DocsLayout & seats

Buttons and the table menu

Everything a player can do at a taybl table is reachable by clicking a component or a zone and picking from the menu that opens. That is fine for the long tail, but every game has two or three moves that happen constantly — shuffle the discard back in, pass hands, deal the next round — and hunting for them in a menu every single time gets old fast.

Buttons fix that. A button is a labelled action you place directly on the table, right next to the thing it acts on. Players click it and the action runs.

A button never decides anything. It does exactly what a player could already have done by hand through a click menu — it just puts it one click away instead of three. Rules are still resolved by the people at the table.

Adding a button

In the layout editor, open the Buttons section in the left rail and press +. Drag it where you want it and size it like any zone. Then fill in the inspector:

  • label — what the button says. This is what players read, so write the verb: “Pass hands”, “Shuffle discard”, “Deal a round”.
  • kind — which action runs. See the list below.
  • zones — which zone or zones the action acts on: the deck a deal deals from, the piles a collectAll gathers, the hand a pass sends around.
  • id — the button’s internal name. Set automatically; you rarely touch it.

Some kinds take extra settings:

  • to — where cards end up, for draw, collectAll, shuffleInto and clear. zones is always what the action reads from; to is always where things land.
  • count — how many cards per player or per click, for deal, draw and pass. Leave it blank for one.
  • direction — for pass, whether hands travel clockwise or counterclockwise.
  • tint — an optional colour for the button face, if you want it to stand out or to match a player colour.

What a button can do

A button runs one of these actions:

ActionWhat it does
shuffleShuffle a zone’s contents
dealDeal cards from a pile to every player
drawDraw from a pile into a hand
passPass every player’s hand to the next seat
flipAllFlip everything in a zone
revealTurn everything in a zone face-up
hideTurn everything in a zone face-down
collectAllGather cards from zones back into one pile
shuffleIntoGather cards back into a pile and shuffle it
sortSort a zone’s contents
clearEmpty a zone into another
untapAllStraighten every tapped piece in a zone

One button, or one per player?

This is the setting worth understanding, because it is what makes buttons feel personal.

A button placed relative to a seat appears once in front of every player, the same way a hand does — see zone scope for how per-seat copies work. What that copy acts on is decided by target:

  • actingSeat — the button acts on the zone belonging to whoever clicked. This is what you want for “Flip my card” or “Draw to my hand”. Every player gets their own button, and each one minds its own business.
  • allSeats — the button acts on every player’s copy at once. This is what you want for “Everyone reveal” or “Deal a round”. It is the default.

A button placed on the table rather than at a seat appears once for everybody.

Anyone can click any button, including one drawn at somebody else’s seat — taybl does not police who touches what, exactly as at a real table. An actingSeat button clicked by the wrong person still acts on the clicker’s zone, so nothing surprising happens, and every press is recorded in the history log either way.

The table menu

The table menu (tableMenu) is the older sibling of buttons: the same kind of designer-authored action, but reached by right-clicking bare felt instead of sitting on the table. Each entry has the same label, kind, zones, from, count and direction settings, and each entry needs an id.

Players meet these entries in the Table actions popover that right-clicking bare felt opens. That is a different thing from the table menu taybl itself puts in the felt’s bottom-right corner — the pill holding Undo, End turn and the panels, which you cannot author. Nothing you write in tableMenu appears there; see playing a game.

Use the table menu for actions that matter but are not constant — a reset, an end-of-round cleanup. Use a button for the moves players make every turn. There is no harm in having both.

Tips

  • Put the button next to what it touches. A “Shuffle” button floating in the middle of the table makes players guess which pile it means.
  • Label with a verb, not a noun. “Pass hands” beats “Hands”.
  • Do not add a button for everything. Three well-chosen buttons read as helpful; a dozen reads as a control panel and buries the game.
  • Deleting a zone deletes any button that pointed only at it, so a button can never be left aiming at nothing.
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