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Glossary

jonathansatterthwaite-stack edited this page Oct 20, 2026 · 1 revision

The names of the app's parts, as the app shows them, so you can name exactly the part you mean. Each entry says what it is and where to find it. Bold is the name on screen.

If you're not sure what something is called, describe where it is ("the dropdown beside Layout in the View menu") and it can be matched to an entry here.


The frame of the app

The frame on a wide screen: logo, character picker, mode switch, At hand tab, sections, panels, search, View

On a phone: the bottom bar and the At hand tab on it
Term What it is Where
Top bar The strip across the top of every screen. Always there.
Logo / app name The mimic icon and "Is This A Mimic(s)?". The name hides on phones, or when the top bar is crowded. Top bar, left.
Character picker The rounded button with the campaign name (small) over the character's name; opens the character switcher. Top bar, after the logo.
Character switcher The window listing the campaign's characters (and other campaigns), to switch, add or manage them. Opened by the character picker.
Mode switch The small Play / Edit sliding switch. Shows the words when there's room, icons when not (dice = Play, pencil = Edit). Top bar: in the middle on wide screens, beside the character picker when the middle's taken, on the right on phones.
Sections (nav) The main tabs: Inventory, Items, GM (GM role only, when it has something in it), Party (in a party only), Settings. Top bar, right (wide screens); the bottom bar on phones.
Bottom bar The sections as a row of icons with labels along the bottom of a phone screen. Phones only.
Screen (view) What a section shows: the Inventory screen, the Catalog screen… Below the top bar.
Sub-tabs A screen's own tabs, as a sliding switch under its heading (Catalog: All items · My items · Drawings · Templates). Top of a screen.
Banner A notice across the top of a screen (no game system, found the running app, not in the party…). Top of a screen.
Side panel (dock) On wide screens: an item's details, a shared screen (a trade, a shown panel…) or a panel's preview open in a panel on the right instead of a window. Wide screens, right side.
At hand tab (the handle) The star hanging from the middle of the top bar (on a phone, sitting on the bottom bar): pulls the At hand drawer out and puts it away (see Inventory screen). Top bar, middle.
Shared button In a party: Shared with a count, beside the character picker; opens the Shared tray, and glows while something new waits. On a phone, chips just above the tabs too. Top bar (in a party)
Side list On wide screens: the Catalog's templates down the left side instead of chips. Catalog, wide screens.
Window (modal) Anything that opens over the screen with a title, a ✕, and buttons at the foot.
Toast The short message that pops up at the bottom after an action ("Spent 5 gp"), sometimes with Undo. Bottom of the screen.

Modes and roles

Term What it is Where
Mode: Play / Edit Play puts the catalog and editing away for the table; Edit is for making and changing things. A GM's panels follow it: Edit mode arranges them, Play mode uses them. Per device. The mode switch; Settings → This device → Mode.
Role: Player / GM The GM role adds the GM section and GM-only settings. Outside a party you choose it; in a party, the host decides. Settings → This device → Role on this device.
GM only Something only the GM sees: an item's Visible to setting, or the tag on such an item. Item editor; item rows (GM's view)

Inventory screen

The item list: a section header, a row with its icon, name, tags, details line, buttons and stepper; a container's fill

Tiles: a tile, its labels and name

The item menu round a tile: Details, + and −

The At hand drawer pulled out: its handle, the items as tiles, the empty places, the ★ at hand tag

Term What it is Where
Panels The game system's boxes above the inventory, each with a header you can fold. D&D 5e: Character and Equipment. Top of the Inventory screen.
Character panel D&D 5e: Armor Class, Carried (weight and encumbrance), Coins, Abilities (STR, DEX, carry size, attunement). First panel.
Coins box The coins in the Character panel (and in its folded header). Tapping it opens the coin purse. Character panel.
Equipment panel D&D 5e: the equipment slots (a box each) and the attack cards. Was the Combat panel. Second panel.
Equipment slots Where equipped things go: D&D 5e's Hands (2) and Armor (1). Each slot box shows "used / count" and what's in it; red when over-full. Equipment panel (systems without such a panel: a slots line above the inventory)
Attack card One weapon in the Equipment panel: to hit, damage, reach or range, property chips, ammunition with − / +. Equipment panel.
Panel header A panel's title row with its fold arrow and a short summary (shown when folded). Each panel.
Item list The searchable list of items: the same piece everywhere items are listed (inventory, a container's contents, catalog, hoards, trading).
Search box Search the list; suggests search keys (t: type, c: container, s: state) as you type. Top of an item list.
View button The sliders button beside the search: opens the View menu. Has a dot while a filter is on. Beside the search box.
View menu Filter, Sort by, Layout (with Icon shape or Tile size beside it), Show on rows / Show on tiles, Search tips. Opened by the View button.
Filter chips Type chips (All, Equipped, each top template, Custom), then the chosen type's kind chips, then its categories. View menu → Filter; the chip in use also shows under the search.
Layout switch List or tiles. View menu → Layout.
Icon shape Rows' icons as Square icons, Hexagons or Circles (honeycomb columns). Beside the Layout switch, list layout.
Tile size Small, Medium, Large, Extra large. Beside the Layout switch, tile layout.
Show on rows / tiles Chips turning each part of a row or tile on or off: Picture, Name, Type colour, Details, Tags, Worth, Weight, Quantity, Buttons, Card. View menu.
Section (container group) A block of the list: On person first, then one per container (Backpack, Pouch…), with its own header. Item list.
Section header A section's title row: fold arrow, name, load ("33 / 30 lb", "18/20 arrows"), up/down to reorder, and ⋯ (the container's details). Each section.
Compartment A part of a container with its own section inside the container's: a side pocket, Strapped outside. Inside a container's section.
Row One item in list layout. Item list.
Row icon The item's picture at the start of a row (square, or in a hexagon/circle). Tapping it opens the item. Row, left.
Row name The item's name; tapping it opens the item. Row.
Tags The small labels after a name: worn, equipped, attuned (and other states), GM only, charges, where it is. Row / tile foot.
Details line The grey line under (or after) the name: "Martial melee · 1d6 piercing", "8 items · 33 / 30 lb". Row.
Quantity stepper − the count, + . Row, right.
Row buttons The equip button (sword or shield) and the write/read button (book or pencil). Row, before the stepper.
Tile One item in tile layout: picture with the name over it. Item list, tiles.
Tile labels The dark pills on a tile's edges: worth (top left), weight (top right), count or fill (bottom). Tile edges.
Fill The shading across a row or tile showing how full a container or liquid is. Rows and tiles.
At hand (also called On hand) Up to five of a character's items bookmarked (Keep at hand in an item's menu or details, solo or in a party; ★ at hand in lists). The At hand tab hangs from the top bar's middle (on a phone, sits on the bottom bar) and pulls out the At hand drawer: against the top bar (a phone: a second bottom bar, the whole width), with the tab (the handle: just a star) riding on its edge; on a phone, while an item's details are open, the handle steps aside so they sit right on the drawer; five places, the items as square tiles (scaled to fit a phone). It stays out until its tab puts it away (through other tabs and windows, and next time: kept on the device); out, it opens over the view (on a phone it takes its room above the bottom bar) and windows leave it clear (over a window it sits at the screen's edge). A tile opens the item; on a shared screen with somewhere for it, it offers that too (Put it in The plate, Put it in what you give), and drags there. A shared screen that covers the top bar (not docked) has its own At hand button in its header. Top bar, middle.,, sharedScreen's.
Item menu The ring of actions round an item, from press-and-hold (or right-click). Any row or tile.

An item

An item's details: title, Show just the icon, watermark, display name, location, its buttons

Term What it is Where
Item Anything in an inventory, the catalog, a shop or a hoard.
Copy (entry) An item in an inventory: a copy of its catalog item, with its own count, notes, states, display name.
Stack A copy with a count above 1 (20 arrows). Split stack and Combine in its details.
Item details The window (or side panel) for one item: what it is, its contents, its controls, its actions. Tap an item.
Watermark The item's picture, large and faint, behind its details. Item details.
Show just the icon The picture switch in the details' header: the details fade out and the picture fills the window. Item details header.
Display name A name of your own for one copy. Item details.
Location Where a copy is: On person, in a container, or in a compartment. A dropdown in its details. Item details.
Contents A container's items, listed in its details with the item list. Container details.
Actions (buttons) An item's buttons: Shake one out, Draw a card, Smash it… Each is a rule, When it's used: "", made in its Rules tab (+ Add a rule has ready-made ones); a set has Draw a card and Take all out until it has its own. In its details and item menu.
Draw window The window showing what came out of a container: a set's cards drawn, or a Take out of it set to into a window. Draw another (cards) / Take one more (at random), Put back, Keep; tap one to put just it back.
Hotspot actions What a drawing's hotspot can ask of its item: Run the item's rules (for that hotspot: When a hotspot is used) or Use one of the item's actions. Icon editor → Interact.
Cog (Connections) The gear beside a connected item's name (GM only): opens the flow map centred on that item. Item details header, inventory rows (rules on)
Item editor (item form) The form for making or changing an item: Basic tab, a tab per state (Attuned…), Rules tab. Edit in details; Catalog → New.
Features panel The ticks in the item editor for what an item can do: Container, Liquid, Set, Pack, Writing, Picture, Charges, Equippable, Stacks… and the system's (Weapon, Armor…). Item editor, above the description.
Visible to Everyone or GM only. Item editor (GM only)
Template An item type (Weapon, Armor, Gear & Tools…), nested: a template's kinds under it, then its categories. Each has a colour (hue). Catalog → Templates.
Type colour The colour an item takes from its template: its icon, tile and row edge. Rows, tiles.
Ghost template A removed template still used by some items, shown faded. Catalog → Templates.
State Something an item can be: Attuned, Identified, Cursed, Two-handed, and a campaign's own. A state can change the item (its layer). Item details; item editor tabs.
+ Add a state… / New state… The item editor's state picker: gives the item a state, or makes a new campaign state (name, who switches it: the player or only the GM) that only items given it have (Only items given it). Item editor, beside its tabs.
Rules (item rules) What happens by itself: When attuned becomes 1: turn Cursed on. An item's own travel with it. Item editor → Rules tab (rules on)
Blocks How a rule is edited: When (amber: the event), If (blue: conditions when it fires), Do (green: actions; a lighter Say block for a message), Applies to (purple: its scope). White pills are the choices; In words at the top reads it back. Rule editor; item and template Rules tabs.
Add a block (palette) The window of blocks that fit the rule: When, If, Do, Applies to. + Add a block under the Do block.
Applies to What a rule is for: a character, an item or a template (All armor), a drawing, or a GM panel or a control on it; nothing = the world. More parts = more specific. The purple block.
Override For the same event on the same item, only the most specific rule runs. The rule book marks it: green overrides N rules, amber overridden for …; the editor says so under Applies to.

Pictures

Term What it is
Picture The umbrella word: whatever an item or control shows (a built-in icon, a drawing, or an uploaded image).
Icon A built-in picture from the icon set (game-icons.net).
Drawing A picture made in the icon editor; can move (bound to values) and be interactive (hotspots).
Image An uploaded photo or picture file.
Icon picker The window to choose an item's icon or drawing.
Icon editor The drawing editor (svg-lay-tool): Library (shapes and parts kits), layers, Variables (values and bindings), Interact (hotspots and gestures), Try it.
Drawings library Catalog → Drawings: every drawing, to reuse or edit.

The coin purse and coins

Term What it is Where
Coin purse A container every character has, holding their coins. GM only: players open it from the Coins box. Coins box; the GM sees it in the list.
Coins Coin items (Gold piece…), Treasure ▸ Coin in the catalog.
Quick transaction Type an amount, pick a coin, Gain or Spend. Coin purse details.
Consolidate Swap everything into the coins shops pay in. Coin purse details.
Elsewhere Coins kept in other containers, with Open. Coin purse details.
Kept apart A container whose coins don't count in the Coins box (a piggy bank). Container settings.

Items tab

The Items tab: its sub-tabs, the catalog's side list, search and rows

One tab for items that aren't in your inventory. Its sub-tabs: Shops (everyone), Catalog (Edit mode only: Play puts it away), Treasure (GMs only). Old links to the Catalog or Shops tabs still lead there.

Catalog (Items → Catalog)

Term What it is
All items The catalog: the game system's items and yours.
My items Your custom items.
Drawings The drawings library.
Templates The templates, with their colours and categories.
Custom item An item you made (or changed): it lives in a rule package.
Customize Make an editable copy of a catalog item.
Rule package A bundle of custom items, templates and drawings shared between campaigns (My homebrew).
Game system What a campaign plays: its templates, features, states, money, weight unit, catalog and panels. D&D 5e and the example Slot Delve come with the app.

Shops and treasure (Items → Shops, Items → Treasure)

Term What it is Where
Shop A GM's shop: what it sells, at what prices, what it buys. Open / Closed for players. Items → Shops.
Hoard A pile of treasure the GM prepares and gives out. Items → Treasure (GMs)
Roll table A table to roll on for treasure or trinkets. Items → Treasure (GMs)
Sell Selling an item to an open shop. Item details; Shops.

GM section

GM → Controls → Panels in Play mode: a Phone panel and a Desktop one, the size, the eye, Preview, a control

Arranging in Edit mode: the arrange bar, Add a control, the grid as lines, a placing box, the pencil, the corner, a hidden control

A panel's editor: Size, Rows, Background, Shown when, How players see it, Style (CSS)

A panel's preview docked beside its card: the practice run, Start again

Term What it is
Controls (tab) Panels, Values, Rules, Connections. Only while the campaign has rules, values and controls on.
Rules (tab) / rule book Every rule in the campaign, in words, grouped: The world, Characters, Items, Drawings; the GM's own and those items carry (marked carried by the item). New rule opens the rule editor.
World rule A rule-book rule that names nothing: it runs on the GM's device, can set Global values and open or close a shop.
A control is used A rule's When for a GM panel's control: a button pressed, a switch flipped, a slider let go, a dropdown picked, a pin dropped, a picture's hotspot touched. It applies to the panel (any of its controls) or one control; control.value is its value. Runs where it's used, as the GM.
Shown when / Locked when A control's (or panel's) condition: shown only while it holds; can't be used while it holds. Rules show, hide or lock controls by setting the value. In Edit mode hidden ones show faded (eye icon), locked ones greyed (lock icon).
{value} in words A control's label or Text with values in braces: The door is {door}, {global.storm}. A value with choices shows the choice.
Just its rules A button that sets nothing: When pressed: Nothing: just its rules.
Background (panel, control) A picture or one of your drawings behind a panel's grid or a control (not a board or a Picture, which have their own): Fit (fill it, fit it all in, stretch) and Fade (none, a little, a lot: a veil so controls stay readable). On a panel with one, its controls are see-through.
Shared screen / Shared (tray) Something shown to other players in a party: an item, treasure, a trade or a GM's panel. It opens once by itself: docked beside the view on a wide screen, filling a phone's screen; — minimises it to the Shared tray: the top-bar Shared button (a count; it glows while something new waits) and, on a phone, chips above the tabs. It stays until whoever shared it ends it (End, or Walk away for a trade, under Yours in the tray).
Trade (the trade window) A shared screen between two characters: each side is what that one gives (dragged in from the inventory, + Add, coins, a note); Ask for… asks for something of the other's (dashed, asked for by …, with Put it in on their side). Agree on both; any change clears both agreements; then it all changes hands at once. Walk away ends it for both.
Show to players… (a panel) A GM's panel shown to chosen players as a shared screen: they use it as in Play mode (hidden controls gone, locked ones greyed); what they do goes to the GM's device, which sets the values and runs the controls' rules. The card says Shown to … with End and the last few uses.
Panel size (a GM's panel) Phone: 8 cells across, drawn at a phone's width everywhere (the GM's card too): the size to show to players (only a Phone panel offers Show to players…). Desktop: 24 across, as wide as the screen: the GM's own controls. Rows: as many as it needs. Chosen in the panel's editor (Size, where Columns was); changing it keeps each control where it fits and moves the rest below. Panels from before sizes became the nearer one (6 columns or fewer: Phone).
Preview (a panel) On a panel's card (in either mode): the panel as players would see it (hidden controls gone, locked ones greyed), docked beside the card on a wide screen, to try out. A practice run: what its controls set, and their rules, take effect while it's open (the cards say practice run), but nothing's sent or saved, items' and world rules wait, a shop isn't opened or closed (… would open), messages say Practice:; Start again or closing puts it all back. Its sockets take test items from the catalog.
How players see it (a panel's look) The panel's choices (its editor): labels, values, notes and hints, borders, colour edge and tint, the card behind each control, corners, text size, font; and the panel's own: gaps between controls, space around it, its name on players' screens. Each control can override the first nine in its own editor (As the panel unless set). Players and the preview see it; the GM's card shows everything to work with, unless the eye on its card switches it to As players see it.
Style (CSS) (a panel's) The GM's own CSS for how players see a panel, kept to it: each rule moved inside the panel (& is the panel; [data-label="…"] picks a control by its label), and what could reach outside it taken out (@import, @font-face, links to other places, fixed or sticky positioning), which the editor lists.
Socket (control) A control that holds one item (shown as a tile, as in an inventory: tapped, its details with Take it or Give it back; pressed and held, those as its menu). In a panel shown to players, a player drops an item on it (or Put something in…): it leaves their inventory and sits in the socket; Take it puts it back in theirs; the GM's card can Give it back. It can Start holding an item (the golden idol). Its rules (A control is used) can ask it holds something, the item is …, the item weighs …. Ended, what players put in goes back to them.
GM panel (control panel) A board of controls the GM builds: a grid of square cells, Phone (8 across) or Desktop (24 across: see Panel size), with tabs if it likes. Edit mode arranges it, Play mode uses it.
Arrange bar Above a panel's grid in Edit mode: Add a control (the first free place, from the keyboard too) and how arranging works.
Placing box Dragged over the grid's free cells (Edit mode: the grid is drawn as lines, no gaps) to place a new control that size; red over another control or off the panel. A click on a cell places one sized for its kind (a slider 4 × 2, most 2 × 2, a board or polygon 6 × 6); on a phone, a tap.
Pencil / corner (a control, arranging) The pencil edits the control (or removes it); drag the corner to resize it, the control itself to move it (or arrow keys; Shift to resize).
Control One thing on a GM panel. Kinds, in groups: Layout (Tabs) · Display (Text, Picture) · Interactive (Slider (one handle, or two: a range), Switch, Button, Dropdown, Polygon, Board, Socket).
Board A map control with pins (players, groups), layers and a background.
Players dropdown A dropdown listing the players, choosing whose Local values a control shows.
Values Named numbers controls and drawings read and set: Global (the whole party) and Local (a character's, or one item's).
Players (tab) In a party: each player's summary card (from the Player summary panel) and inventory.
Treasure Hoards and roll tables: now in the Items tab (a GM's), not the GM tab.

Party

A trade docked beside the inventory: your side, their side, the drop zone, Ask for…, Agree, Walk away; the Shared button and the At hand drawer

The Shared tray: a shared screen, with Walk away / End

A panel shown to a player on a phone: a socket holding an item (a tile), an empty one, the At hand drawer
Term What it is
Party Playing together over your own Wi-Fi: one host, everyone else joins.
Host The Windows or Android app that runs the party (Start hosting / Stop hosting).
Join Opening the host's address (or scanning its QR code).
Party members The other characters, with their inventories (Party section).
Trade A live trade window between two characters (a shared screen): see Trade (the trade window) in the GM section's list. Finished trades are in the Party tab's Recent trades.
Show Showing an item to some of the party (Show… in its menu): a shared screen for them to look at, until you end it; nothing moves.
Devices The host's list of devices in the party, and who's GM.

Settings section

Term What it is
This device (tab) Mode, Role, Animations, Sounds, Full-colour drawings, Wide screens, Party, User guide, Version.
Campaigns (tab) The campaigns, each on a campaign card: its game system, rules, characters, states.
Files (tab) Everything you've made, by kind; import and export; the Data card.
Setting row One setting: a bold name, a grey line explaining it, and its control.
Settings card A box in Settings that isn't one setting: Party, User guide, Version.
Version card The version, Check for updates, then Install and restart (Windows), Download it (Android), Reload (browser).

Kinds of control (anywhere)

Term What it is
Sliding switch A few options in an inset track, the chosen one on a raised thumb that slides (Layout, Mode, Play/Edit). What "inset button toggle" means here.
Switch (toggle) A single on/off switch.
Dropdown A select list (Icon shape, Tile size, Location).
Chip A small rounded button or label (filter chips, property chips).
Icon button A button that's just an icon (− / +, ⋯, fold arrow).
Stepper − / number / + .

Words to be careful with

| If you say | You probably mean | |---| | "the COINS panel" | the Coins box in the Character panel | | "the view panel" | the View menu | | "inset button toggle" | a sliding switch | | "the inventory container" | a section (the block for one container), or the whole item list | | "the details" | item details (the window or side panel for one item) | | "Combat panel" | the Equipment panel (renamed) | | "triggers" | rules | | "On hand", "the popout" | the At hand drawer (and its At hand tab, the handle) | | "Arrange" (the button) | Edit mode (a panel arranges in Edit mode; the button is gone) | | "the + cells", "the empty cells" | the panel grid in Edit mode, where a placing box is dragged | | "Columns" (a panel) | its Size: Phone (8 across) or Desktop (24) | | "an offer" (a trade) | the trade window: offers are gone |

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