DocsComponents

Tokens

A token (kind: token) is a small, generic physical bit — a wooden cube, a poker chip, a coin, a damage counter, a victory-point chit. Reach for a token whenever the object isn’t a figure (piece), a flippable card, or a die.

Like every component, a token is just a thing on the table. taybl doesn’t tally tokens or move them between players — players do, by hand. The token-specific field is a single hint, and a token becomes a live counter by borrowing the shared valueBinding field.

How to edit in the Studio

Open your game → Layout tab and select the token. The component inspector shows the shared fields plus a Resource token checkbox (isResource). The on-token number — valueBinding — is configured in the generated GDL rather than through a dedicated inspector control; see shapes, behaviors & value bindings.

Token fields

FieldValuesDefaultWhat it does
kindtokenMarks this component as a token
faces{ front?, back? } bindings.optional()Art for each side — both optional (most tokens are single-sided)
isResourcetrue.optional()Hint that this token is a tradeable resource (money, wood, ore) — advisory only, never enforced

A token shares the rest of its fields with every kind — see components overview.

Tokens as counters

A single token can show a running number — a life total, a money count, a dial — by carrying a valueBinding. The renderer reads the bound key from global or the owning player’s state and draws it on the token; players tap the spinner to change it. The bounds (min / max / step) are display hints only — taybl never clamps the number. This is the shared valueBinding field documented in full on shapes, behaviors & value bindings.

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