Formatting
Control labelling, strokes, rotation, tiling, and click zones.
Rotation
Games may set a base rotate on the board (degrees, clockwise):
Example games: Crosshairs, Cannon
Custom labels
Example games: Connect6, Biscuit
Strokes and opacity
Example games: Blockade, Dots and Boxes
Tile spacing
Break boards into separated tiles with tileWidth, tileHeight, tileSpacing:
Example games: Alfred's Wyke, Alien City
With tileSpacing to add a gap between tiles:
Example games: Wizard's Garden
Buffer zones
Extra clickable margin around the board (buffer property):
Example games: Boom & Zoom, Dipole
Fine-grained click zones
Player colours and patterns
Render options control the per-player palette. Each slot can be a hex colour or a pattern name (see Glyphs — Patterns as colours).
colours: ["#e31a1c", "dots", null, "chevrons"]
- A hex string sets that player's colour.
- A pattern name sets that player's fill pattern.
nullkeeps the default for that slot: built-in hex whenpatternsis false, or the matching entry frompatternListwhenpatternsis true.
Setting patterns: true without a custom colours array makes every default player slot use patternList instead of the built-in hex palette. You can still mix hex and patterns in colours regardless of the patterns flag.
patterns: true,
patternList: ["microbial", "honeycomb", "triangles", "wavy"]
Renderer options like hide-labels, swap-labels, and reverse-letters are listed in the schema reference.