DocsPlaying games

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 one exception is a sheet, which you write on rather than pick up — it has its own section below.

The core gestures

GestureWhat it does
DragMove the component to wherever you drop it — another zone, a board cell, an open play area, your hand
Click a cardFlip it face-up / face-down
Click a sheetOpen the pad large and writable, over the felt — see below
Right-click (or long-press)Open the context menu of verbs for that component
Drop a marker onto a pieceAttach 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:

VerbAppears onEffect
FlipCards, pieces, tokens, and sheets — everything but a dieTurn it face-up / face-down
RotateRotatable componentsTurn it 90° (or to the next allowed angle)
RollDiceReroll to a random face
PeekA face-down componentPrivately look at its hidden face
Tap / UntapCards and piecesExhaust or ready it (a 90° tap)
Lock / UnlockAnythingPin it so it can’t be dragged by accident
InspectCards and piecesEnlarge it in an overlay to read it (see below)
OpenSheetsThe same verb as Inspect, renamed: a pad opens large and writable, because enlarging a score card is about filling it in
DuplicateAnythingDrop a copy on the table
ClaimAnythingMark it as yours
Select / DeselectCards and tokensAdd it to a batch for a zone-level move
Counter ±stepComponents with a numeric statNudge that stat up or down
Add stat…Anything (un-curated menus)Pin an ad-hoc counter like crit: 2 onto this one piece
Switch stateMulti-state componentsCycle to the next authored state
TintAnythingMark it with a colour (teams, ownership); clear it again
Move to… / Give to…CardsSend it to a named zone, or into another player’s hand
Remove from tableAnythingTake 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 (any component but a die), 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. For a composed card — one taybl draws from fields rather than an uploaded image — the enlarged view shows the whole face with its full rules body, so peeking or inspecting is how you read text the small on-table card can’t fit (the overlay scrolls when the body runs long). 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.

Filling in a sheet

A sheet is the one component you write on instead of moving — a score card, a character sheet, a Clue notepad. Click the pad and it opens large over the felt, at a size where the cells are comfortable to type in: a pad drawn at its true physical size has cells only a few pixels tall, so this — not zooming the whole table — is how you fill one in. Escape, the ×, or a click on the dimmed felt puts it back down, saving whatever you had half-typed. Two conveniences either side of that: a face-down pad opens to a Turn face-up button rather than a blank sheet of paper, and the felt toolbar’s Sheets button (table tools) lists every pad you can read — for when the paper is awkward to click, and for the many pads that live in that list instead of on the felt at all.

Inside the pad, click a cell and type. The control matches the field the designer declared for it:

Cell typeHow you fill it
NumberType the number. When the row is tall enough, and + buttons flank the cell for nudging it a step at a time
TextType freely — a name, an initial, a note to yourself
CheckboxClick to tick and click again to clear

What you type is saved a moment after you stop (or as soon as you click away or press Enter), so a burst of typing is one save rather than one per keystroke. Clearing a cell empties it rather than setting it to zero — "not scored yet" and "scored zero" are different things on a score pad, and the pad keeps the difference. Every copy of a sheet holds its own values, so a per-player pad tracks each player separately.

taybl never adds a sheet up. A Total row is a cell you fill in, exactly as on paper — the table holds the pad, you do the arithmetic. Dragging the paper (not a cell) moves the pad like any other component — a press that travels moves it, a click opens it — and who can read a filled-in pad is decided by the zone it sits in, see zone visibility. A pad flips too, like anything but a die, and a face-down pad keeps its writing hidden.

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.

Sign in to ask Pip about building games.
Sign in