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

Example games: Azacru, Pacru

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"]

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.