Formats, and how tiles open
Two decisions shape an event more than every tile in it: what shape the board is, and how tiles become playable. They are independent — any format can use any reveal policy — and together they are the difference between a week-long grind and a nightly race.
The shape of the board
#The format decides how the board is scored and what the create form asks you for next. Everything else on this page composes on top of it.
A classic board is a true square, so “N of 5” means exactly 25 tiles and the count can never change. Everything else is a task list of any length, which is also the only kind of board a bulk spreadsheet import can grow. If you are generating a hundred tasks, that decision is made here.
How tiles open
#Independent of format. The event-level reveal switch is still the master gate — while a board is hidden, nothing is visible and none of these engines run, so you always arm a board deliberately.
Bounty and interval boards reward whoever happens to be awake. On a clan spread across the world, that is a real advantage handed out by the clock rather than by play. Rotating windows soften it — an open tile stays open for the length of the window, so a sleeping player still gets a shot at it.
What a completion is worth
#Three modifiers, all points-mode only, all frozen into the completion the moment it happens — so a change you make later never rewrites history.
Missions: surprises mid-event
#Missions are tiles authored up front and held back — announced from their own pool while the rest of the board stays visible. They are independent of the reveal policy, so a plain all-visible bingo can still have them.
Drop them by hand when the board goes quiet, on a fixed interval, or on a per-mission schedule. Each mission carries its own scoring: its own lockout, bonus, decay and expiry, set per tile rather than for the event.
They are the cheapest way to wake a board up on day five, which is the day every long event needs waking up.
Tile race routes
#A tile race is a track of numbered steps. Teams move from step to step, and whoever gets furthest wins. The host can turn the track into a map with roads that split and join.
Every route has one start, roads that can split and merge, and one finish. Every road is the same length. A team’s progress is the road it has walked so far.
- Open the event’s Tiles page and find Route.
- Pick a Route template and press Apply template. Diamond is the default: one start, two roads, one finish. Two roads, Braid, Straight line and Free (no links) are there too.
- Choose How a team’s road is set at a fork: by achievement, or choose and lock in.
- Add or move steps with + Step before, Move step earlier/later and Remove step, then press Save route.
- If the event is already live, Anvil asks what to do with finishes the new route cuts off: Keep them or Roll back.
Players see a Race track on the event page, with a gold You marker on their own team’s tile. Fullscreen board makes it big, and Esc closes it. In the plugin, the side panel shows Your road and After that.
Choosing, in one page
#If you know the feeling you want, this is the shortest route to it.
Whatever you choose, the tiles themselves are the same job: see Building a board that tracks itself.
Format is fixed at creation but changeable afterwards from the event’s Settings → Event tab; reveal policy and the scoring modifiers can be changed any time before the tiles they affect are revealed.
Stuck, or something looks wrong? Ask in the Anvil support Discord