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How it works

Two layers you can edit, and one place you edit them

Everything in Islanders is either a setting — what is legal and what the numbers are — or a rule — what happens when something occurs. Both live in the lobby, before anyone rolls.

The lobby is the rulebook

Create a game and you land in a room with a four-letter code, a roster down one side and the settings filling the rest.

A live board preview

The board redraws as you change it. Change the tile counts and it re-deals. The seed is shown, so you can re-roll the island until you like it, or keep the number and play the same island again next week.

Errors block Start; warnings do not

A config the engine cannot run keeps the Start button off, with the reason written beside it — “Fix 2 config errors” — and the offending tab flagged. A config that is merely odd, like more tiles than number tokens, gets a warning and your benefit of the doubt.

Presets, saving, JSON

Ready-made configurations to start from — 6 of them, the standard game among them. Save any ruleset in this browser under a name, or export it as JSON and send it to someone.

Layer one: the 11 tabs of settings

Typed fields, validated as you type. This is the layer that decides what the game will let you do.
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

Layer two: the rule builder

A rule is a card with three columns. You do not write code to make one, and nothing in it can reach outside the game.

When

Something happens

Pick a trigger from a grouped list: a roll, a settlement built, a road built, the robber moved, a trade completed, a monopoly played, a turn starting or ending, a development card bought, an award gained. Every trigger carries its own details — the road event knows whether it ran parallel to an opponent’s and whether it cut one in half.

If

A condition holds

Optional, and a tree rather than a line: all of these, any of these, not this. Compare a value from the event, from a player, from the board or the bank, against a number or another value. “The tile is wool” and “its owner is holding more than seven cards” are two rows.

Then

These things happen

An ordered list of effects: grant or take victory points, give, take or steal cards, move or lift the robber, swap a number token, change a tile, skip or add a turn, draw a development card, forbid trading for two turns, bend a config value temporarily, announce something in the log. Each one names who it hits — the actor, everyone, everyone except the actor, the leader, last place, whoever has most or least of something, or a player at random.

It reads the rule back to you

Under every card is a sentence generated from it, rebuilt as you edit. For the Parallel Road Tax it currently reads: When a road is built, if event.wasParallel is true, the player loses 1 victory point(s) — at most 2 times.

It is not literature. But if the sentence does not say what you meant, the rule does not do what you meant — and the same sentence is what players see in the game.

Limits and safety

Once per turn, once per game, once per player, at most N times, or on a cooldown. Rules can set off other rules, so cascades stop at eight levels deep and sixty-four firings per action with a visible warning. Expressions go through a parser written for this — no eval, no loops, and unknown names are refused when you save, not at midnight.

Rules export and import as JSON, and the shipped presets load as editable copies — take Robin Hood, change “most cards” to “most victory points”, keep it. Every preset, listed →

The board designer

When counts are not enough and you want to draw the island yourself.

It lives in the Board tab. You get a flat hex map you can pan and zoom, a tool palette beside it, and a ring of faint empty hexes around whatever land exists. Pick a terrain and click one of those to paint a tile there; the Erase tool takes one away. There is no fixed outline, so a long thin island is just a lot of painting — or start from a shape: the classic 19, a 37-hex big board, a tall strip, a wide strip, two islands, an atoll, a cross.

The token tool puts a number on a tile. Auto-number fills the whole map in one press, and then you fix the two you disagree with. The port tool puts a harbour on a coastline edge: 2:1, 3:1 or 4:1, for one resource or any.

Beside the map, a stats panel holds what you have painted against what the config asked for — seven ore wanted, five placed — and lists what looks wrong: red numbers touching, land tiles with no token, a port facing land, an island split in two. None of it stops you. A board with three 8s might be the house rule.

Maps import and export as JSON, the same as rulesets.

What the table sees

A custom game is only fun if nobody has to remember the custom bits.

Illegal actions explain themselves

Buttons you cannot press are greyed out with the reason attached — “Needs 1 brick” — and the server sends a reason back for anything it refuses.

A tray of the rules in play

Every house rule at the table is listed in the game in plain English, so nobody has to ask the host what Tithe does halfway through turn fourteen.

Rules light up when they fire

The rule’s row pulses the moment it fires and the log records it, so a score that drops by one arrives with its explanation. Temporary bends — “roads cost no lumber for two turns” — are listed too.

Locked at the start, replayable at the end

The one thing you cannot edit is the game already in progress.

When the host presses Start, the configuration is frozen and stamped into the game record. Nobody can change a cost, a rule or a victory condition while the game runs — which is the only way six people agree to play a rulebook one of them invented that afternoon.

The server, not your browser, holds the real state and checks every action, and each seat is only sent what it is allowed to see. Every action is appended to a log, so a dropped connection rejoins where it left off, a server restart rebuilds the game exactly, and when it is over the whole thing replays turn by turn.

Questions this page did not answer are probably on the FAQ.