Virtual Tabletop blueprint¶
This is a design blueprint, not a shipped example. A tabletop recipe maps
decks to Stack/Source, board areas to Space zones, characters and pieces
to immutable Tokens, and players to Agent identities. Attachments and
provenance can represent equipment, counters, and transformed pieces.
Rules to decide first¶
Define ownership, visibility, legal zones, turn/phase transitions, and whether an object can be edited by more than one player. A face-down placement is a UI state, not automatically private: peers may still receive the underlying CRDT data. Hidden hands require a deliberate projection or encryption design.
Use atomic, validated engine.dispatch() actions and game:setState for
game-specific state. Keep derived board views rebuildable. For concurrent
movement, preserve contested placements or declare an explicit deterministic
winner; for turn games, add stale-turn guards and choose an authority for
resolution.
When to use it¶
HyperToken fits replayable, token-centric tabletop rules and offline-friendly play. A server-authoritative room can own the Engine when strict ordering is more important than peer autonomy. It is not a replacement for a renderer, voice/presence service, physics engine, or a secure referee. Avoid it for games whose central difficulty is high-frequency simulation or confidential state with no workable projection boundary.