- Players & Victory
- Seats, points to win, points per settlement and city, when the win is checked, and whether victory points may go negative — which they must, if a rule is going to take one away.
- Board
- Nineteen hexes, thirty, a generated hex up to radius six, or a map you draw yourself. Tile counts per resource, deserts, gold tiles, which numbers exist and how many of each, spiral or random or balanced placement, and constraints like “no two red numbers touching”. Ports: how many, what ratios, where.
- Resources & Bank
- The five resources are data, not code — rename them, recolour them, delete one, add a sixth. Then set how many of each the bank holds, and what happens when it runs dry: nobody gets the last of it, seat order decides, everyone splits it, or the bank never runs out.
- Building
- Cost per piece, down to the individual resource. How many roads, settlements and cities you own. Distance from your own buildings and distance from an opponent’s as two separate numbers. Whether roads may run alongside an opponent’s, and which of three definitions of “alongside” counts.
- Dice & Robber
- How many dice and how many sides. Truly random, or a thirty-six card balanced deck. Which totals summon the robber — 7 by default, but it can be none, or 2 and 12. The discard threshold and how much you lose. Whether the robber must move, how many of them there are, and whether it steals.
- Trading
- Player trading on or off, on your turn only or at any time, counter-offers, a cap on trades per turn, the bank rate, and what each port is worth.
- Dev Cards
- How many of each card is in the deck — fourteen knights or none — and brand-new cards you write yourself, using the same effect list as the rule builder.
- Awards
- Longest Road and Largest Army are two rows in a table, not special cases. Each award names a statistic, a mode (highest, lowest, or a threshold), a minimum to claim it at all, whether one player holds it or everyone who qualifies does, what a tie does, whether it can be taken back, and how many points it is worth.
- Rules
- The rule cards themselves, and the preset library they are loaded from.
- Visibility
- Opponent hand size, bank counts, the development deck count, dice statistics, the victory point breakdown. Hands and unplayed development cards are always hidden; that one is not a toggle.
- Turn, Timers & Sounds