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In deck mode, each room becomes a single card at the center of the screen, resting on a pile - like decision games in the style of Reigns. The room illustration fills the card, the text is shown in a readable panel at its bottom, and choices become directions.
title: "Crown of Mist" ui: deck
Three ways to confirm a choice:
The first four visible choices are automatically mapped to directions, in declaration order: left, right, up, down.
rooms: - id: council text: "The council awaits your seal." choices: - button: "Hand the letter to the envoy" # left to: envoy - button: "Open the gates" # right to: gates - button: "Hear the scouts" # up to: scouts - button: "Receive the innkeeper" # down to: inn
Every button type can be a direction: navigation, events with button:, custom actions. A long label wraps over several lines inside its pill.
The room image ([[url]] in the text) becomes the card artwork. back_title: and back_subtitle: (see cards mode) remain available to dress up the cards.
In deck mode, HUD panels never overlap: top/bottom bands are limited to the card width, left/right to its height, and corners anchor to the screen corners. Each position is therefore independent: placing a band no longer clears the corners, and clear-hud: top only removes the top band. Ideal for Reigns-style gauges (people, army, gold, faith…).
hud: - position: top-left text: "People: v_people_v" - position: top-right text: "Gold: v_gold_v"
hide_input: false to keep it).test-ui-deck demo scenario shows 12 illustrated cards with gauges.See also: Interface modes, Cards mode, HUD panels.
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