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= BGA Studio Guidelines (UX/UI) =


= BGA Studio Guidelines =
This page covers UX guidelines for games on Board Game Arena. Read the [[Media:Guidelines UX new compressed.pdf|official PDF]] or [https://bga.li/mRdx bga.li/mRdx] first. This page is an unofficial summary.


Originally From: https://www.slideshare.net/boardgamearena/bga-studio-guidelines
Goal: most games should be instantly playable on any device — desktop at midnight or phone at lunch.


Use this page to validate UX before switching your game from '''ALPHA → BETA → RELEASE'''.


== A — Layouts ==


== Why guidelines? ==
=== A.1 Layout arrangement ===
More and more game publishers are choosing Board Game Arena for their game adaptations because the quality of these adaptations is high.
If we want to continue to have nice games in the future, we have to make sure that every game published in the BGA platform is matching the quality standards of BGA.
These guidelines are here to help you to make your game easy to use by BGA players, and to make sure its going to be validated by the game publisher.


Can this guidelines be violated/not followed? Yes, but the more you diverge the more chances this game won't be approved by publisher of BGA. Both BGA team and publisher would have a veto on the posting game to production, so you should think twice about this.
Game should fit a square ratio and show everything the active player needs. Use vertical scroll for secondary info (other players' progress, secondary boards).


== General guidelines ==
'''✔️ Do'''
The 3 main important guidelines
* Center the play area on all devices.
* If a player knows the real board game, they should be able to play your adaptation with no learning.
* Leave a "no action" margin around the board (deselect, scroll on mobile).
* Fidelity to the original game is an absolute requirement.
* Use HTML anchors to jump between distant sections.
* Don't try to create a video game: make your game interface as close as possible to how the original board game looks like.
* Use spacers / transparent whiteblocks to group pieces clearly.
* Keep score, turn order, and objectives '''accessible''' (button/tab/panel), not always visible.
* Tuck rare abilities into tooltips.


== Game layout  ==
'''❌ Don't'''
=== I-1 Don't hide game elements ===
* Do not hide game components behind popups — you should see everything you'd see on a real table.
* Do not place "always accessible" info permanently on the player panels.
* Do not add in-game logos or branding that isn't part of the actual game.
* Do not scatter related info (e.g. resources) across three corners.


Many board games have a lot of material to display, and computer screens are sometimes too small.
Note: '''Layout mantra:''' Central = shared actions. Top/Bottom = global info. Panels = private resources.  
But you are lucky: your game will be on a webpage with a scrolling functionality.  
Basically, you always have some more space available .
Don't hide game elements behind menus, submenus, dialogs, etc, but display them directly on the main page.


Tips: eventually, you can use HTML anchor link to jump between the different elements of the page if the page height is very big.  
[[File:Ux-01-layouts.jpg]]


Examples:


In Amyitis, characters cards are elements you don't have to check all the time. Thus, we placed them at the bottom of the page  and you have to scroll to see them.
=== A.2 Action Bar ===


In Madeira, additional game board are shown at the bottom, but when player needs to use it it moved up.
The Action Bar always shows the current state: turn in progress, who we're waiting for, or what the player can do.


Rule:  
[[File:Ux-03-action-bar-mock.jpg]]
* If real game has visible elements on the table it should be visible on the main screen or user mini boards on the right


Exceptions:
'''✔️ Do'''
* Showing counts of same elements is sufficient
* Center '''main awaited actions''' (Play card, End turn, Confirm move).
* For decks which can be inspected it permitted to show them on demand
* Place secondary/greyed-out actions next to them.
* If some games you can cut off score track and replace with BGA scoring (stars), but keeping it will look nicer (but you have to keep track of score on it as well)
* Put '''cancel / undo / remove''' on the right, visually separated from forward actions.
* Its not necessary to show helper cards such as turn overview or scoring overview. It is nice if you can incorporate that as well, but in most cases, '''such elements should not be displayed by default''' (as space should be given in priority to the game itself), and should be made available by '''a gray "Player aid" button (or help icon)''' displaying a popup when clicked, like for example in Marco Polo or Terra Mystica.
* Use the Action Bar for: actions targeting another player, Pass/End turn/time-related actions, auction phases, and small resource exchanges without dedicated board space.
* Keep it to '''max 4 buttons + context''' so it doesn't overflow on mobile.


=== I-2 Make it fluid ===
'''❌ Don't'''
* Do not replace board-component actions with Action Bar buttons — players should act on the board like in real life.
* Do not stick custom buttons next to BGA's built-in buttons (replay controls, etc.).
* Do not let cancel actions visually compete with main actions.
* Do not show "Round in progress" text inside the bar — display it on the table or as flavor text of the current action.


BGA game interface is «fluid». It means the interface width can vary in order to use extra space on the screen when available.
''Example: Wingspan shows the current round as flavor text under the action bar.''
HTML and CSS give us a lot of possibilities to adapt a web content to a given browser width.
You have to use HTML and CSS:
* To allow players owning a big screen to enjoy the game comfortably without scrolling the page.
* To allow players with a screen of just 1024px


Tips: for each element of the game, answer this question « how many times during a game do I need to check/use this element? ».Less frequently used elements can be placed below.
[[File:Ux-02-action-bar-examples.jpg]]
You can listen on display resize in JS to do more sophisticated layouts.


Examples:
→ See [[#C.3 Button colors and styling|C.3]] for button colors.


Caylus: when we have a 1024px small width to play the game – even if they have to screen, available buildings are placed scroll on the the right and below the board.
=== A.3 Player panels ===
On larger screen, these tiles are placed  on the right of the board.  This is a very basic usage of the others. « float:left » CSS property.


=== I-3 Use whiteblocks ===
Player panels let anyone glance at: who's playing, color, score, turn order, and resources gained.
White blocks are '''div''' HTML element with the '''whiteblock''' class (white and transparent background). This is the recommended way to gather game elements together in your game interface when they are not directly on a board. Whiteblocks helps you to organize the space in order it can be easily understood by players.


If game contains individual player boards with distinct colors or marking you don't need these boards inside the whiteblock.
'''✔️ Do'''
* Keep panels compact — a 4-player game on mobile must not occupy more than '''¼ of the screen'''.
* Offer HTML anchor shortcuts to jump to a player's main components.


''Tips: you can use a '''h3''' title inside the whiteblock to help players to understand what is inside or to who it belongs.''
'''❌ Don't'''
* Do not put settings, titles, round numbers, or other redundant info in panels.
* Do not put always-accessible info (score, objectives) ''only'' on player panels.


In The Year of the Dragon game interface, with whiteblocks and h3 titles /picture here/
[[File:Ux-04-player-panel.jpg]]


=== I-4 Use player panels ===
=== A.4 Popups ===


BGA players are used to look at player panels when they need an information about a player.
'''✔️ Do'''
Using player panels can allow you to save a lot of space on the main game space. In general, the following information is placed in the player panel:
* Reserve automatic popups for '''tutorials only'''.
* Players resources (i.e.  small game elements the player is keeping in front of him in the real game).
* Make any required popup skippable on click/touch/timer.
* Summary information about player (i.e. number of cards in hand, number of cards played...).
* Use the game wiki for rules, hints, scoring tips, helpers.
* « First player » token.
[[File:Ux-06-wiki.jpg]]
* Score.  


Player panels in Seasons. /picture/ A lot of useful information can fit into these small spaces :)
'''❌ Don't'''
* Do not block game flow with popups (forbidden).
* Do not use popups mid-game — only allowed for between-round/stage scoring.


Note: for all games, you must always use the standard BGA score counter (with the star). Players are used to check this counter to see who is winning the game.
Example: area around popup clickable - should be used to close it


=== I-5 Use status bar actions ===
[[File:Ux-05-popup.jpg]]


When some game action is particular to a specific game state, the good practice is to use a status bar action (HTML link).
Don't try to place some icon in your main gameinterface that will be useless 95% of the time: it takes space and makes the interface more complex to understand.


Status bar actions in Tobago /picture/
→ See [[#B.1 Tooltips|B.1]] for non-blocking alternatives.


== Game usability  ==
=== A.5 Clarity & Zoom ===


=== II-1 Use tooltips ===
Use vertical space and good layout instead of zoom controls.


With BGA Studio its very easy to associate a tooltip on any element of the game. Each time this is possible: add a tooltip to explain to the players:
'''✔️ Do'''
* What is this game element?
* Design so the core game is fully playable at '''100% scale'''.
* What happens if I click on it?
* Trust browser zoom: Ctrl+wheel on desktop, pinch on mobile.
However, tooltips should NOT be used to display dynamic information about the current game to save space on the game interface.
Typically, regular players should be able to play with no tooltips.
However you can display some dynamic stuff if it's available otherwise but just annoying to calculate. For example in Lewis and Clark author asked to put
tooltips of how many river space available ahead of explorer.
If you need to show user why they cannot interact with element show errors instead (when clicking on it).


Tips: you can place any HTML element in tooltips. So you can make them as rich and beautiful as you need :)
'''❌ Don't'''
* Do not add zoom buttons unless absolutely necessary (large secondary boards, very text-heavy cards like Ticket to Ride).


=== II-2 Use left click only ===
'''If you must add zoom buttons:'''
* The whole game should be playable with only simple left button mouse click.
* '''+''' (plus): zoom in
* Context menus should not be used.
* '''–''' (minus): zoom out
* Drag-n-drop should be avoided (if you want to use it anyway, you should make a click based alternative available).
* 🏠 Home: reset to default
* Mouse icon must change on clickable elements (« cursor:pointer » CSS property).


=== II-3 Make your interface intuitive ===
== B — Usability ==
If your testers have different opinions about « how to trigger some game action », maybe
the best is to make several options possible for this game action. In the case there is a complex action to do by the player (ex: select some cards, then click on an action button), design your error messages in order they can guide the player(ex : « please select some cards first »).


''Tips: For complex games, it is simple and useful to  highlight the area of the interface where player should focus his attention (using onEnteringState/onLeavingState and CSS class, i.e. 'active_slot').''
=== B.1 Tooltips ===


The Boss: when a player clicks on a card with no selected cubes, the interface tells us to select some cube first.
Tooltips add insight, not duplication.


=== II-4 Use the gamelog ===
'''✔️ Do'''
With BGA Studio it is very easy to place sometext (or HTML code) in the gamelog.
* Add extra detail beyond what's on screen (translatable text, hints about when to use).
Don't hesitate to use the game log.
* Use them to zoom into small text/icons on large game boards.
Players are not always in front of the game page when their opponents are making their moves.
* Close tooltips when the user taps away on mobile.
In addition, the computer manipulates game elements faster than you usually do with the real board game and even regular players can get behind of what happened sometimes.
You should be able to understand the « game story » by reading the game log.  


=== II-5 Tell players about automatic actions ===
'''❌ Don't'''
Very often, during a game you are in a situation where:
* Do not show the same info twice the same way.
* Only one action is possible for the activeplayer, or
* Do not add a tooltip that's just a zoomed-in copy of an already-visible card — that's a sign your components are mis-sized.
* A series of action has to be done (according to the rules) without any players actions.
In these situation, you must or you may trigger these actions automatically.
In any case, you must make sure that players understand what is happening, otherwise they will probably report a bug.  


Stone Age: people are fed  automatically at the end of the turn, but players can always see what happened exactly in the gamelog.
''Example: Ticket to Ride hover tooltips name cards/decks without distraction.''


* Use the game log to trace all actions performed automatically.
[[File:Ux-07-tooltip-1.jpg]]
* Use synchronous notifications handlers to slow down the execution of automatic actions,so that players can understand what is happening.
=== II-6 Avoid move confirmations ===
As a rule of thumb, don't require move confirmation. Confirming a move slows down the user interface and thus, the game flow. You can allow a player to confirm a move if this is a very critical step in a game, and if it is possible to trigger an action by accident. If client interactions are very complex and allow cancellation, the final move can be confirmed with a "Done" button.


''Hawaii'': Ending a turn is a critical action that happens only 5 times per player in a game. In this case, it is acceptable (and a good idea) to have a confirmation dialog.
''Example: Altered shows minimal default info, with full detail on hover.''


''Hive'': Each move has to be confirmed with click on the location because it is very easy to click by accident.
[[File:Ux-08-tooltip-2.jpg]]


''Russian Railroads'': Each move involves multiple interactions and can contains dozens of subactions. When the player is done "planning" they presses a "Done" button to submit the move to the server.
=== B.2 Forbidden actions ===


''Race for the Galaxy'': There is a card that allows players to draw two cards and discard one card before the Development phase. This requires confirmation when the player selects a development card to discard, as they often means to build that development card instead.
'''✔️ Do'''
* Grey out / disable actions that exist but aren't currently available.


=== II-7 Translatable interface ===
'''❌ Don't'''
With BGA Studio its very easy to translate your game in any language, using BGA collaborative translation system. Check the FAQ and the example games to learn how to declare your strings so that every message in your code can be managed by the internationalization system.  
* Do not show disabled buttons for actions that are never relevant in the current context — just hide them.


Diams 100 % translated in Polish
=== B.3 Undo, Reset, Restart ===


=== II-8 Use interactive elements ===
BGA philosophy: fast, fluid, intuitive. Use these controls sparingly.


Interactive elements are tiles, cubes or board areas user can click on to perform an action. The following guidance apply:
'''✔️ Do'''
* If user click on interactive element either action happens or user get a error message. Try to process error message of client side and not send to server for simple errors, such as player is not active. Please be very specific why user cannot interact with element, i.e.
* Use '''Confirm''' buttons for impactful, irreversible actions (end turn, discard, commit resources).
** This is not your turn
* Prefer timed confirmation (5–8s) over undo.
** You cannot build this building because you don't have enough resources
* Offer one '''Restart Turn''' for the whole turn when rules allow, not per-micro-action undo.
** To select this card you have to select resource first
* Allow "Undo last move" only when a turn has '''more than 2 actions'''.
If you cannot make errors for all elements at least tooltip should explaining when it interactive vs not


Rule: Every game element should give an explicit error message if clicked at the wrong moment rather than staying silent
'''❌ Don't'''
* Do not add an Undo button for every action — multiplies validation steps, slows the game.
* Do not layer Undo on top of Reset on top of Confirm — over-validation.
* Do not use Undo to paper over misclicks — fix the layout instead (bigger targets, clearer highlights).


Rule: When user can click on element during this turn it should be highlighted if possible (or non-active element de-highlighted in some way)
== C — Design ==


Hightlighting guidelines:
=== C.1 Typography & translations ===
* Apply a class to all active/selectable element, i.e. class can be "selectable", "active_slot", "interactive"
* An CSS element with this class can have special rules, i.e
** outline (use outline, do not use "border" as this changes sizing)
** OR shadow/glow - use box-shadow or filter: drop-shadow for non-standard tokens
** recommended color - white, yellow or blue. Do not use red - this is indication of error rather than prompt for action
** change mouse cursor to action cursor, i.e. cursor: pointer


De-highlighting guidelines:
Clarity beats style.
* Only use this strategy when there are less inactive element than active
* Apply a class to all non-interactive element, such as "non-interactive"
* In css set special rules
** opacity:0.7
** OR filter:contrast(0.6) or grayscale
* change cursor, i.e. cursor: not-allowed


Rule: If state prompt replaces the interaction with element but elements are visible its better to do both (i.e. can select a button OR they can move element on the board)
'''✔️ Do'''
** Example: In Lewis & Clark game offers gain resources via buttons on state prompt, but user can also click on cubes in supply to do the same action
* Use the default BGA font.
* Use clean sans-serif if you must change.
* Maintain good line spacing.
* Make all text translatable via BGA's translation system.
* Support LTR ''and'' RTL languages — test alignment & mirroring.
* Ensure your font supports accents/diacritics (é, ñ, ü).
* Meet '''WCAG AA''' contrast.
* Test on a phone — what's readable on a 27" monitor may not be on mobile.


=== II-9 Animate moving elements ===
'''❌ Don't'''
If real game have some elements moving during the game it should also animate in your adaptation
* Do not use decorative or themed fonts (hard to read, licensing risk, missing glyphs).
* User gets a resource - move a resource from main board to user mini board
* Do not mix multiple fonts for "theme."
* User buys a card - move card from main display to user board
* Do not embed text directly into images without alt-text.
* User draw a card which is revealed on the display - move card from deck to display, maybe add flippy animation to turn it face up (that requires 3d transformations - that is bonus)


It is also nice to animation points or coin collection from specific region of the board (even points collection is not normally visible).
=== C.2 Highlights & Glowing auras ===


Don't need to overdo animation - its not first player shooter
Players should never wonder "what do I click?"


=== II-10 Slow down the end of game scoring ===
'''✔️ Do'''
* Highlight valid options so the awaited action is obvious.
* Show consequences visually before the player commits.


This is the climax of the game, building up suspense before revealing the winner... Don't make it too quick! :)
''Example of highlighting valid options on the table.''


It's also very helpful if some end of game scoring animations can show where the points are gained, to help players understand (and trust) the scoring.
[[File:Ux-09-active-element.jpg]]


To achieve this, you can use synchronous notifications for each step of the scoring to slow down the process, and use this.displayScoring ([[Game_interface_logic:_yourgamename.js#Scoring_animated_display]]) to display a nice points animation in the color of the player over the element of the game granting points for this step of the scoring.
=== C.3 Button colors and styling ===


For a practical example of a game adaptation where scoring has been done with this idea in mind, you can check a game replay of Terra Mystica for the final scoring (this link will fast forward you right there: [https://boardgamearena.com/archive/replay/200901-1002/?table=112192856&player=84819187&comments=426;&goto=341 replay scoring])
Button colors are a shared language across BGA. Mandatory for consistency.


== Original game representation ==
{| class="wikitable"
=== III-1 Use the original art===
! Color !! Meaning !! <code>statusBar.addActionButton</code>
The less you are modifying the original art of the game, the better.
|-
Its important for publishers that a board game adaptation looks like the real board game. Sometimes it can be useful to modify some elements of the game to save some space on the screen – but try to avoid it.
| 🔵 '''Blue''' || Advance, confirm, move forward || <code>primary</code>
Tips: if you have not enough space on the screen, reduce the size of the game elements.
|-
Try to make sure they are recognizable for players who played regularly, and add a tooltip to help beginners to figure out what they are.
| 🔴 '''Red''' || Cancel, undo, stop, exit || <code>alert</code>
Gosu : the original cards are used,  with tooltips.
|-
| ⚪ '''White / Transparent''' || Optional/side actions || <code>secondary</code>
|-
| ⚫ '''Grey''' || Disabled, completed, unavailable || (disabled state of any of the above)
|}


=== III-2 Be careful about player assistance ===
'''✔️ Do'''
As a rule of thumb, in order to respect the original board games, you should not introduce any player assistance feature.
* Display usernames in their assigned player color.
An assistance must not be introduced if it directly helps the player to figure out if his move is good or bad.
* Outline player-color text so it stays visible (e.g. yellow on white).
An assistance may be introduced if it can help the player to figure out what moves are available.
* Test player colors on both light and dark backgrounds.
* Take any extra colors from '''game components''' (cards, tiles, tokens), not UI buttons.
Gygès: the assistance shows you available moves, but is not alerting you about stupid moves (like the upper left one).


Note: You can however do a single choice move for a player, i.e passing on a turn if there is nothing a user can do; It's quite annoying to wait on a player to pass, while it's the only action that they can do anyways.
'''❌ Don't'''
* Do not reassign blue/red/grey for game-specific meaning.
* Do not tint UI buttons to match the game's theme.


=== III-3 Cancel a move ===
Note: Think of button colors as '''traffic lights''': blue = go, red = stop, grey = unavailable.
Most players want to have moves cancelled or undone. Use the following rules to implement it:
* If any information is revealed which was not known before the action is completed - You CANNOT cancel it.
* If this is the end of active player action - You CANNOT cancel it
* If during a player's turn multiple actions are required but don't violate the above two rules - You CAN cancel/undo it. i.e. A user picks cubes and drops on a building. Selecting the cubes and building -  are two actions, so user should be able to cancel taking cube.
This can be implemented using client side states, so cancelling is easy by restoring last server state.


=== III-4 Available information ===
=== C.4 Sizing & responsiveness ===
Every information visible by players in the real game should be accessible in the adaptation. Pay attention to some information like the number of cards in the opponents hand, or the number of remaining cards in the deck.
If it is explicitly forbidden to count cards in the discard pile, this information is not available.


== Game technical quality ==
'''✔️ Do'''
=== IV-1 Don't use exotic stuff ===
* Keep the main play area centered on every device.
BGA Studio provides a set of useful tools to build board games adaptations (i.e. card management, confirmation dialog, tooltips,…).
* Use fluid layouts that expand/contract to fit available space.
Use them, and don't use exotic libraries, plugins or tricks.
* Leave margins around the board (prevents mobile misclicks).
Why? Because BGA Framework will evolve in the future to provide new features to players, and it could make your game incompatible with the new version.
* On desktop/tablet: show the entire board when possible.
On the contrary, if you are using standard Haggis using BGA standard card stuff, you will enjoy these enhancements without any effort.
* On mobile (vertical): stack secondary elements ''below'' the main action zone.
If you feel that you really need some exotic thing: don't hesitate to ask us.
* Make everything readable and usable at 100% scale.
* Add HTML anchors / jump-links for vertical layouts.


=== IV-2 Make sure you can use what you use ===
'''❌ Don't'''
* Do not use fixed-width designs.
* Do not rely on zoom for legibility.
* Do not let layout break when players zoom in/out.
* Do not make any interactive element smaller than '''32×32px''' (see [[#E.3 Tap targets|E.3]]).


In particular, do not build your game on top of a technical library without checking that licensing allows you (and BGA) to use it.
''Reference implementation:'' [https://thoun.github.io/bga-jump-to/demo/index.html bga-jump-to demo]
If you use a library, make sure first that its license is really open (MIT style). Otherwise, we may have to ask you to rework your code to use another library.
In general, please consider that it's always better to minimize dependencies, so if you can avoid using external libraries, all the better.


=== IV-3 Write in (simple) English ===
=== C.5 Background & extras ===
Some other person may have to look at your code, such as:
* We (the BGA team), who are here to help you if you need us.
* Some other BGA developer wanting to help you.
For all these reasons, your code must be written in English (variables, methods, comments...).
If English is not your mother tongue don't be afraid: the whole idea here is to be understood, not to write an essay :)


=== IV-4 Page refresh ===
The background is the table surface your game sits on.
A page refresh (F5) must allow players to reset the game interface to a stable state at any moment of the game.
BGA Studio framework allows you to do this with the « getAllDatas » PHP method and the « setup » Javascript method.
Note: this « refresh » feature is also quite useful during the development process:)


=== IV-5 Private information ===
'''✔️ Do'''
A private game element must be visible only to the player owning it. It must not be visible by his opponents, by any means.
* Use thematic, modern backgrounds (subtle playmat look).
In particular:
* Add slight texture or pattern.
* getAllDatas PHP method must not return any element that are hidden from current player, even if the Javascript « setup » method ignores them.
* Apply a touch of blur so components remain the visual focus.
* you must not send via the « notifyAllPlayers » function some information that is hidden from one player (use « notifyPlayer » instead).  
* Prioritize contrast against the game's components.


'''❌ Don't'''
* Do not use pure flat colors.
* Do not use sharp, busy, detailed backgrounds that compete with the game.
* Do not let the background reduce component visibility.


Hearts: each player is alerted about his new cards using notifyPlayer, and cards from the other players remains secret
== D — Feedback ==


=== IV-6 Game progression ===
=== D.1 Errors & invalid actions ===
Game progression should be as accurate as possible.
Of course, its not always easy (or even possible) to compute game progression, but a vague approximation is better than nothing.
Stone Age: there are 2 different end game conditions (building cards and civilization  cards).
Both are taken into account to  increase the accuracy of the game  progression.


=== IV-7 Game statistics ===
Silence is never acceptable. Every failed action must say why.
Using BGA Studio you can define a set of statistics for your game. Statistics will be displayed at the end of the game, and help players to figure out why they win/lose a game,
and what they should improve. Try to choose interesting statistics that distinguish the different strategies for your game, in order it can help players to understand their game.  


Seasons : statistics
'''✔️ Do'''
* Use a short shake, grey-out, or tooltip on failure.
* Show concise plain-text errors: ''"You don't have enough resources."''
* Pair color with icons or text (don't rely on red alone).


=== IV-8 Namespace recommendations ===
'''❌ Don't'''
Your game is not working in complete isolation, it's included in a page with a lot of elements around (header, footer, logs, chat, player panels, rankings...)
* Do not leave the player guessing.
* Do not use color alone — colorblind users won't see it.


So you should pay attention to naming your DOM elements, CSS classes and PHP constants / classes in a way specific to your game in order to avoid namespace collisions (for example you use a selector for a "selected" class in your .js, and there is also an element of the framework outside of your game with a selected class).
=== D.2 Game Logs ===


It's recommended to have:
Logs are the narration of the match. Critical for asynchronous games.
* a wrapper div around your game zone with an id specific to your game ('yourgamename_playzone' for example) and to use it in any xpath selector of your .js
* a prefix for example a trigram for your game that you append to all the css classes of your game ('yrg_selected' for example).
* a prefix or a namespace for your PHP constants or classes.


Even if everything is working fine today, otherwise your game may break in the future when the framework is updated.
'''✔️ Do'''
* Log every major action: card plays, moves, resource changes, eliminations.
* Always say '''who''' acted and '''what''' changed.
* Use icons, colors, formatting for fast scanning.
* Provide alt-text for graphic components inside logs.
* Group small simultaneous actions into a one-liner.
* Log automated/forced actions too.


You should not use any global variables (window scope) in your Javascript files. If you need something to be accessible globally, then you should use <code>window.gameui</code>. You could even make a <code>window.gameui.globals = {}</code> object to contain any global variables.
'''❌ Don't'''
* Do not write walls of text or use oversized images that break log flow.
* Do not hide ''who'' did the action.


== Summary ==
''Good:''
These guidelines are here to help you to make sure that the players, the game publisher and the game author are going to enjoy your adaptation of the game. We created these guidelines based on our personal experience (which includes many mistakes along the way) implementing a lot of games on BGA platform. Don't hesitate to contact us if you feel uncomfortable with one of these guidelines in some particular context with your game: these guidelines are here to help and not to prevent you to do smart things, and have fun while programing your game ;)
* "Marianna placed [red tile] on [central board] (+2 points)."
* "Alex drew 2 [train cards]."
 
''Bad:''
* "+2 points"
* "Card drawn"
 
=== D.3 Animation ===
 
Animations explain '''what moved, where it went, why it matters'''.
 
'''✔️ Do'''
* Use animations for: cards entering a hand, tokens moving, score count-up.
* Keep regular animations at '''0.5s''', max '''0.8s'''.
* Batch repetitive updates (don't show 50 tiny +1 animations).
 
'''❌ Don't'''
* Do not animate trivial updates one by one.
* Do not use looping, bouncing, or glowing animations as decoration.
 
→ See [https://en.doc.boardgamearena.com/BgaAnimations BGA animation library].
 
=== D.4 Sound effects ===
 
Sound is a bonus, not a requirement.
 
'''✔️ Do'''
* Keep volume '''below''' the BGA default.
* Keep sounds short, sharp, purposeful.
* Always pair sound with a visual cue.
 
'''❌ Don't'''
* Do not add long looping soundtracks.
* Do not let any action be communicated by '''sound only'''.
* Do not surprise players with loud audio.
 
== E — Accessibility ==
 
=== E.1 Design for all ===
 
'''✔️ Do'''
* Pair colors with icons, textures, or shapes.
* Meet contrast ratio '''4.5:1''' minimum.
* Label every button, icon, and interactive element (screen readers).
* Use bold shapes, clear outlines, strong contrast to differentiate pieces.
 
'''❌ Don't'''
* Do not rely on color alone.
* Do not use flashing or rapidly alternating visuals.
* Do not depend on fine details or subtle shading to differentiate components.
 
=== E.2 Colorblind-safe design ===
 
'''✔️ Do'''
* Add unique shapes/symbols/outlines per pawn or token color.
* Place small icons in card corners (or patterns) so suits are recognizable without hue.
* Meet '''WCAG AA''' for text and icons.
* Outline player-color names so yellow doesn't vanish on white.
 
'''❌ Don't'''
* Do not assume players perceive color differences.
 
=== E.3 Tap targets ===
 
'''✔️ Do'''
* Minimum '''32×32px''' for any interactive element.
* Aim for '''40–44px''' (greatly reduces mis-taps).
* Leave spacing between buttons, tokens, cards.
* Group many options into expandable menus or secondary panels.
* When space runs out, add scrolling — don't shrink components.
 
'''❌ Don't'''
* Do not cram small icons into tight clusters.
* Do not shrink components below the minimum to fit.
 
=== E.4 Settings & customization ===
 
'''✔️ Do'''
* Put all game settings in BGA's '''standard settings menu'''.
* Reuse existing BGA controls.
* Offer per-game options only where relevant: animation speed, tooltip detail, sound on/off.
 
'''❌ Don't'''
* Do not build custom settings UI (the platform is phasing those out).
* Do not duplicate controls already available globally.
 
== F — Technical ==
 
=== F.1 Endgame & Replays ===
 
'''✔️ Do'''
* Make replays flow without interruption.
* Keep animations skippable and playable at minimum speed.
* Keep logs and highlights in sync with each replayed action.
* Match the scoring pay-off to game length — long games deserve a longer reveal.
* Use synchronous notifications per scoring step and <code>this.displayScoring</code> for points animations.
 
'''❌ Don't'''
* Do not put blocking popups in replays.
* Do not drop the final score instantly at the end of a long game.
 
=== F.2 Refresh & Continuity ===
 
A refresh should feel invisible.
 
'''✔️ Do'''
* Restore the exact game state after refresh (no missing/corrupted info).
* Restore temporary UI: whose turn it is, pending actions, selected components.
* Treat the server as the source of truth for all critical state.
* Expect disconnect/reconnect as normal — BGA may do it at any time.
 
'''❌ Don't'''
* Do not store critical state in client-only memory.
* Do not rely on session continuity hacks.
 
=== F.3 Error handling ===
 
'''✔️ Do'''
* Handle disconnects and dropped actions without breaking flow.
* Show players short, friendly messages explaining what went wrong.
* Log precise error details to the developer console.
* Isolate the error to the affected action.
 
'''❌ Don't'''
* Do not crash the game on invalid input.
* Do not expose raw server logs or stack traces to players.
* Do not block the whole table because of one failed request.
 
== Pre-release Checklist ==
 
''Version 1.0.0 — May 22, 2026''
 
{| class="wikitable"
! # !! Check
|-
| 1 || Layout centers and scales on all devices.
|-
| 2 || Action Bar ≤ 4 buttons, never replaces components.
|-
| 3 || Tooltips: clear, translatable, useful.
|-
| 4 || Buttons follow BGA standards (blue = forward, red = cancel).
|-
| 5 || No blocking popups mid-game.
|-
| 6 || Animations: quick, smooth, informative.
|-
| 7 || All tap/click targets ≥ 32px.
|-
| 8 || Colorblind-safe icons in place.
|-
| 9 || Endgame shows breakdown + replay option.
|-
| 10 || Game state restores cleanly after refresh.
|}
 
== Closing thoughts ==
 
* '''Alpha:''' gather usability feedback.
* '''Beta:''' listen to the crowd — confusion spots = redesign spots.
* '''Iterate:''' small UX tweaks = big retention gains.
* '''Watch metrics:''' if players stall at a phase, that's your design flag.
 
Play other BGA games with similar mechanics — get inspired, challenge your assumptions, and treat UX as a key part of design, not an afterthought.
 
 
 
= BGA Studio Guidelines (Source Code) =
Make your code as easy to read and understand as possible: clearly named functions and variables, comments when necessary, ...
 
Everything should be in english in your code.
 
In case you drop the support for a project, another developer should be able to follow up on your code and understand it easily.
 
== Front (JS) code ==
 
=== Generated code ===
Generated code (SCSS, Typescript) is tolerated, as long as you provide both source files and built files, ideally with build tools. The build file should not be minimized, as someone taking over your project might not know the source language, and will the work on the built file ignoring the source file. Build tools are useful if he wants to continue the project with your source files.
 
JS and CSS files remains the used file in the end, BGA does not handle natively other languages.
 
=== Templates ===
Use of .tpl file and view.php is deprecated and forbidden for new projects.
 
 
== Back (PHP) code ==
Game name and option names should be Capitalized.
 
=== Framework functions ===
 
===== Undocumented functions =====
Do not use undocumented functions. They may change or be deleted without warning, and your game will not work anymore. Any change on documented function will be avoided as much as possible, and will be notified.
 
==== Function override ====
Do not override framework functions. Use a wrapper instead.
 
'''Bad :'''
 
<pre>
public function getPlayerNameById($player_id) { // same name as the framework function = override
  if ($player_id == 0) {
    return 'Automata';
  } else {
    return parent::getPlayerNameById($player_id);
  }
}
</pre>
 
'''Better :'''
<pre>
public function myGameGetPlayerNameById($player_id) { // // different name = wrapper
  if ($player_id == 0) {
    return 'Automata';
  } else {
    return $this->getPlayerNameById($player_id);
  }
}
</pre>
 
==== State functions ====
States functions should be prefixed "st"
 
Args functions should be prefixed "arg"
 
Action functions should be prefixed "act"
 
=== Namespacing ===
The classes should be namespaced following the PSR-4 norm. That means you won't need to require the classes, as BGA will be able to autoload them.
 
So a class named PowerCardManager on a PowerCard folder should have the filename <code><mygame>/PowerCard/PowerCardManager.php</code> and start like this :
 
<pre>
<?php
declare(strict_types=1);
namespace Bga\Games\<mygame>\PowerCard;
class PowerCardManager {
</pre>
 
=== Other ===
.action.php shouldn’t be used anymore, auto-wiring should be used instead.
 
 
The actions function must check any input. To avoid code duplication, they can use the arg function.
 
''Example :''  
 
<pre>
$args = $this->argPlayCards();
if (!in_array($cardId, $args['selectableCardsIds'])) { throw new \BgaUserException(...); }
</pre>
 
 
Don’t use `@` to ignore the errors of a function call.  




[[Category:Studio]]
[[Category:Studio]]

Latest revision as of 03:15, 23 May 2026

BGA Studio Guidelines (UX/UI)

This page covers UX guidelines for games on Board Game Arena. Read the official PDF or bga.li/mRdx first. This page is an unofficial summary.

Goal: most games should be instantly playable on any device — desktop at midnight or phone at lunch.

Use this page to validate UX before switching your game from ALPHA → BETA → RELEASE.

A — Layouts

A.1 Layout arrangement

Game should fit a square ratio and show everything the active player needs. Use vertical scroll for secondary info (other players' progress, secondary boards).

✔️ Do

  • Center the play area on all devices.
  • Leave a "no action" margin around the board (deselect, scroll on mobile).
  • Use HTML anchors to jump between distant sections.
  • Use spacers / transparent whiteblocks to group pieces clearly.
  • Keep score, turn order, and objectives accessible (button/tab/panel), not always visible.
  • Tuck rare abilities into tooltips.

❌ Don't

  • Do not hide game components behind popups — you should see everything you'd see on a real table.
  • Do not place "always accessible" info permanently on the player panels.
  • Do not add in-game logos or branding that isn't part of the actual game.
  • Do not scatter related info (e.g. resources) across three corners.

Note: Layout mantra: Central = shared actions. Top/Bottom = global info. Panels = private resources.

Ux-01-layouts.jpg


A.2 Action Bar

The Action Bar always shows the current state: turn in progress, who we're waiting for, or what the player can do.

Ux-03-action-bar-mock.jpg

✔️ Do

  • Center main awaited actions (Play card, End turn, Confirm move).
  • Place secondary/greyed-out actions next to them.
  • Put cancel / undo / remove on the right, visually separated from forward actions.
  • Use the Action Bar for: actions targeting another player, Pass/End turn/time-related actions, auction phases, and small resource exchanges without dedicated board space.
  • Keep it to max 4 buttons + context so it doesn't overflow on mobile.

❌ Don't

  • Do not replace board-component actions with Action Bar buttons — players should act on the board like in real life.
  • Do not stick custom buttons next to BGA's built-in buttons (replay controls, etc.).
  • Do not let cancel actions visually compete with main actions.
  • Do not show "Round in progress" text inside the bar — display it on the table or as flavor text of the current action.

Example: Wingspan shows the current round as flavor text under the action bar.

Ux-02-action-bar-examples.jpg

→ See C.3 for button colors.

A.3 Player panels

Player panels let anyone glance at: who's playing, color, score, turn order, and resources gained.

✔️ Do

  • Keep panels compact — a 4-player game on mobile must not occupy more than ¼ of the screen.
  • Offer HTML anchor shortcuts to jump to a player's main components.

❌ Don't

  • Do not put settings, titles, round numbers, or other redundant info in panels.
  • Do not put always-accessible info (score, objectives) only on player panels.

Ux-04-player-panel.jpg

A.4 Popups

✔️ Do

  • Reserve automatic popups for tutorials only.
  • Make any required popup skippable on click/touch/timer.
  • Use the game wiki for rules, hints, scoring tips, helpers.

Ux-06-wiki.jpg

❌ Don't

  • Do not block game flow with popups (forbidden).
  • Do not use popups mid-game — only allowed for between-round/stage scoring.

Example: area around popup clickable - should be used to close it

Ux-05-popup.jpg


→ See B.1 for non-blocking alternatives.

A.5 Clarity & Zoom

Use vertical space and good layout instead of zoom controls.

✔️ Do

  • Design so the core game is fully playable at 100% scale.
  • Trust browser zoom: Ctrl+wheel on desktop, pinch on mobile.

❌ Don't

  • Do not add zoom buttons unless absolutely necessary (large secondary boards, very text-heavy cards like Ticket to Ride).

If you must add zoom buttons:

  • + (plus): zoom in
  • – (minus): zoom out
  • 🏠 Home: reset to default

B — Usability

B.1 Tooltips

Tooltips add insight, not duplication.

✔️ Do

  • Add extra detail beyond what's on screen (translatable text, hints about when to use).
  • Use them to zoom into small text/icons on large game boards.
  • Close tooltips when the user taps away on mobile.

❌ Don't

  • Do not show the same info twice the same way.
  • Do not add a tooltip that's just a zoomed-in copy of an already-visible card — that's a sign your components are mis-sized.

Example: Ticket to Ride hover tooltips name cards/decks without distraction.

Ux-07-tooltip-1.jpg

Example: Altered shows minimal default info, with full detail on hover.

Ux-08-tooltip-2.jpg

B.2 Forbidden actions

✔️ Do

  • Grey out / disable actions that exist but aren't currently available.

❌ Don't

  • Do not show disabled buttons for actions that are never relevant in the current context — just hide them.

B.3 Undo, Reset, Restart

BGA philosophy: fast, fluid, intuitive. Use these controls sparingly.

✔️ Do

  • Use Confirm buttons for impactful, irreversible actions (end turn, discard, commit resources).
  • Prefer timed confirmation (5–8s) over undo.
  • Offer one Restart Turn for the whole turn when rules allow, not per-micro-action undo.
  • Allow "Undo last move" only when a turn has more than 2 actions.

❌ Don't

  • Do not add an Undo button for every action — multiplies validation steps, slows the game.
  • Do not layer Undo on top of Reset on top of Confirm — over-validation.
  • Do not use Undo to paper over misclicks — fix the layout instead (bigger targets, clearer highlights).

C — Design

C.1 Typography & translations

Clarity beats style.

✔️ Do

  • Use the default BGA font.
  • Use clean sans-serif if you must change.
  • Maintain good line spacing.
  • Make all text translatable via BGA's translation system.
  • Support LTR and RTL languages — test alignment & mirroring.
  • Ensure your font supports accents/diacritics (é, ñ, ü).
  • Meet WCAG AA contrast.
  • Test on a phone — what's readable on a 27" monitor may not be on mobile.

❌ Don't

  • Do not use decorative or themed fonts (hard to read, licensing risk, missing glyphs).
  • Do not mix multiple fonts for "theme."
  • Do not embed text directly into images without alt-text.

C.2 Highlights & Glowing auras

Players should never wonder "what do I click?"

✔️ Do

  • Highlight valid options so the awaited action is obvious.
  • Show consequences visually before the player commits.

Example of highlighting valid options on the table.

Ux-09-active-element.jpg

C.3 Button colors and styling

Button colors are a shared language across BGA. Mandatory for consistency.

Color Meaning statusBar.addActionButton
🔵 Blue Advance, confirm, move forward primary
🔴 Red Cancel, undo, stop, exit alert
⚪ White / Transparent Optional/side actions secondary
⚫ Grey Disabled, completed, unavailable (disabled state of any of the above)

✔️ Do

  • Display usernames in their assigned player color.
  • Outline player-color text so it stays visible (e.g. yellow on white).
  • Test player colors on both light and dark backgrounds.
  • Take any extra colors from game components (cards, tiles, tokens), not UI buttons.

❌ Don't

  • Do not reassign blue/red/grey for game-specific meaning.
  • Do not tint UI buttons to match the game's theme.

Note: Think of button colors as traffic lights: blue = go, red = stop, grey = unavailable.

C.4 Sizing & responsiveness

✔️ Do

  • Keep the main play area centered on every device.
  • Use fluid layouts that expand/contract to fit available space.
  • Leave margins around the board (prevents mobile misclicks).
  • On desktop/tablet: show the entire board when possible.
  • On mobile (vertical): stack secondary elements below the main action zone.
  • Make everything readable and usable at 100% scale.
  • Add HTML anchors / jump-links for vertical layouts.

❌ Don't

  • Do not use fixed-width designs.
  • Do not rely on zoom for legibility.
  • Do not let layout break when players zoom in/out.
  • Do not make any interactive element smaller than 32×32px (see E.3).

Reference implementation: bga-jump-to demo

C.5 Background & extras

The background is the table surface your game sits on.

✔️ Do

  • Use thematic, modern backgrounds (subtle playmat look).
  • Add slight texture or pattern.
  • Apply a touch of blur so components remain the visual focus.
  • Prioritize contrast against the game's components.

❌ Don't

  • Do not use pure flat colors.
  • Do not use sharp, busy, detailed backgrounds that compete with the game.
  • Do not let the background reduce component visibility.

D — Feedback

D.1 Errors & invalid actions

Silence is never acceptable. Every failed action must say why.

✔️ Do

  • Use a short shake, grey-out, or tooltip on failure.
  • Show concise plain-text errors: "You don't have enough resources."
  • Pair color with icons or text (don't rely on red alone).

❌ Don't

  • Do not leave the player guessing.
  • Do not use color alone — colorblind users won't see it.

D.2 Game Logs

Logs are the narration of the match. Critical for asynchronous games.

✔️ Do

  • Log every major action: card plays, moves, resource changes, eliminations.
  • Always say who acted and what changed.
  • Use icons, colors, formatting for fast scanning.
  • Provide alt-text for graphic components inside logs.
  • Group small simultaneous actions into a one-liner.
  • Log automated/forced actions too.

❌ Don't

  • Do not write walls of text or use oversized images that break log flow.
  • Do not hide who did the action.

Good:

  • "Marianna placed [red tile] on [central board] (+2 points)."
  • "Alex drew 2 [train cards]."

Bad:

  • "+2 points"
  • "Card drawn"

D.3 Animation

Animations explain what moved, where it went, why it matters.

✔️ Do

  • Use animations for: cards entering a hand, tokens moving, score count-up.
  • Keep regular animations at 0.5s, max 0.8s.
  • Batch repetitive updates (don't show 50 tiny +1 animations).

❌ Don't

  • Do not animate trivial updates one by one.
  • Do not use looping, bouncing, or glowing animations as decoration.

→ See BGA animation library.

D.4 Sound effects

Sound is a bonus, not a requirement.

✔️ Do

  • Keep volume below the BGA default.
  • Keep sounds short, sharp, purposeful.
  • Always pair sound with a visual cue.

❌ Don't

  • Do not add long looping soundtracks.
  • Do not let any action be communicated by sound only.
  • Do not surprise players with loud audio.

E — Accessibility

E.1 Design for all

✔️ Do

  • Pair colors with icons, textures, or shapes.
  • Meet contrast ratio 4.5:1 minimum.
  • Label every button, icon, and interactive element (screen readers).
  • Use bold shapes, clear outlines, strong contrast to differentiate pieces.

❌ Don't

  • Do not rely on color alone.
  • Do not use flashing or rapidly alternating visuals.
  • Do not depend on fine details or subtle shading to differentiate components.

E.2 Colorblind-safe design

✔️ Do

  • Add unique shapes/symbols/outlines per pawn or token color.
  • Place small icons in card corners (or patterns) so suits are recognizable without hue.
  • Meet WCAG AA for text and icons.
  • Outline player-color names so yellow doesn't vanish on white.

❌ Don't

  • Do not assume players perceive color differences.

E.3 Tap targets

✔️ Do

  • Minimum 32×32px for any interactive element.
  • Aim for 40–44px (greatly reduces mis-taps).
  • Leave spacing between buttons, tokens, cards.
  • Group many options into expandable menus or secondary panels.
  • When space runs out, add scrolling — don't shrink components.

❌ Don't

  • Do not cram small icons into tight clusters.
  • Do not shrink components below the minimum to fit.

E.4 Settings & customization

✔️ Do

  • Put all game settings in BGA's standard settings menu.
  • Reuse existing BGA controls.
  • Offer per-game options only where relevant: animation speed, tooltip detail, sound on/off.

❌ Don't

  • Do not build custom settings UI (the platform is phasing those out).
  • Do not duplicate controls already available globally.

F — Technical

F.1 Endgame & Replays

✔️ Do

  • Make replays flow without interruption.
  • Keep animations skippable and playable at minimum speed.
  • Keep logs and highlights in sync with each replayed action.
  • Match the scoring pay-off to game length — long games deserve a longer reveal.
  • Use synchronous notifications per scoring step and this.displayScoring for points animations.

❌ Don't

  • Do not put blocking popups in replays.
  • Do not drop the final score instantly at the end of a long game.

F.2 Refresh & Continuity

A refresh should feel invisible.

✔️ Do

  • Restore the exact game state after refresh (no missing/corrupted info).
  • Restore temporary UI: whose turn it is, pending actions, selected components.
  • Treat the server as the source of truth for all critical state.
  • Expect disconnect/reconnect as normal — BGA may do it at any time.

❌ Don't

  • Do not store critical state in client-only memory.
  • Do not rely on session continuity hacks.

F.3 Error handling

✔️ Do

  • Handle disconnects and dropped actions without breaking flow.
  • Show players short, friendly messages explaining what went wrong.
  • Log precise error details to the developer console.
  • Isolate the error to the affected action.

❌ Don't

  • Do not crash the game on invalid input.
  • Do not expose raw server logs or stack traces to players.
  • Do not block the whole table because of one failed request.

Pre-release Checklist

Version 1.0.0 — May 22, 2026

# Check
1 Layout centers and scales on all devices.
2 Action Bar ≤ 4 buttons, never replaces components.
3 Tooltips: clear, translatable, useful.
4 Buttons follow BGA standards (blue = forward, red = cancel).
5 No blocking popups mid-game.
6 Animations: quick, smooth, informative.
7 All tap/click targets ≥ 32px.
8 Colorblind-safe icons in place.
9 Endgame shows breakdown + replay option.
10 Game state restores cleanly after refresh.

Closing thoughts

  • Alpha: gather usability feedback.
  • Beta: listen to the crowd — confusion spots = redesign spots.
  • Iterate: small UX tweaks = big retention gains.
  • Watch metrics: if players stall at a phase, that's your design flag.

Play other BGA games with similar mechanics — get inspired, challenge your assumptions, and treat UX as a key part of design, not an afterthought.


BGA Studio Guidelines (Source Code)

Make your code as easy to read and understand as possible: clearly named functions and variables, comments when necessary, ...

Everything should be in english in your code.

In case you drop the support for a project, another developer should be able to follow up on your code and understand it easily.

Front (JS) code

Generated code

Generated code (SCSS, Typescript) is tolerated, as long as you provide both source files and built files, ideally with build tools. The build file should not be minimized, as someone taking over your project might not know the source language, and will the work on the built file ignoring the source file. Build tools are useful if he wants to continue the project with your source files.

JS and CSS files remains the used file in the end, BGA does not handle natively other languages.

Templates

Use of .tpl file and view.php is deprecated and forbidden for new projects.


Back (PHP) code

Game name and option names should be Capitalized.

Framework functions

Undocumented functions

Do not use undocumented functions. They may change or be deleted without warning, and your game will not work anymore. Any change on documented function will be avoided as much as possible, and will be notified.

Function override

Do not override framework functions. Use a wrapper instead.

Bad :

public function getPlayerNameById($player_id) { // same name as the framework function = override
  if ($player_id == 0) {
    return 'Automata';
  } else {
    return parent::getPlayerNameById($player_id);
  } 
}

Better :

public function myGameGetPlayerNameById($player_id) { // // different name = wrapper
  if ($player_id == 0) {
    return 'Automata';
  } else {
    return $this->getPlayerNameById($player_id);
  } 
}

State functions

States functions should be prefixed "st"

Args functions should be prefixed "arg"

Action functions should be prefixed "act"

Namespacing

The classes should be namespaced following the PSR-4 norm. That means you won't need to require the classes, as BGA will be able to autoload them.

So a class named PowerCardManager on a PowerCard folder should have the filename <mygame>/PowerCard/PowerCardManager.php and start like this :

<?php
declare(strict_types=1);
namespace Bga\Games\<mygame>\PowerCard;
class PowerCardManager {

Other

.action.php shouldn’t be used anymore, auto-wiring should be used instead.


The actions function must check any input. To avoid code duplication, they can use the arg function.

Example :  

$args = $this->argPlayCards();
if (!in_array($cardId, $args['selectableCardsIds'])) { throw new \BgaUserException(...); }


Don’t use `@` to ignore the errors of a function call.