TCG-TTCG TRAINING

ADVANCED

Understand the settings and build your own board.

From how attributes, piles and zones relate to each other, to quick actions that bundle the steps you repeat.

Updated: October 24, 2026 · Screens: development build of iOS version 1.0.0
What you see may differ depending on your device, OS and game setup.
The screens use demo cards. What you actually use are your own card images or a card ZIP you received. Substitute your own game name, card names and counts as you go. You do not need the demo data.

1. How the settings fit together

A game holds card attributes, a deck structure and a board design. Cards and decks belong to that game, and the board has places to put cards, called "zones", plus quick actions.

TermMeaning
AttributeInformation on each card, such as color or cost
PileA group of cards, such as the main deck
ZoneA place on the board, such as the deck, hand or field
SlotA space inside a zone. Cards can also stack in one slot
Starting positionWhich zone each pile of the deck is placed in when a game begins
Adding a pile does not decide where it goes. Prepare a zone on the board and link them with the starting position.

2. Design the board

Edit the game in "Game setup" and open "Board design". Move and resize zones, and long-press one to open its detailed settings.

Demo zoneSettingsPurpose
DeckEach player, 1 slot, face downKeep 30 cards in one pile
HandEach player, 1 slot, face up, spread outRead your hand
FieldEach player, 5 slots, face upLine up cards in 5 places
LifeEach player, 1 slot, face down, sideways, offsetStack face-down cards
DiscardEach player, 1 slot, face upGather used cards
Field (shared)Shared, 1 slot, face up, sidewaysA place both players share

You can also adjust position, width and height, rows and columns, how cards line up, how stacks are shown, whether moved cards go on top or bottom, and the rotation step. Each zone's starting state can be "Face up", "Face down" or "Ask each time". With "Ask each time", you choose face up or down every time you move a card there (for games where you play a card face down and reveal it later). When a game starts and when quick actions run, cards are placed face up or down as chosen before. If you use a shared zone, also set aside the share of the table for it.

If you delete a zone, also check the starting positions and quick actions that refer to it.

In zone editing, use add to create more places, and delete to remove the selected zone.

FeatureWhen to use it
Reuse an existing designFrom the board design field on the game's edit screen, copy another game's board to start from.
Same slot size everywhereTurn this on in the zone editing menu to make card sizes, which can differ by zone, match the smallest zone (shared zones excluded).

3. Create card attributes

TypeUse
TextAny string
NumberCost, power and so on
SelectA single category, such as type
Multi-selectCategories a card can have several of
BooleanYes or no

The key is the identifier that matches attributes up; the label is the name shown on screen. In the demo, color and type are "Select", and cost and power are "Number".

With "Show on cards during solo play", choose which zones show the attribute and where. For example, you can show the demo card "Moltencrown Beast"'s power of 9000 at the top right only while it is on the field.

Card screen for editing set number, attributes and alternate art
01Check the card's information and alternate art. The input fields follow the attributes you set.

Tap an image to enlarge it. The screens are demos for explanation.

4. Set piles and starting positions

  1. In the deck structure, set each pile's name, minimum and maximum card count. The demo has a main deck of 30.
  2. Set the starting position to the "Deck" zone on the board.
  3. If you use several piles, do the same for each.
  4. Save a deck, start a new game, and check that the cards land where you expect.

To limit cards by type, set a select attribute as the card type, then set the allowed types and per-type limits. If a deck has its own board and starting positions, those take priority over the game's defaults.

5. Create quick actions

Open "Quick actions" from the board design. You can set up shuffle, move, set face, set orientation and sequences.

Demo buttonWhat it does
Draw 1Deck → hand, 1 card, face up
Game startShuffle the deck → 5 cards to life, face down → 5 cards to hand, face up
Turn startSet the field upright → draw 1. Runs automatically except on the first turn
DamageLife → hand, 1 card, face up
  1. Start by creating one "Move": choose the source, destination, count and face.
  2. Give it a label, save, and check the result on the play screen.
  3. For several actions, line them up in order in a "Sequence".
  4. For automatic runs, choose every turn, first turn only, or except first turn, and check both the first player's and the opponent's turns.
"Game start" does not reset the board. Pressing it once with 30 cards in the deck leaves deck 20, life 5 and hand 5. Pressing it again moves more cards.

You can also use "All", "Except the top card" and "Decide how many cards to move from a card's attribute value". For zones with several slots at the destination, set "Placement at destination" to "One per empty slot" to lay cards out one per slot (for example, lining up side cards or shields). Attribute references use the top card of the zone you specify. A "Sequence" cannot contain another "Sequence". The first turn means the first turn of the game, which is not necessarily each player's first turn.

For a button's look, you can choose pictures such as draw, shuffle or sequence. The icon and what the button does are set separately. During play, open the panel with "◀" at the right edge and long-press a button to check its steps.

Create quick actions with AI

For games with a board design, "Create quick actions with AI" appears in the game setup list. As with creating a game setup with AI, copy the discussion prompt and format instructions, paste them into the AI you use, then paste what it returns to import it. Suggestions only use the zones and attributes in that game. If you describe your game's rules, the AI also suggests setup and turn-start actions, including when they run automatically (every turn, first turn only, or except first turn). After importing, check how they work on the play screen.

6. Decide what is revealed online

Example zoneList of contentsFace-up cards
DeckHiddenShown to the opponent too
HandHiddenOwner only
FieldShownShown to the opponent too

Face up or down and what is revealed are separate settings. Decide them to fit your rules, and check what each side sees on two devices online. Do not judge by how the opponent's hand looks in Solo Play alone.

7. Save and check

  • Each pile is placed where you expect.
  • Face, rotation and stacking when moving work as intended.
  • Attributes show where you need them.
  • Quick action counts, order and automatic runs are correct.

After changing settings, check again in a new Solo Play. For sleeves and playmats, check the conditions on each screen before setting them.

For adjusting the look, see the sleeves and playmats guide. It covers the conditions, setting images and adjusting position.