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tts-workshop/docs/bgm-format.md
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hypercross f12b40e82b fix(tabletop): default tilt to 1 degree for all parts
Apply the default 1 degree tilt even when a route has no stacking
strategy, so every placed part is tilted consistently.
2026-08-10 00:29:23 +08:00

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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 file/URL path or an inline CSV string. If the value contains a newline it is inline CSV; otherwise it is a path. 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]
  wood,Wood,[2;0;5;2]

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.
  • crop inside a CSV cell uses ; as the element separator ([0;0;5;2]), because , is the CSV delimiter. typed-csv loads 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. To give it a name — so include: and $variants paths can resolve against it — add a file= segment to the code block's info string. The name is relative to the current markdown file:

```yaml file=parts/cargo.yaml
...
```

```csv file=parts/cargo.csv
...
```
  • A block with file= is addressable by that path.
  • A block without file= is auto-named ./${hash}.yaml, where hash is derived from its content. This makes every yaml block naturally discoverable by the default include: ./**/*.yaml. Identical blocks dedupe to the same hash.
  • The file= name is what $variants: ./cargo.csv and include: parts/*.yaml resolve against. When there is a real file in that path, the codeblock wins.
  • file= implies the file type from its extension; the language tag is optional and only for editor highlighting.
  • Hash vs explicit file=: a hashed name is for auto-discovery, not for referencing. To point at a specific yaml block by name, give it an explicit file=; otherwise its name is content-derived and unstable.

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.


3. Roles

json objects in yaml blocks are handled if they have a role: field for either

  • package
  • part
  • surface
  • setup

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.

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]. Negative cols flips the rendered image.
  • size — a tuple [width, height, depth] in mm units.

part props

  • facesprite. Used for texture.
  • faceCropcrop for face.
  • backsprite. Used for texture. Defaults to face.
  • backCropcrop for back.
  • shapesprite. Traced for its profile to create the mesh for the part. Defaults to the full rect of the back image.
  • sizesize. 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 to 0.

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 its children (type#id refs) 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:
  /dock/0: harbor:boat#fleet
  /deck: harbor:card

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.

The value on a setup path can be either a string, or a string list.

The string can either be a one part string, or a type without an id.

When id is omitted, it expands to all parts in that type during game state initialization.


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 anchor x, y, rotation.
  • limit — how many parts to display. 0 shows all, 3 shows the first 3, -3 shows the last 3.
  • alignstart, end, or center of the curve.
  • steps — the maximum number of parts per curve length unit. Defaults to 1. 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 a curve, so a bare tilt rotates a straight pile. Defaults to 1 when not specified.
  • zStart / zEnd — the height (surface-normal) in mm at the start and end of the curve. The stack ramps linearly between them across its span, lifting it in 3D. Requires a curve.

positioning process

  1. Determine the step length. It is curve length / max(steps, # of parts on path 1).
  2. Determine the alignment. It places the span of step length × (# of parts 1) on the curve.
  3. Place each part. Part #0 is at the start, the last part at the end, each step length apart.
  4. Lift each part. The part's height is zStart + (zEnd zStart) × u, where u is its normalized position along the curve.
  5. Tilt each part. Every part is rotated tilt about 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).