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Card Content Layer

The content layer is where you design what appears on the face of your card — titles, stat chips, descriptions, images, and more. It sits on top of the Art layer (the Konva painting canvas) and feeds data to the Effects layer. If you want automated gameplay, the Effects layer reads from the content blocks you place here.

  1. Open a card template in the Card Design Studio
  2. Click the Content tab at the top of the left panel
  3. The block palette appears on the left, your card canvas in the centre, and the inspector on the right

The left palette has two sections: individual blocks at the top and Composites (ready-made multi-block layouts) below.

  • Click a block in the palette to drop it at the default position on the active side of the card
  • Drag a block from the palette onto the canvas to drop it where your cursor releases
  • Drag into a layout block (like Section or Grid) to place it as a child of that container

Select a block on the canvas to reveal its drag handles. Drag the block to move it; drag a corner or edge to resize. Blue guideline lines appear as the block aligns with the card edges, centre, or other blocks. Snapping is on by default and can be toggled from the toolbar.

Selecting a block opens the inspector on the right. The inspector is split into collapsible sections — Placeholder, Label, Text, Background, Border, Shadow, Layout, and others depending on the block. Every style and behaviour setting for the block lives here.

Data-bound blocks (Text, Stat chip, Badge, Tags, Image, Media, Slot table, Roll button, and others) show the template’s value at runtime. In the inspector’s Placeholder section, pick a field from your template schema — the block will render that field’s value for every card made from this template.

When you drop a composite, its children stay linked to the preset. The inspector shows two buttons at the top of a linked composite:

  • Re-sync from preset — replace the composite’s children with the current preset definition, preserving the composite’s own position and size. If the preset has been updated in a newer release you’ll see an amber hint here.
  • Break link — detach the composite from the preset. Children become independent blocks you can customise freely.

The floating toolbar has Undo, Redo, Save, and Preview buttons. Undo and Redo are coupled across both the Art and Content layers, so a single action that touched both is undone in one step.

Keyboard shortcuts while the studio is focused:

Shortcut Action
⌘Z / Ctrl+Z Undo
⌘⇧Z / Ctrl+Shift+Z Redo
⌘Y / Ctrl+Y Redo (Windows convention)

Shortcuts are ignored while you’re typing inside a text field so your native input undo still works.

  • Title — large heading text; binds to a string field
  • Rich text — formatted text with bold, italic, and links
  • Stat chip — compact label + value pill (e.g. “AC 16”)
  • Badge — coloured tag (e.g. “Legendary”)
  • Chip row — horizontal list of chips; binds to tags
  • Icon — single icon from the icon set
  • Image slot — placeholder image tied to an image field
  • Media — generic media embed
  • Audio / Music — sound clip
  • Video — video embed
  • Roll button — clickable button that rolls a dice expression
  • Slot table — level-to-formula table (e.g. spell slot scaling)
  • Trait list — bulleted list of traits or features
  • Section — a titled container that groups other blocks
  • Grid — a grid container with rows and columns