# Play substrates — Tabletop Simulator, boardgame.io `unverified` throughout — background knowledge, not checked this session ## What they optimise for **Playing**, by humans, over a network. Tabletop Simulator gives a physics sandbox with no rules enforcement; boardgame.io gives a JavaScript framework for turn-based games with state management and a networked client. ## How a game is defined TTS: assets plus optional scripting; the rules live in the players' heads. boardgame.io: JavaScript moves and turn order. ## What they can analyse Nothing. The rules are a script, not a claim. ## Relevance to clay-borg **None for analysis, and one thing for the interface.** Our own `cb-play` page and [`../specs/Ornamentation.md`](../specs/Ornamentation.md) occupy this space, and the future `clay-animate` is squarely in it. The useful contrast: **TTS proves that a table with no rules enforcement is still fun**, which is an argument for taking ornamentation seriously and against assuming the mechanism is the whole game. ## Open questions - Whether boardgame.io's state model is worth borrowing for `clay-animate`. ## Sources None fetched. **Marked `unverified` in full.**