DocsZones

Zone arrangement

A zone’s arrangement describes how its contents physically lay out — the difference between a tidy deck, a fanned hand, and a chessboard. It is a rendering choice, not a rule: it shapes how components sit in the zone, never what a player is allowed to do with them.

There are seven arrangements:

  • stack — a single pile, one component on top of the next (a deck, a discard).
  • fan — contents spread side by side, overlapping like a held hand of cards.
  • grid — contents snap to the cells of a structured board.
  • scatter — contents are packed loosely into the zone box; the zone arranges them for you, so an exact drop position is not preserved.
  • free — an open play surface with no grid: components stay at the exact spot they are dropped and never snap. Ideal as a large “place anything anywhere” background that other zones (decks, supplies) sit on top of — see layering below.
  • slot — a single-component slot that holds exactly one thing at a time.
  • bag — a closed container drawn from blindly (a tile bag, a chit pool). Contents are normally hidden. Set infinite to model an unlimited supply where drawing clones instead of removing.

How to edit in the Studio

Open your game → Layout tab → select a zone. In the Properties card, the Arrangement dropdown offers Stack, Fan, Scatter, Single slot, Open play (freeform), and Grid. Choosing Grid reveals a dedicated Grid card for the cell topology; choosing Stack reveals the Stack appearance control described below.

ArrangementLooks likeNotes
stackOne pile, top component showingPairs with stackDisplay (topCard shows the top component’s face; surface shows the zone’s surfaceAsset art). The usual choice for a deck or draw pile
fanCards spread side by side, overlappingReads like a held hand; common with scope: perSeat and view: owner — see scope and visibility
gridContents snap to board cellsRequires a grid spec (grid field); pairs with role: grid
scatterLoosely packed contentsA play area or tableau; the zone tidies contents into its box, so an exact drop point is not kept
freeContents kept exactly where droppedAn open, gridless play surface. Give it a low Layer (or Send to back) and it becomes a “place anything anywhere” background other zones sit on top of
slotA single one-component slotHolds exactly one thing — a played-card spot, a single-die tray
bagA closed container drawn from blindlyA tile bag or chit pool; contents are hidden and drawn randomly. Set infinite to clone on draw (unlimited supply)

Two pairings matter. A stack zone reads its presentation from stackDisplay: topCard (the default) shows the top component’s facing, while surface shows the zone’s own surfaceAsset art instead — useful for a pile with dedicated artwork. And a grid zone is incomplete without a grid spec; the editor surfaces the Grid card so you can lay out the cells.

Layering zones

Zones may overlap, and the Layer field (in the Position & size card) sets their draw order — a higher layer paints on top. Use Bring to front / Send to back to restack without typing numbers. The common pattern is a large free zone sent to the back as a background, with decks, supplies, and other zones layered on top: a drop over the exposed background lands in the free zone, while a drop over a stacked zone lands in that zone. Tick Lock on the background so you can drag the zones on top without grabbing it.

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