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Making a board

The Board Editor builds boards of your own, ready to play. What you make can be exported and handed to someone, or published from the editor itself.

The board editor, with a board open
The board editor, with a board open

Open it from the main menu → Board Editor (PC only — it is not offered on a phone). The first time, you get a new board holding a single bank square.

The guide runs in the order you will need it: the screen → a first board → squares and districts →board settings → board states → art and sound → validating and saving → publishing. Read it top to bottom to build one board, or jump to §11 when something is wrong.


1. The screen

WhereWhat is there
Top menuGetting boards in and out, plus validate, play-test, publish and the rest (→ §1a)
Left panelToolbox, board settings, board states, assets (images), sound (click a heading to fold it)
CanvasThe board itself. Wheel zooms, middle-drag pans (the scroll bars work too)
Right panelThe selected square's Information and its waypoints (routing)
Bottom dockValidation results. Click one to jump to that square
Bottom lineThe board's ID, whether it is saved, the ⛔❗⚠ counts, squares, districts, the state on view, and the last autosave

Select several squares and the info panel's fields apply to all of them at once (the values shown are the first square's; ID and coordinates stay single-selection only).

1a. The top menu

ButtonWhat it does
New / OpenStart a new board / open one from the board list (anything not listed: "Open from a file…")
Save / Save AsWrite the file (→ §9)
Undo / RedoThe same as Ctrl+Z / Ctrl+Y
ValidateList the board's problems in the bottom dock (→ §9)
PlaytestPlay the board as it is right now (F5)
Export / PublishWrite a file to hand over / publish to the official server (→ §10)
SettingsThe editor's own settings (→ §12)
View: editorPress it for View: game: the arrows, square IDs and start badge go away, and the squares are sized and spaced exactly as a match draws them. Press again to come back
GuideOpens this page
MenuBack to the main menu (Ctrl+W)

The Open list shows each board's current version (the version it was published as) on the right. "-" means it has never been published.

1b. The toolbox

ItemWhat it is
Category / TypeThe kind of square you are about to place (→ §4). A short explanation of it appears underneath
Place modeTick it, then click an empty spot on the canvas to place a square
Delete selected tile(s)Removes the selection (the same as Del)
On ID changeWhat renumbering a square does: Swap IDs = the two squares trade numbers / Shift IDs = the numbers in between shift to make room
Auto-Path (connect adjacent tiles)Connects neighbouring squares in bulk (P) — the selection, or everything if nothing is selected
Reset all routing to AutoThrows away every hand-written waypoint and goes back to the automatic table
Auto-connect (on place/move)Whether placing or moving a square joins it to its neighbours by itself
Remove all unresolved linksDeletes every connection that has nothing at the other end
Placement stepThe smallest step squares are placed and moved by (→ §3)
Show backgroundOff / Faint / Full. Lays the board's background picture under the canvas — for placing squares against the art
Areas (stock price)The district list, with add, delete and assign (→ §5)

2. Your first board — nine steps

  1. Open the Board Editor
  2. Pick a category and a type in the toolbox (e.g. category "Shops" → type "Shop")
  3. Tick Place mode and click the canvas. Squares placed next to each other connect by themselves
  4. Close the loop all the way round (→ §3)
  5. Click a shop and give it a price (the fee is worked out for you)
  6. Assign the shops to districts in the left panel (→ §5)
  7. Name the board in board settings (the English name is required; the Japanese one falls back to it)
  8. Press Validate and clear every ⛔ and ❗
  9. F5 to play-test, then Ctrl+S to save
A shop selected — the toolbox on the left, its info panel on the right
A shop selected — the toolbox on the left, its info panel on the right

Square 0 is the start. The bank a new board comes with is square 0, so a match normally starts on that bank.


3. Placing and connecting

To do thisDo that
SelectClick (Ctrl+click adds, drag selects a range)
PlaceTurn on Place mode and click an empty spot
MoveDrag (hold Ctrl for single-unit steps)
DeleteDel (or "Delete selected tile(s)")
Undo / redoCtrl+Z / Ctrl+Y
Connect in bulkAuto-path (P) — the selection, or everything if nothing is selected
RenumberType a number into the right panel's ID field and press Change (swap or shift is the toolbox's "On ID change")

3a. Where squares go — the 64 grid

3b. Connections and waypoints

The connections between squares are the roads the pieces walk.

The connection list — a yellow ※ is a connection no waypoint row names
The connection list — a yellow ※ is a connection no waypoint row names

Waypoints are a table of "coming from here, you may go there". It is automatic unless you touch it.

3c. Loops (joining the far edges)

A loop is not something you draw — it follows from where the squares are.

A board that loops both ways — the seams are green arrows pointing off the board
A board that loops both ways — the seams are green arrows pointing off the board
  1. Pick vertical / horizontal / both in board settings → Board. Press it again even if it already looks picked
  2. Line the edges up — a column joins only when its top square is on the board's topmost row and its bottom square is on the bottommost one (left and right likewise)
  3. Press auto-path. A seam is drawn as a green arrow pointing off the board

⚠ Never draw a seam by hand. A hand-drawn line becomes a dashed edge across the board and occupies the exit slot the seam needs — the more you connect by hand, the less the loop works.


4. Square types

Pick them under Category → Type in the toolbox. To change a placed square, pick another type in the info panel.

CategoryTypeWhat it does
ShopsShopA shop to buy. Has a district, a price and a fee (→ §5)
Vacant lotAn empty lot to build on
Bank & stocksBankPays salary once all four suits are collected. Arrive with the goal reached and you win
StockbrokerBuy shares in a district. Whether passing is enough, or you must stop, is set per square
Marks♠ ♥ ♦ ♣Grants that suit
Changing MarkThe suit changes every time a piece passes. Set the starting suit
Chance & EventsChanceDraw a chance card
EventFires the event ID you set (typed in as a number)
Bonus & RestLucky / Super LuckyUntil your next turn, take 20% / 50% of the fees other players pay
Dice / CasinoRoll again and keep moving / a minigame
RestThe lander's shops close for one round (fee 0)
TransportWarpMoves to the square you name. Three ways to treat the arrival square's effect
CannonFires you to another player (choose / nearest / random)
Door / Door ExitEntering spends the rest of the roll and leads to the exit for that way in
Stairs (up) / Stairs (down)Between floors (boards using floors only — → §4c)
Vehicle / Vehicle (No Vehicle) / One-Way Vehicle ExitRide to a destination (→ §4b)
GimmickSwitchStopping on it switches the board state (→ §7)
Switch (on pass) / (on pass, at once) / (on pass + chance)Switches that fire just by being crossed (→ §7)

4a. The info panel

Click a square and its settings line up in the info panel on the right. Every type has these:

FieldWhat it is
ID / X / YThe square's number and coordinates (single selection only)
Category / TypeRe-pick the type
Island0 = mainland. At 1 or more, CPU players treat the square as an "island" and dislike detours to it (people, connections and looks are unaffected)
Floor (group)Which floor the square is on (→ §4c)

Below them come the type's own settings (a shop's price and fee, a warp's destination…).

4b. Vehicles

A vehicle square takes its style, role, destinations and line id, and its arrival (now / next turn), in the info panel.

A vehicle square — arrival, facing after arrival, and on arrival
A vehicle square — arrival, facing after arrival, and on arrival

4c. Floors and stairs

Turn floors on in board settings → Board, and each Floor (group) number becomes a floor of its own.

A board with floors — Show floor top left, and the up stairs' destination
A board with floors — Show floor top left, and the up stairs' destination

5. Districts and shops

5a. A shop's price and fee

5b. Opting squares out when a rule rewrites the board

A square can be left out of the two rules that rewrite a board when a match starts (shuffle and vacant lots), and out of random warp destinations. That is how a landmark shop, or a cheap shop for beginners, stays as you placed it.

A shop's info panel — price, fee, yield, and the four exclusions
A shop's info panel — price, fee, yield, and the four exclusions
SettingOnEffect
Exclude from shuffleShops and lotsKeeps its own price and fee (and, under "All", its being a lot) while everything else swaps around it
Exclude from vacant lotsShopsThe Vacant lots rule never turns this shop into a lot (* except the rule's "All" level, which turns every shop regardless)
Exclude from random warpsSquares you can stop onNever picked by cards that throw a piece to "a random square"
Exclude from chosen warpsSquares you can stop onNever offered by warps where the player picks the destination (cards, the helipad). CPU players choose from the same list

6. Board settings

The left panel's "Open board settings…" opens a window with four pages.

The board-settings window — four pages
The board-settings window — four pages
PageWhat is on it
IdentityBoard ID, board name (JA/EN), authors, description, changelog, notes
Rule numbersMax die, player count, goal, starting funds, base salary, level bonus
BoardLoop (none / vertical / horizontal / both) and floors
Cards & gimmicksThe 64-slot chance table

6a. The chance table

The Chance Table under Cards & gimmicks is the 64 slots the board's chance cards are drawn from.

The chance table — the board's 64 slots on the left, every card on the right
The chance table — the board's 64 slots on the left, every card on the right

7. Board states (a board that changes mid-match)

A board state is a diff layer. Over the base "state 1", "state 2", "state 3"… hold overrides: this square is disabled, that one moved, this one is a different type. Step on a switch in the game and the board changes on the spot, with an animation.

State 2 on view — the (shared) fields, and gold labels where it overrides
State 2 on view — the (shared) fields, and gold labels where it overrides

7a. Switches

Switch kinds: to a given state / random within a range / random overall / cycle a range / cycle everything (the default) — each with an optional "and everyone turns around". The state changes when the move finishes.

Besides the switch you stop on, three kinds fire just by being crossed (tile palette, "Gimmick"):

To change it once placed, pick another kind in the info panel's "Type".


8. Art and sound

A file is copied into the board's folder when you import it, and travels with the board.

8a. Images

The left panel's Assets (images) → Open image settings… opens a window of its own.

Image settings — background, intro still, cash and stock marks
Image settings — background, intro still, cash and stock marks

8b. Tile images

Open tile images… replaces the art per square type.

Tile images — the imported picture beside the built-in art
Tile images — the imported picture beside the built-in art

8c. Sound

Open sound settings… — every sound in the main menu's music settings can be replaced per board (90-odd slots).

A slot you leave empty falls through to the player's own music settings, then their sound packs, then the default track. A board's choice outranks the player's, so set only the slots you really mean to fix.

8d. Titles, credits and Streamer Mode

Images and sounds alike take a title and a source / credit, separately in Japanese and English (all optional). A player sees whichever is written first in the order: their language → English → Japanese.

An asset flagged Copyright-sensitive is hidden or substituted automatically when the player turns Streamer Mode on. Flag every track or picture that cannot go out on a stream.


9. Validate, play-test, save

9a. Validate

Validate (it also runs as you edit) lists problems in the bottom dock. Click one to jump there.

Validation — ⚠ lines in the bottom dock, and the counts on the last line
Validation — ⚠ lines in the bottom dock, and the counts on the last line
MarkMeaning
⛔ FatalWill not save (duplicate coordinates, a broken reference)
❗ ErrorNo play-test and no export (a draft still saves)
⚠ WarningIt works, but look at it (a one-way warp, an unresolved connection, no bank)

The dock can show more lines — Settings → Warning/error lines shown. The bottom line always carries the ⛔ ❗ ⚠ counts.

9b. Play-test

Play-test (F5) — set the player count, goal and starting funds, then give each seat to a CPU, the keyboard or a controller. These values are for the play-test only and never touch your main-menu setup.

The play-test dialog — the count, and who plays each seat
The play-test dialog — the count, and who plays each seat

9c. Autosave

Autosave (on by default) writes unsaved work to a file of its own every few minutes.

9d. Save


10. Sharing and publishing

10a. Export (handing over a file)

Export writes a distributable package (.espkg) with every referenced asset inside (validation errors block it).

An exported .espkg can simply be handed over: the other player drops it on the window, or takes it with I under Downloads & Account. A board installed that way gets no updates and cannot be reviewed — it did not come from the service.

10b. Publish (to the official server)

Publish uploads straight to the official server. Nothing needs setting up first.

Publishing — the current version, the tags, and Share by code
Publishing — the current version, the tags, and Share by code

10c. Share by code

Tick Share by code in the publish dialog and the board is not listed anywhere: only people with its share code can get it. The code is shown, and copied to the clipboard, once the publish is accepted.


11. When something is wrong

What you seeUsually
Squares will not connectOne is half a step off. Line it up, or connect it by hand in the waypoint panel
A red "unresolved!"A connection with nothing at the other end. "Cut", or "Remove all unresolved links"
It will not saveCheck the English board and district names, and every ⛔
No play-test, no exportA ❗ is left. Click its line in the dock and fix that square
A board I saved is not in the listsIt was saved outside the boards folder's own board folders. Open it with "Open from a file…" and save it again with "Save As" (the offered folder is the right one)
The loop does not loopA square is not on the outermost row/column, or a seam was drawn by hand (→ §3c)
Pieces will not take the road I drewLook for a yellow ※ on the connection — it is in no waypoint row's "to" list (→ §3b)
An edited state looks unchangedCheck that the state is selected in the list, and that something in the game (a switch) switches to it
Publishing is refusedCheck the version is above "Current version", and that no ❗ is left

12. Shortcuts and editor settings

KeyDoes
Ctrl+Z / Ctrl+YUndo / redo
Ctrl+SSave
Ctrl+WBack to the menu
F5Play-test
DelDelete the selected squares
PAuto-path
Wheel / middle-dragZoom / pan
Ctrl+dragMove in single-unit steps

The top menu's Settings changes the editor itself: