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Board types

When you create a board you pick a type. A type doesn’t lock the board down — it’s the same canvas underneath — but it sets a sensible starting point: which nodes the Library offers first, how auto-layout arranges things, and a short prompt for how to begin. You can change a board’s type at any time.

The default — a blank canvas with every node type available and no imposed layout. Reach for this when your board doesn’t fit any of the shapes below.

Genealogies with parent / child and partner relationships, its own toolbar, generation stacking, and a focus mode. It has a full guide of its own: Family-tree boards.

Map who-knows-who. Drag entity nodes onto the canvas and connect them; each link can be typed (ally, rival, member of…) and feeds your world’s relationship graph. Laid out as a connected diagram rather than a strict hierarchy.

Chart groups and their rivalries. Drop a frame for each faction, place member entities inside, then draw ally / rival links between the frames.

Lay out a quest as a directed flow. Add event steps and connect them with requires / unlocks links; the board auto-arranges left-to-right so prerequisites read in order.

Plot event nodes along a time axis. Give each event a date, then use the board’s Arrange by time command — it sorts events by their date (real date, then in-world year, undated last) and lays them out left-to-right on one row. When you’re done you can promote the whole board into your world timeline. See also Entity and event nodes.

Spatial maps of places and the paths between them. Uses card and frame nodes with no automatic layout, so you position everything by hand like pins on a map.

Track work through stages. Drop a frame for each column (To do, Doing, Done), add post-it task cards inside, and drag a card between frames to move it along.

Start from a central idea. Add a text node for your core topic, then branch out — connect new ideas to it and the links render as soft mind-map branches. Tidy lays the whole thing out radially around the centre.

A conversation you can actually run: who speaks, what the party can say, and where each answer leads. Choices can be gated on what the campaign remembers, and a dice roll can decide which way the story goes. See Narrative Flow boards.

The running order for an evening. Each node is a cue — switch the scene, cue the music, show a handout, start the fight — fired from the board or from inside the room. See Session Runner boards.