Glossary
Quick definitions of the vocabulary used throughout these docs. Each term links to where it’s covered in depth.
Action
Section titled “Action”The effect half of a rule (do). Changes state, sends events, moves items, or
ends the game. Reference
Annotation
Section titled “Annotation”A purely decorative map marking (line, arrow, text, circle). No gameplay effect. Reference
Behavior tree
Section titled “Behavior tree”The nested selector/sequence/chase/flee/wander structure that drives a
bot each tick. Reference
Binding
Section titled “Binding”The players a condition match attaches to actions — the primary as same, the
partner as other. Reference
Bot / bot class
Section titled “Bot / bot class”An engine-controlled player; a class is a declared type of bot with its own speed, state, and behavior. Reference
Catalog metadata
Section titled “Catalog metadata”The catalog block (abstract, players, thumbnail) describing a game in
listings. Reference
Condition
Section titled “Condition”The trigger half of a rule (when). Reference
Countdown
Section titled “Countdown”A fixed game duration (countdownSeconds); the engine ends the game when it
expires. Reference
Edge-triggered
Section titled “Edge-triggered”Fires on a transition, not continuously. entered_zone, left_zone, and
proximity are edge-triggered. Reference
Exclusion
Section titled “Exclusion”A shape that subtracts from its zone — a cutout. Players inside it count as outside the zone. Reference
First-match-wins
Section titled “First-match-wins”Top-down evaluation where the first matching entry is used and the rest ignored.
Applies to theme, objectives, and visibility.
Reference
Gamemaster (GM)
Section titled “Gamemaster (GM)”The person who hosts a session: picks the game, places the map, starts and manages it. Uses the web console. Guide
Initializer
Section titled “Initializer”A one-shot setup step in onStart, run once when the GM starts the game.
Reference
Interaction
Section titled “Interaction”A player-initiated, range-checked action (a verb like tag). The bridge between
GPS proximity and a real-world action.
Reference
Item / item kind
Section titled “Item / item kind”A thing with identity, in the world or an inventory. Its kind (defined in
itemTypes) gives it a label and icon.
Reference
Join code
Section titled “Join code”The four-letter pronounceable code players enter to join a session (e.g.
SHON). How it works
Objective
Section titled “Objective”Short goal text shown on a player’s phone, derived from their state each tick. Reference
Placeable zone
Section titled “Placeable zone”A top-level zone the GM positions on the real map at session time. Children move with it. Reference
A single named map coordinate (a flag spawn, a goal). Reference
Proximity
Section titled “Proximity”A condition that fires when two players come within N meters. Edge-triggered;
binds same and other. Reference
Required
Section titled “Required”A zone or point the game refuses to start without (must be placed and have geometry). Reference
Ruleset
Section titled “Ruleset”The complete definition of one game as data (YAML/JSON). The recipe. Reference
Selector
Section titled “Selector”Which players a condition or action applies to: same, other, any, or a
team/id selector. Reference
Session
Section titled “Session”One live playthrough of a ruleset, with a join code and live world state. Lifecycle
same / other
Section titled “same / other”The two bound players in a match: same is the primary, other is the partner
(or the item, for item interactions).
Reference
Server-authoritative
Section titled “Server-authoritative”The server holds the real state and decides outcomes; phones are thin clients. Architecture
A player’s bag of arbitrary key/value pairs that rules read and write. Concepts
Presentation rules — chiefly per-state marker colors. Reference
One iteration of the engine’s loop (~1 Hz): move bots, run rules, broadcast. Concepts
Tunable
Section titled “Tunable”A numeric knob (e.g. bot speed) the GM can adjust at runtime. Reference
Value / ref
Section titled “Value / ref”A literal or a { ref: "same.state.X" } path used in comparisons and
set_state. Reference
Visibility
Section titled “Visibility”Rules controlling which players’ positions a given viewer can see. Reference
The full live snapshot the engine broadcasts: players, zones, items, status, timers. Protocol
A region of the map built from shapes; the basic spatial building block. Reference