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Board Game Manifest — Technical Reference
The concrete behavior of the board game manifest (bgm) format.
Definitions can live in JSON/YAML/TOML files or in markdown code blocks. In codeblock mode, each code block is a virtual definition file, named relative to the current markdown file.
1. json features
The $variants directive
For objects with a $variants key, the value is a CSV. Parse it into an object
array with typed-csv, extend the original object with each row, and return
the array.
job: 'hero'
$variants: ./heroes.csv
name,parents
string,string[]
clark,[jonathan;martha]
bruce,[]
[
{ "job": "hero", "name": "clark", "parents": ["jonathan", "martha"] },
{ "job": "hero", "name": "bruce", "parents": [] }
]
Inline vs file
$variants can be a single source or an array of sources. Each source is a
file/URL path if its first line ends in .csv, otherwise it is inline CSV.
This keeps the two forms self-documenting and applies the same rule to single
values and array elements alike. In YAML a block scalar (|) is the natural
way to write inline CSV; in JSON you'd use \n.
$variants: |
id,name,faceCrop
string,string,[number;number;number;number]
fish,Fish,[0;0;5;2]
grain,Grain,[1;0;5;2]
An array of sources concatenates their rows. This lets one part definition pull from several CSVs with different schemas — e.g. a deck where the regular cards share a face sheet but the jokers have their own:
$variants:
- ./cards.csv
- ./jokers.csv
Each source is parsed with its own schema, and its rows extend the original object independently.
CSV conventions
CSV is parsed with typed-csv:
- The first row is the header, the second row is the type declaration
(
string,number,string[], ...), and the remaining rows are data. - Rows are validated against a zod schema derived from the type row.
cropinside a CSV cell uses;as the element separator ([0;0;5;2]), because,is the CSV delimiter.typed-csvloads it into an array with value[0,0,5,2].
2. Definition discovery
Definitions are organized in packages. A loader loads a package
declaration, then uses its include paths to find the definitions.
Code blocks as virtual files
A code block is a virtual definition file. Its name is derived from the
role= on its info string — role.type.lang — so it is discoverable by the
default include: ./**/*.yaml and addressable by that name:
```yaml role=part.cargo
...
```
```yaml role=surface.game#main
...
```
```yaml role=package
...
```
role=part.cargonames the blockpart.cargo.yaml.role=surface.game#mainnames itsurface.game.yaml.role=packagenames itpackage.yaml.- The name is what
$variants: ./cargo.csvandinclude: parts/*.yamlresolve against. When there is a real file in that path, the codeblock wins. file=overrides the auto-name when present, e.g.file=parts/cargo.yamlnames the blockparts/cargo.yamlregardless of its role.- A block without
role=is not a definition — it is ignored. Discovery is explicit: a block is a definition only when itsrole=(or, for real files, its filename) declares a knownrole.type.
role= on the info string
A block's role is declared on the info string, using the same role.type#id
shape as the block's identity. type and id are optional — anything not
given comes from the content (or from $variants rows):
```yaml role=part.cargo
...
```
```yaml role=surface.game#main
...
```
```yaml role=package
...
```
role=part.cargodeclares a part of typecargo; itsidcomes from the content or from$variants.role=surface.game#maindeclares a surface of typegamewith idmain.role=packagedeclares a package; it has no type.- A
role/type/idgiven on the info string conflicts with the same key in the content and errors.idon the info string cannot combine with$variants, since every row supplies its ownid. - A block without
role=is not a definition — discovery is explicit (see above).
Real files
A real role.type.lang file (e.g. part.cargo.yaml) is a definition by its
filename, with no role= needed. role and type are parsed from the name;
id comes from the content or $variants. A real file and a code block with
the same name are the same definition; the code block wins.
Duplicates
Two definitions with the same role.type are grouped under the same name.
They must not define the same id — a duplicate type#id errors. Blocks with
the same role.type but different ids are fine.
include
include is a list of git-style path patterns — the defs that make up the
package. Defaults to ./**/*.yaml, so all yaml in the same and sub
folders is discovered with no configuration. This also matches the package
declaration itself, which is fine — it's the package, not a part.
Patterns are resolved relative to the package declaration's own directory,
not the games root. So a package declared in carcassonne/carcassonne.md
with the default ./**/*.yaml only picks up yaml under carcassonne/ — it
never absorbs defs from a sibling game. To reach outside its folder, a
package can use a ../-relative pattern or an absolute-from-root pattern
(e.g. **/shared/*.yaml).
3. Roles
json objects in yaml blocks are handled if they are declared as a definition
by their role= (or, for real files, their filename) for either
packagepartsurfacesetup
a valid object can either be the root or in the list of the yaml block.
for all roles except package, type and id are needed.
type#id is used for identification so that combo must be unique in the package.
A block declares its role on the info string — role=part.cargo is equivalent
to role: part + type: cargo in the content (see §2). A real file declares
it in its filename. The info string/filename and content must not both set the
same key.
package
The package is the container for a game's definitions. It is declared with a
role: package object:
role: package
id: harbor
title: Harbor
designer: Jane Doe
players: 2
language: en
role: for block discovery.id: package identification.title— game name.include— the defs that make up the package (see §2).- Optional metadata:
designer,development(artist/developer),publisher,players(player count),language.
part
A part is a game component. It is identified by a package:type#id string,
placed on the board via setup, and visualized by routes.
part value types
image— a url to an image.crop— a tuple[col, row, cols, rows]. Divides the image into a grid and picks the cell at[col, row]with size[width/cols, height/rows]. Negativecolsflips the rendered image.size— a tuple[width, height, depth]in mm units.
part props
face—sprite. Used for texture.faceCrop—cropforface.back—sprite. Used for texture. Defaults toface.backCrop—cropforback.shape—sprite. Traced for its profile to create the mesh for the part. Defaults to the full rect of the back image.size—size. The token is scaled to fit in the box. The x/y aspect ratio is kept, but not z (thickness).fillet— number in mm. Used to fillet the shape. Defaults to0.
example
role: part
type: token
id: wood
face: ./assets/tokens.png
faceCrop: [1, 0, 5, 2]
back: ./assets/tokens.png
backCrop: [3, 0, 5, 2]
shape: ./assets/token-shape.png
size: [20, 20, 3]
fillet: 2
A wood token: the face and back sprites come from the same sheet,
faceCrop/backCrop picking different cells of the 5×2 grid. The shape is
traced from token-shape.png, sized 20×20×3 mm with a 2 mm fillet.
surface
A surface is a view over the state store, purely for visual rendering.
It has a reference size ([width, height] in mm) and a layout list of
routes. The size is a reference — it may be scaled to fit larger or smaller
tables. It does not affect part placement; placement lives in the state store
(see §4). A surface need not cover every part — parts with no matching route on
this surface are simply not shown.
A surface also declares how it is mounted: as the root table surface, on a
HUD area, or as a child of another surface. mount is always an object, with
x, y, and rotation (defaulting to 0) anchoring it like a route. The
kind selects the mount type:
table— the root table surface (default).hud— mounted to a HUD area, e.g. a player's hand.child— mounted relative to a parent surface. A surface lists itschildren(type#idrefs) so a surface can be repeated, like a player board; each child is mounted relative to its parent's anchor.
type: board
id: harbor
role: surface
size: [300, 200]
mount:
kind: table
x: 0
y: 0
rotation: 0
children:
- board#player
layout:
- route: /dock/:seat
candidates:
$variants: ./seats.csv
- route: /deck
x: -100
y: 0
rotation: 0
type: hud
id: hand
role: surface
size: [200, 100]
mount:
kind: hud
area: bottom-left
type: board
id: player
role: surface
size: [200, 200]
mount:
kind: child
x: 100
y: 50
rotation: 0
setup
setup seeds the state store: the enabled surfaces and the part placement.
Each valid game state is a valid setup.
role: setup
type: game
id: main
surfaces:
- board#harbor
- hud#hand
setup:
- path: /dock/0
parts: harbor:boat#fleet
- path: /deck
parts: harbor:card
facing: back
- path: /table
parts: harbor:token#wood
facing: standing
surfaces lists the surfaces enabled at the start. A surface not listed is
disabled and not rendered. When surfaces is omitted, all surfaces are
enabled.
setup is an ordered list of placements. Each placement moves its parts
to its path, and entries are applied in order — so a part listed in a later
placement ends up on that placement's path. This makes a setup read like "deal
the deck, then move these cards to the flop".
parts can be a single part id, a bare type without an id, or a list of
either. A bare type expands to all parts of that type during game state
initialization.
facing sets how the placed parts are oriented on the board, defaulting to
face:
face— lay flat, front up, resting on the bottom face.back— lay flat, front down (flipped over), resting on the top face.standing— stand upright on the bottom edge, front texture still showing.
A part's facing is seeded into the game state and can change at runtime; it
only affects orientation, never the part's texture.
4. Concepts
Game state
The board's state is a state store: the set of enabled surfaces and a map from path to a stack of parts. It is the authoritative record of which surfaces are in play and where every part is placed.
A path is a URL path with named params, like /dock/1.
A part is identified by a package:type#id string.
A surface is enabled or disabled; a disabled surface is not rendered. Setup seeds the enabled set (see §3), and it changes at runtime as the game progresses (e.g. enabling the main board after an expansion-chooser scene).
Routing
A route is a visualization route: it maps a part to a location on a surface. Routes match the keys of the state store, but they are defined by a surface and need not cover every placed part — a part with no matching route on a given surface is simply not shown there. Routes exist only for game parts; a surface is not a part and never appears on a route.
A route matches all parts on the path; the placement of each individual part on the stack is a separate concern.
A route is an express-style URL path with named params, plus the x, y, and
rotation of its anchor. Routes are defined in a list, not a map, so the
same route path may appear more than once:
layout:
- route: /dock/:seat
x: 40
y: 0
rotation: 0
- route: /deck
x: -100
y: 0
rotation: 0
Candidates
To match a class of routes against a list of positions, keep a single route with its param and give it a
candidates array to match :param against, each candidate carrying its own x/y/rotation:
layout:
- route: /dock/:seat
candidates:
$variants: ./seats.csv
seat,x,y,rotation
string,number,number,number
0,40,0,0
1,40,20,0
The router should select only the first candidate with all params matched against its props — the fields in the candidate's CSV row (e.g. :seat matches the candidate's seat value).
A candidate inherits the route's x, y, rotation, and stacking, and may override any of them with its own values. When no candidates match, the whole route fails to match.
Stacking
When multiple parts live on a path, only the top (last) one shows by default. To override this, add stacking strategies:
layout:
- route: /deck
x: -100
y: 0
rotation: 0
stacking:
curve: M 0 0 C 20 -20 40 -20 60 0
limit: 5
align: center
steps: 4
tilt: 0.1
zStart: 0
zEnd: 30
curve— an SVG path string to spread the content along, relative to the anchorx,y,rotation.limit— how many parts to display.0shows all,3shows the first 3,-3shows the last 3.align—start,end, orcenterof the curve.steps— the maximum number of parts per curve length unit. Defaults to1. See the positioning process below.tilt— rotation in degrees applied to every shown part about the card's local Y (long) axis. It applies even without acurve, so a baretiltrotates a straight pile. Defaults to1when not specified.zStart/zEnd— the height (surface-normal) in mm at the start and end of thecurve. The stack ramps linearly between them across its span, lifting it in 3D. Requires acurve.
positioning process
- Determine the step length. It is
curve length / max(steps, # of parts on path − 1). - Determine the alignment. It places the span of
step length × (# of parts − 1)on the curve. - Place each part. Part
#0is at the start, the last part at the end, eachstep lengthapart. - Lift each part. The part's height is
zStart + (zEnd − zStart) × u, whereuis its normalized position along thecurve. - Tilt each part. Every part is rotated
tiltabout its local Y (long) axis.
Edge cases
- Object with no matching route → not placed on this surface. The game state is still valid — the part simply isn't visualized. A surface is a view over the state store, not a mirror of it, and may show only a subset (e.g. a player's hand on the HUD).
- Route with no matching object → empty, fine.
- Multiple routes match one path -> first route wins.
- Multiple parts on one path → stack (see §4 Stacking). One route wins for all parts on a path, and the stacking strategy decides what's shown (it may drop parts that are not dropped on other matching routes).