Project Oreste

A platform for designing
original board games.

Oreste is a space where anyone — not just developers — can invent a board game, write the rules once, and have them enforced automatically when the game is played.

A three-level editor (guided module, visual blocks, code), a safe rule engine that runs on the server and decides every move, with a deterministic replay of every game, and a pipeline that goes from the idea all the way to the printed physical game.

Rule engine Real-time multiplayer Marketplace Physical printing
Logo Project Oreste

Inventing a board game is easy.
Actually playtesting it is not.

Anyone designing a board game faces a chain of obstacles disproportionate to the initial idea.

Prototyping is expensive

Cards, printed dice, tokens, boards remade every time a rule changes. Each iteration takes days.

Finding players is hard

You need people physically present, available, patient. Testing with different people — geographically dispersed — is almost impossible.

Enforcing the rules is exhausting

During the playtest the author must act as referee. Mistakes and oversights pollute the test results. Ambiguous rules stay ambiguous.

Existing digital tools have solved a piece of the problem, never all of it: Tabletopia and Tabletop Simulator offer the digital space but do not enforce the rules. Board Game Arena enforces the rules, but every game requires a PHP developer.

Three ways to write the rules.
One game that works.

Oreste is aimed at non-programmers without closing the door to those who are. The editor is organised in three authoring levels: each produces the exact same output, and you can move from the simplest level to the most powerful without throwing away your work.

Level 1

Configurator

Hobbyist — starts from a template and customises it

Forms with sliders, dropdowns, toggles. You start from a ready-made template, for example the Game of the Goose, and change its visible parameters. Zero code, zero blocks.

Level 2

Visual Editor

Designer — thinks in logic but does not code

Rules are composed as building blocks (based on Blockly). A visual debugger shows in real time which rule is running during a test game.

Level 3

Code Editor

Developer — wants full control

JavaScript code editor with autocompletion. Same engine, same API, access to all advanced features. For those who find blocks too tight.

Work continuity. A game started in the Configurator can be opened in the Visual Editor for more sophisticated rules, and then in the Code Editor without rewriting. The reverse direction (from code to blocks) is not guaranteed.

From a blank page to a printed game.

The platform covers the entire board-game creation pipeline.

Creation

  • Ready-made official templates to customise
  • Card, board, token and dice editor
  • Declarative game schema, automatically validated
  • Native multilingual: every string is a translatable key
  • AI-assisted game generation from a text description (Alchemist)

Playtest

  • Playable simulator directly in the browser
  • Step-by-step mode and deterministic replay
  • Visual debugger: you see which rule is being executed
  • Real-time multiplayer for up to 8 players, persistent games
  • Automatic simulation of 1,000 games to balance the design (Oracle)

Publication

  • Marketplace of games created by the community
  • Revenue share proportional to games played (Spotify-style model)
  • Ratings, feedback, statistics for designers
  • Fork: anyone can start from your game and make a variant with attribution

Physical printing

  • Full bundle export: board, cards, rulebook, box
  • Integration with print-on-demand services (The Game Crafter, Launch Tabletop)
  • Material, finish and quantity configuration
  • From digital to a physical copy shipped to your door, without leaving the platform

Eight subsystems that make a platform.

Every piece of the platform has a name, a precise responsibility, and a colour. The subsystems are independent — the entire system starts from a single VPS server and scales horizontally without rewrites.

Arbiter
Rule engine
Runs the rules in a safe sandbox (QuickJS) on the server. The browser sends the moves, the engine decides the state: no client can tamper with the game.
Loom
Rule editor
The visual (Blockly) and code editors. Weaves together the game rules. Includes a visual debugger that highlights the running block.
Stage
Renderer
Draws the game on screen and collects player inputs. Redraws on every state change.
Table
Game session
Manages the lifecycle of a game: who is playing, where we are, what has happened so far. On a single device or in multiplayer, always with the state held by the server.
Forge
Component editor
The workshop where the game pieces are forged: boards, cards, tokens, tiles. Works with custom assets or from the stock library.
Sentinel
Validation
The sentinel that checks consistency between the game definition and its rules. Rejects inconsistent bundles before they reach the engine.
Relay
Multiplayer
Relays player actions and state updates in real time via WebSocket. Filters what each player can see.
Vault
Persistence
The vault: saves created games, game sessions, binary assets. Also holds user authentication.

How data flows during a game

Game Bundle
GDF + rules.js + assets
↓
Stage
draws
⟷
Arbiter
applies
↓
Table
orchestrates
The browser draws the game and collects the moves; Arbiter, on the server, applies them and returns the state. A saved game is rebuilt identically from its move log. In multiplayer, Relay synchronises the clients via WebSocket.

A single declarative schema for any game.

Oreste rests on a game definition format — the GDF — that describes the static structure (components, state, layout) separating it from the executable logic (the rules). The GDF v1.0 is a formal, machine-readable JSON Schema 2020-12.

Field-tested

The schema was subjected to stress tests on 7 real games of different genres — Game of the Goose, UNO, Carcassonne, Catan, Risk, Cluedo, Sushi Go. The analysis identified 50 gaps, all resolved or reserved in the schema. The schema holds them all without destructive changes.

Complete schema

The schema also declares the fields of the more complex mechanics, such as graph vertices, per-player visibility and simultaneous actions. A game that uses them stays valid: Sentinel accepts it, and the engine runs the mechanics it recognises.

What this format enables

Capability Concrete consequence
Machine-readable games Sentinel validates them before they reach the engine and rejects inconsistent ones.
Portability The same file describes the game in the configurator, the editor, the simulator and the replay, in multiplayer and in the export for printing.
Multilingual Every string is a translation key. Adding a language requires no code changes.
Automatic balancing The AI Oracle simulates thousands of games and suggests numerical corrections.
Reverse engineering The AI Alchemist starts from a text rulebook and produces a draft GDF.

Free to design. Paid to play and publish.

Design is always free and unlimited in the number of games. Paid plans unlock multiplayer and marketplace publication.

Free

For those who want to design a game or try the marketplace
Free
  • Full design (three levels)
  • Local playtest
  • Unlimited saving
  • Marketplace in limited mode
  • Unlimited multiplayer
  • Publication

Designer

For those who create games and want to publish them and earn
  • Everything in the Player plan
  • Marketplace publication
  • Revenue share on games played
  • Statistics and feedback
  • Project document export
  • Priority showcase placement

Revenue share — how it works

A portion of subscription revenues is redistributed monthly to designers in proportion to games played. The model is analogous to Spotify for musicians: whoever creates more-used content receives more.

The digital → physical pipeline. A designer exports their game as a complete bundle and orders physical production through integrated partners (The Game Crafter for print-on-demand, Panda Game Manufacturing for industrial production). No other competitor offers this complete pipeline.

Four areas, one product.

The platform's capabilities, grouped by what they let you do: create a game, play it with others, publish and print it, balance it with the help of artificial intelligence.

01 · Create

From template to rules

You start from a template, customise it and write the rules at whichever level you prefer.
  • GDF Schema v1.0 with Sentinel validation
  • Configurator with ready-made templates, public-domain or original
  • Blockly visual editor
  • Code editor (Monaco) with autocompletion
  • Forge: editor for boards, cards, pawns and tiles
  • Visual debugger
  • User account with full authentication
02 · Play together

Real-time games

Several players meet online and play together; the server enforces the rules.
  • Engine in a safe sandbox on the server, authoritative on every move
  • Deterministic replay of every game
  • WebSocket multiplayer
  • Per-player state visibility
  • Out-of-turn reactions and modal card choices
  • Simultaneous actions, trading, set collection and declarative scoring
  • Generic renderer for original games
03 · Publish and print

From catalogue to box

Designers publish their games, earn from them and bring them onto paper.
  • Marketplace and publication
  • Revenue share on games played
  • Forks with attribution
  • Print-and-play export
  • Print-on-demand integration
04 · Balance

Artificial intelligence at work

AI writes draft games from a description, balances them and imports existing games.
  • Alchemist: game from a text description
  • Oracle: balancing by simulating 1,000 games
  • Import from a PDF rulebook
  • Mobile app
  • Test bench with automated players

Why Oreste and not another.

No existing platform combines accessible creation, automatically enforced rules, multiplayer and physical production. Each solves a piece of the problem.

Platform Visual editor Automated rules Multiplayer Physical printing
Tabletopia Partial (assets only) No Yes No
Board Game Arena No Yes (requires PHP developer) Yes No
Tabletop Simulator Partial (3D import) No Yes No
Project Oreste Yes (three levels) Yes (for non-programmers too) Yes Yes

The differentiators in one line each

Positioning. Oreste is not an alternative to BGA or Tabletopia for players: it is a tool for those who want to create original games. Players arrive as a side effect, attracted by the games published by designers on the platform. The analogy is 'Canva for board games'.

What makes Project Oreste a product, not an editor.

Inclusive

Three levels for three profiles. Nobody excluded.

Rigorous

The rules are executable code, not ambiguous text.

Open

Standard format, export, game forking.

Complete

From the idea to the physical game, without intermediaries.