Selections
A selection is the one interactive moment inside a phase: players click to pick from a pool. Pick the 10 kingdom piles for this game; pick which role card is yours; pick a starting region. A selection records the choices and — crucially — those choices can decide which zones stay on the table for the rest of the game.
During a selection’s phase the renderer hides every zone that isn’t a pick
target, turning the named pool into clickable outlines (or component faces).
Once the picks are made, a phase’s visibleFromSelections keeps only the
chosen zones and hides the rest of the pool. That is the whole mechanism: a
selection narrows a large pool down to the few zones a given game uses.
How to edit in the Studio
Open your game → Layout tab → select the phase. The Selections inspector lists the phase’s pick selections; + Add pick selection creates one. Set its Name, Scope (Shared — the table picks together — or Per seat — each player picks), the Pick min / Pick max range, and the Candidate zones pool. Bind a slot grid in the same inspector to display the picked zones in a consistent layout.
Fields
| Field | Type | What it does |
|---|---|---|
id | id | Stable identifier; a phase’s visibleFromSelections and slot grids reference it |
name | string | Label shown while picking |
scope | 'shared' | 'perSeat' | shared → one set picked together; perSeat → each player picks their own |
targets | 'zone' | 'component' | Whether the renderer makes zone outlines or component faces clickable |
from | id[] | The pool to pick from — zone ids when targets: 'zone', component ids when targets: 'component' |
count | { min, max } | How many to pick; min may be 0, max at least 1 |
alsoShow | id[] (.optional()) | Extra zones to keep visible during this phase even though they aren’t pick targets (e.g. the hand picks are added to) |
grant | object (.optional()) | Identity assignment for component picks — see grants. Only valid when targets: 'component' |
description | string (.optional()) | Helper text shown while picking |
A shared selection produces one set of picks for the whole table; a perSeat
selection gives each player their own picks (and is required for ownership
grants). Because a selection-phase hides every non-target zone,
list any destination zone — the hand the picks land in, a reference card — in
alsoShow so it stays on screen while picking.