisible — shown immediately; hidden_until_unlocked — hidden until unlocked by a reward
Is terminal successCompleting this objective ends the run as a success
Is terminal failureFailing this objective ends the run as a failure
Completion modeinstance, per_player, or contributory
Is repeatableWhether the objective resets after completion

Shared Condition Types

TypeDescription
turn_number_at_leastCurrent turn is at or above a value
objective_status_isA named objective has a given status
game_instance_status_isThe run itself has a given status

Shared Reward Types

TypeDescription
append_turn_eventBroadcast a message to all players' turn event log
unlock_objectiveTransition a hidden objective to active
complete_game_instanceEnd the run as a success
fail_game_instanceEnd the run as a failure
advance_clockAdvance a named clock by a given amount

For game-type-specific condition and reward types, see:


Clocks

Clocks are designer-authored pressure timers. Each clock has a current value that advances automatically each turn and/or when objective rewards fire. When the value crosses a designer-set threshold, the threshold fires a message and one or more effects — including effects that can end the run.

Clock Fields

FieldDescription
TitleDisplay name
Max valueThe ceiling the clock counts toward
Initial valueStarting value when a run begins
Advance per turnAmount added automatically each turn; 0 means the clock only moves via advance_clock rewards
Visibilityvisible, hidden_until_active, or always_hidden

Shared Threshold Effect Types

EffectDescription
append_turn_eventBroadcast a message to all players
advance_clockAdvance another clock by a given amount
fail_objectiveForce a named objective to the failed status
complete_game_instanceEnd the run as a success
fail_game_instanceEnd the run as a failure

For game-type-specific threshold effect types, see:


Game Designers Navigation

The studio provides different sections depending on the game type.

All game types:

  • Games list
  • Turn sheet backgrounds

Adventure only: Locations → Location Links → Link Requirements → Items → Item Placements → Item Effects → Creatures → Creature Placements → Location Objects → Object Effects

Mecha only: Chassis → Weapons → Sectors → Sector Links → Squads

Arena only: Classes → Resources → Statuses → Actions → Tags → Chain Rules → Fighters → Opponent Teams → Phase Configs

Connect6 and Mahjong: No game designers section — these are self-contained board games with fixed rules.