Tree
Visual Example 1 (checked feels a bit hard to read)
Key | Value |
---|---|
Generic | |
Combo | |
Dispenser | |
Hole | |
Jump | |
Layer | |
Mechanical | |
No Path | |
Secret | |
Trap | |
On Play/Setup | |
Trigger | |
On Destroy | |
Ongoing | |
Alters Tile(s) | |
Alters Ball(s) | |
Alters Hand(s) | |
Alters Turn(s) | |
Forbidden | |
Novelty | |
Premium | |
Unique | |
Virtual | |
Board | |
Accessory |
Visual Example 2 (just info dumped in a grid layout)
Generic ✓
Combo
Dispenser
Hole
Jump
Layer
Mechanical
No Path
Secret
Trap
On Play/Setup
Trigger
On Destroy
Ongoing
Alters Tile(s)
Alters Ball(s)
Alters Hand(s)
Alters Turn(s)
Forbidden
Novelty
Premium
Unique
Virtual
Board
Accessory
Visual Example 3 (separate my higher level tag)
Mechanics
generic
✓
combo
dispenser
hole
jump
layer
mechanical
no_path
secret
trap
Cause
on_play_setup
trigger
on_destroy
ongoing
Action
alters_tiles
alters_balls
alters_hands
alters_turns
Special
forbidden
novelty
premium
is_unique
virtual
Components
board
accessory
Visual Example 4 (Card style)
Pictures (for thangs.com models) will be scraped.