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Sets

This page is about what a set is, how you create a new one, and what the type and the container decide about it. The Items page covers the items themselves (frames, size, quantity, subsets).

What a set is

A set is one group of the game’s physical material: one kind of thing, in one box. A deck of cards is one set, the board another, the red dice a third. Inside a set live the items, the individual cards, boards and dice.

Every set has exactly one type and one container. Those two decide what you can do with it: how many images an item may ask for and of what kind, and how it behaves in a party. You can change both later, with finished items in place, but a change of type swaps the frames as well, see Editing a set.

The game’s sets line up in the sidebar, in the Components group, as soon as you have opened the game. Every row is a set: an icon, a name, and the item count at the end. The name appears in the interface language; if it has no name in that language, the one in the other language shows, and failing that the id.

A new set

The New set row at the bottom of the set list opens a modal (The screen). It asks for four things:

FieldRequiredWhat to put in it
Titleyes, in at least one languageone field with an EN and a HU badge; click the badge to switch
Iconnoit shows in the sidebar and in the set’s header, see The icon
Typeyesfive options, see The type
Containeryesthe type narrows it down, see The container

A quiet sentence at the bottom of the modal reminds you that “Changes to a set reach players in the next release.” The Save set button creates it, and the interface takes you straight to the new set’s page, with an empty gallery.

⚠ The form does not ask for an id, and does not show one, see The id.

The type

There are five types, and the choice follows the set around:

TypeWhat it is forHow many frames an item may have
Cardcards you draw, shuffle and hold in your handa front and a back
Boardthe big, fixed pieces of the playing areaa front, and a back if you give it one
Dicesomething you rollevery face is an image, as many as you fill in
Tokensmall markers, money, resourcesa front, and a back if you give it one
Figurefigures you move about the boarda single image

Under the type the modal writes the same thing out in a sentence (for example “Cards have a front and a back.”). The detail on frames is on the Items page.

The type counts in a party too, not only while editing: this is how the system knows whether an item can be flipped (a card always, a board and a token only with a back, a die steps to its next face, a figure not at all), and what container it can be put down into on the table. What that means on the player’s side is described by the controller manual.

The container

The container says how a set holds together in a party: as a deck, in a row, in a heap, in a bag. Nine containers exist, but the type narrows down which ones you can choose:

TypeContainers you can choose
CardStack · Row · Pile
BoardStandalone
DiceGroup
TokenStack · Group · Collection · Pouch
FigureGroup

Until you have picked a type, “Choose a type first” stands where the Container would be. If only one container belongs to a type (Board, Dice, Figure), the interface picks it by itself. If you change type, the container you already picked stays if it is valid for the new type as well; otherwise it empties and you have to choose again.

Two containers never appear in the list:

  • Single is not a set setting but a state during a party: an item stands single when it was put down on the table on its own. Cards and tokens can end up like that.
  • Grid is built, but it is switched on for no type today.

The id

Every set has a short id, which is what tells it apart from the game’s other sets.

You do not give the id, and you cannot change it. Neither the create form nor the edit form has a field for it; the interface generates it when the set is created, and it never changes from then on. It surfaces in two places: in the browser’s address bar, and wherever a set has no name, because the id stands in for the name there.

If you rename the set, the id does not follow the new name. A name is for showing, an id for identifying.

The icon

The icon appears in the sidebar’s set list and in the header of the set’s page. That is the whole of its job, a player never sees it.

Clicking the Icon field drops down a searchable grid: around a hundred and fifty chosen icons, grouped by playful themes, each with an English and a Hungarian label. The search finds both languages; for anything not in the list the answer is No results, and you cannot upload one of your own. The × beside the field clears the chosen icon.

If you pick no icon, the set gets a generic mark.

The set’s page

A set’s page is made of three parts:

  • the header: the set’s icon, its name, and under them its type, its container, the item count and how many items are selected. To the right the Edit set button;
  • the toolbar: undo and redo (not usable today), the Gallery | Table switch, the thumbnail size slider, and the button that shows and hides the right-hand panel;
  • the gallery or the table, with the panel to the right of it.

The slider sets the width of the gallery’s tiles between 120 and 280 pixels, and is not usable in the table view. The setting survives until you open the set again.

The Items page covers editing the items, the table and the panel.

Editing a set

Edit set opens the same modal as creating one, filled in with the existing values. The type and the container can be changed afterwards. Save set saves, Cancel discards.

Changing the type swaps the frames. Set a dice set over to card, and you will see a front and a back instead of the faces, while the earlier images disappear from the editor.

Deleting a set

The Delete set button is in the bottom left corner of the Edit set modal. Press it and a red confirming question comes: “Delete this set?”, with the set’s name under it and how many items go with it, and one reassuring sentence: “Players keep the current release until you make a new one.”

The action takes the set and every one of its items, and cannot be undone. After the deletion the interface takes you to the game’s Overview page.

The set’s images survive: those belong to the game, not to the set. After the deletion they will be sitting on the Images page as unused images, and you can use them for another set.