Build your table

The table workbench is a top-down view of your game table, and it works like a drawing tool. You pick a table shape (square, rectangle, or one of several classic shapes like hexagon, circular, or poker), then place zones on it. A zone is a named region of the table where a component lives: a draw pile here, a discard pile there, a shared display of face-up cards in the middle.

Placing a zone is a two-click flow. Click a component on the shelf or a tool in the toolbar, move your cursor over the table to see a ghost preview, and click to place it. Press R while placing to rotate. Zones snap to a grid so layouts stay tidy, and you can drag zones around afterward, copy and paste them, or drag one off the table to delete it. Undo and redo cover every change, so experiment freely.

Hand zones, where each player holds their cards, are placed automatically around the edge of the table based on your player count and table shape. You can assign a specific color to each seat if your game cares about player colors. The table layout you build here is exactly what appears when the game is exported, so it is worth arranging things the way you want players to see them.

Zones also carry behavior. A deck zone can act as a draw pile, a discard pile, a face-up market, or a submission area where players play cards. These behaviors matter later, when your rules say things like "deal one card to the display" or "reshuffle the discard pile into the deck." Build the table first, then wire the rules to it.

Try it in Runner

Put this concept into practice. Build your game visually and playtest it in Tabletop Simulator, no code required.

Open your dashboard