Handling pieces & cards
Every physical thing on the table — a card, a piece, a die, a token — responds to the same handful of gestures. Because taybl never enforces rules, these are just manipulations: you decide when each is legal.
The core gestures
| Gesture | What it does |
|---|---|
| Drag | Move the component to wherever you drop it — another zone, a board cell, an open play area, your hand |
| Click a card | Flip it face-up / face-down |
| Right-click (or long-press) | Open the context menu of verbs for that component |
| Drop a marker onto a piece | Attach the small token to that piece so they move together (drag it away to detach) |
On an open surface where pieces overlap, drag reorders them naturally; the
menu’s Bring to front / Send to back (and the ] / [ keys) set the
stacking order explicitly.
The right-click verb menu
Right-clicking a component builds a menu from what that component is and where it sits. A few lead the menu; the rest tuck behind a More… disclosure so the common actions stay short. Not every verb shows on every component — the menu only lists what applies:
| Verb | Appears on | Effect |
|---|---|---|
| Flip | Anything with two faces | Turn it face-up / face-down |
| Rotate | Rotatable components | Turn it 90° (or to the next allowed angle) |
| Roll | Dice | Reroll to a random face |
| Peek | A face-down component | Privately look at its hidden face |
| Tap / Untap | Cards and pieces | Exhaust or ready it (a 90° tap) |
| Lock / Unlock | Anything | Pin it so it can’t be dragged by accident |
| Inspect | Cards and pieces | Enlarge it in an overlay to read it (see below) |
| Duplicate | Anything | Drop a copy on the table |
| Claim | Anything | Mark it as yours |
| Select / Deselect | Cards and tokens | Add it to a batch for a zone-level move |
| Counter ±step | Components with a numeric stat | Nudge that stat up or down |
| Add stat… | Anything (un-curated menus) | Pin an ad-hoc counter like crit: 2 onto this one piece |
| Switch state | Multi-state components | Cycle to the next authored state |
| Tint | Anything | Mark it with a colour (teams, ownership); clear it again |
| Move to… / Give to… | Cards | Send it to a named zone, or into another player’s hand |
| Remove from table | Anything | Take it off the table for this session (setup re-places it next time) |
Designers can curate which of these a particular zone offers, so a tightly themed game may show a shorter list on purpose. The same verbs are reachable from the keyboard while hovering a component — F flip, E rotate, R roll, Z peek, T tap, L lock, C duplicate, = / − to nudge the first counter — all rebindable in Account → Keyboard shortcuts.
The inspect / enlarge overlay
To read fine print, use Inspect from the menu (or hold V over the component). This opens a large, centred view of the component — purely a closer look, with no change to the table and nothing broadcast to other players. It respects hidden faces: a card you aren’t allowed to see stays a generic back even when enlarged. Close it with Escape or a click away.
A note on stacked contents
A component sitting inside a deck, a pile, or a hand is handled through that container’s inspector rather than a floating menu — right-clicking there opens the container inspector, whose per-row drawers carry these same verbs. Loose components out on the felt use the pop-up menu above.
Related
- Decks, draws & bags — acting on piles and containers
- Moving around the table — camera, select, magnify
- Component rendering — faces, stats, and states
- Your hand & private zones — where private components live