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Images

This page is about how images get into a game: the uploading, the search, the three filters, the storage and the deleting. The Items page covers assigning them to items (which image goes into which frame).

The Images row of the Components group in the sidebar opens the page.

An image belongs to the game, not to a set

Every uploaded image goes into the game’s shared list, and from then on any item of any set of the game can use it. There is no “the deck’s images” and “the board’s images”: there is one list per game, and this is it.

That has three consequences:

  • If you delete a set, its images survive, they only become unused.
  • If you delete an item, its image stays in the list in the same way, and is reusable.
  • The same image can be assigned to several items and several sets; you only have to upload it once.

The images are not part of the draft: they go to the server the moment they are uploaded, it is not the draft’s saving that takes them out. The save indicator in the top bar therefore has nothing to do with uploading.

What this page is for

The Images page is the game’s whole image library: this is where you upload, search, filter, look at where you use each image, and delete.

You do not create items from here. There are two roads for that: the set’s gallery, or the Images tab of the set’s panel, see Items. One thing you can start towards the sets from here: drag an image onto one of the set rows in the sidebar, and one new item is born in the target set per image.

Uploading

Two roads lead here, and both arrive in the same place:

  • Dragging: drop the files anywhere on the page. While the files are over the page, a large notice says “Drop the images to upload them.”
  • Browsing: the Upload images button in the page’s header opens the machine’s file chooser. Several files can be selected at once.

Both work even when the list happens to be empty, or when the filter is hiding everything. The upload always goes into the whole game’s library.

Two go at a time

At most two images upload at a time, the rest wait in a queue, and as a slot frees up the next one starts by itself. They all get a tile straight away, though.

Do not navigate away while it runs. Leaving the page loses the queued and the half uploaded files, without warning.

What the progress tile says

Every upload gets a tile of its own at the front of the gallery, with the file name on it:

What you see on the tileWhat it means
a bar and Uploading…in progress, the bar shows the percentage
(the tile disappears)done, the image shows up as an ordinary tile
a red border and Not uploadedit failed

The failed tiles stay until you clear them away with the × in their top right corner. That is not a retry: you have to upload the file again.

What it accepts

The usable formats are PNG, JPEG and WebP. Everything else the interface rejects at once, before the upload even starts: no tile is born, and instead it says how many files were left out and what the right format would have been. That works the same for dragging and for browsing, and the file chooser only offers the accepted formats too.

On a mixed drop the good files start and only the bad ones are left out.

GIF is therefore not usable. If you want to show a moving image, a video embedded in the rules is the thing for that (Rules).

The upper limit is 50 MB per file. The interface says this nowhere, and going over it shows up as the uninformative failed tile.

Storage

The summary sits in the page’s header: how many images there are, how many are unused, and how much storage they take out of your plan’s allowance (for example 46 MB of 200 MB). On an unlimited plan only the space in use shows.

The storage limit is enforced. If the upload would go over it, the upload does not get through, and a panel appears with the current and the allowed size, the names of the files that could not go up, and the See plans button. The Account page covers plans.

If the game’s space is over its limit, the game becomes read-only. A warning then stands at the top of the page and uploading is disabled: “New images are blocked while this game is read-only.” Either you delete something, or the space needs a bigger plan.

The images line up by file name, alphabetically; the order cannot be rearranged.

One tile: the thumbnail, the full file name under it, and a tag that says where you use it:

TagWhat it means
Used in N itemsthis many items refer to it
Set defaultno item uses it, a set’s default does
Unusednothing uses it

Beside the tag stands the image’s original resolution in pixels.

Click a tile and the image’s detail panel opens on the right of the page. On a narrow screen that is not a column but a sliding page, with the Back button.

The three filters

A three-way switch sits in the header, with exactly one of them always active:

FilterWhat it shows
Allevery image of the game
Usedwhat at least one item or one set default in the game uses
Unusedwhat nothing uses

“Used” means what the draft uses. The reckoning looks at the current state, the one being edited, not at the released versions: delete an item out of the draft and its image moves into the unused ones at once, no matter that it appears in a version released earlier.

Set defaults count too: the shared back counts as used, even though it is not set separately on a single item.

“Unused” is the best clearing-up list: whatever stands there you either have not put into an item yet, or do not need.

The search field in the header searches the file name, case insensitively, on any part of the name. The file name only: not the set’s name, not the item’s name, not the size.

The search works together with the filter: what you type always searches within the current filter. If there is no hit, the words “No image matches.” stand where the gallery would be.

The image’s detail panel

With an image selected, the right-hand column shows:

  • the large thumbnail;
  • the full file name, and under it the format, the resolution, the file size and the date it was uploaded;
  • the Used in list: every item that refers to it, with its set. Click a row and the item opens in its own set. If nothing uses it: “No item uses this image.”;
  • the Delete image button.

Deleting

The Delete image button opens a confirming question: “Delete this image?”, with the file name in it and the fact that the image comes off the server for good.

There is no undo. What has run has run: the file comes off the server, and only comes back by being uploaded again, as a new file, without the old assignments.

An image in use is kept

If the image is in use, the confirmation’s text is different: it says how many items use it (or that it is a set’s default), and spells out that an image in use is never deleted, you have to take it off the items first.

Press it anyway and the action runs, but the image survives, and a yellow box appears on its detail panel: “The image was kept. It is in use, so it was not deleted.” That is not a fault, it is the protection.

The check looks at the draft, the same one the filters do: delete an item and its image becomes deletable at once, no matter that it appears in a version released earlier.

With an unsaved change in flight, the deletion does not run: “Your latest changes are not saved yet, so nothing was deleted. Try again in a moment.” Wait a second and try again.

The practical road to clearing up is the “Unused” filter: only images that really can be thrown away stand there.

What happens to the released versions

The versions already released are not harmed by a source file disappearing: they work from a closed image package of their own. A running party therefore carries on, and nothing changes on the display or on the controller.

If you take an image off the items first and then delete it, the items survive, only their frame is left empty, and you have to choose a new image for them (Items). The gap shows up at the next release: without a required image no release starts.