Kaizen

Board Shapes

The six ways a board can be laid out — and when to reach for each.

A board's shape decides how spaces are arranged and rendered. Spaces don't care which shape they live on — their position adapts. Pick the shape that matches how play should feel.

ShapeidUse it for
Linear TracklinearA start-to-finish journey — Life Board, a 30-day reset, a Franchise lap. The default when in doubt.
GridgridA 2D field of plots — City Builder, a domain dashboard, a campus map.
Circular LoopcircularA recurring system with no end — Habit Loop, a weekly cycle. One lap = one week/month; the board deepens rather than ending.
Hex MaphexA map/exploration board on a honeycomb (six-way adjacency) — Atlas, a region to roam. Pairs with location spaces.
Atlas Mapatlas_geoReal places on a live map (lat/lng, rendered with Mapbox) — a city food tour, a national-parks atlas. Falls back to a hex map where Mapbox is unavailable.
Branching Mapbranching_dagA campaign whose path forks and rejoins — Quest Board, a skill tree, a choose-your-path story with a boss at a junction. The edges are the board.
Board shape examples

Linear & circular

The two one-dimensional shapes. Linear is a chain from a start to an end (bounded games). Circular is a ring you traverse over and over (continuous games) — a reset_gate marks where one lap ends and the next begins, gated on finishing the lap cleanly.

Grid

A rectangular lattice of plots with orthogonal adjacency. City Builder and Franchise use it: the piece roams between tiles, and the movement graph mirrors the spatial layout automatically.

Large grids (hundreds of spaces) virtualize — only the on-screen tiles render — so a 500-space board stays smooth.

Hex & atlas (location boards)

Hex lays spaces on a honeycomb; Atlas pins them to real coordinates on a map. Both are for exploration — pair them with location, discovery, and review spaces. Location play is honor-system (you self-report a check-in); there are no global leaderboards for these boards, only friend-scoped ones. See Sharing.

Branching

A directed graph rendered with react-flow. A start forks into alternate routes of rooms, loot, and NPCs that rejoin at a boss_room before the end. The connections between spaces are the geometry — drag a node to reposition it; the edges follow.

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