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Playbooks & PlaysTrails & Movements

Trails & Movements

When a player or disc moves from one step to the next, UltiStackr draws a trail between the old position and the new position. Trails show direction, timing, and shape so players can understand what should happen as the play advances.

In the editor, movement shape is controlled by Path type. Annotation arrows use the same shapes under Arrow type.

Movement Terms

UltiStackr uses these user-facing terms:

TermWhere You See ItWhat It Means
TrailOn the fieldThe visible path drawn between positions across steps.
Path typePlayer and disc propertiesThe movement shape for a player token or disc token.
Arrow typeArrow propertiesThe shape for an annotation arrow.
LinePlayer, disc, and arrow optionsA straight path from start to end.
AngledPlayer and arrow optionsA two-segment path with a sharp bend.
CurvePlayer, disc, and arrow optionsA smooth arcing path.
Control pointAngled and Curve pathsThe draggable handle used to shape the bend or curve.

What Are Trails?

A trail is drawn when an item changes position between two steps in a multi-step play. If the item does not move, no trail is drawn.

Trails are:

  • Directional — an arrowhead shows the direction of movement.
  • Step-based — the trail represents movement from the previous step to the current step.
  • Per item — each player token and disc token can have its own trail.
  • Animated — during playback, tokens follow their trails from one step to the next.

Line Paths

Line draws a straight path from the starting position to the ending position. This is the default path type.

Use Line for:

  • Direct player movement.
  • Simple repositioning.
  • Straight disc movement.
  • Clean annotation arrows.

Line has no control point. Move the token endpoint to change the path.

Angled Paths

Angled draws a two-segment path with a sharp bend. It is available for player movement and annotation arrows.

Use Angled for:

  • A player who plants and changes direction.
  • Jab steps and fakes.
  • Handler reset movement with a clear break point.
  • Annotation arrows that need a deliberate corner.

After choosing Angled, drag the control point to set where the bend happens and how sharp the angle is.

Disc movement does not expose Angled in the current editor. Use Line for a direct throw path or Curve for a shaped disc path.

Curve Paths

Curve draws a smooth arcing path. It is available for player movement, disc movement, and annotation arrows.

Use Curve for:

  • Arcing player movement.
  • Rounded clears or looping motion.
  • Smooth disc flight paths.
  • Annotation arrows that should bend without a hard corner.

After choosing Curve, drag the control point to pull the curve toward that point. Move it farther from the straight path for a wider arc, or closer to make the curve more subtle.

Changing Path Type

To change a player or disc path:

  1. Navigate to the step where the movement occurs.
  2. Select the player token or disc token.
  3. In the properties panel, find Path type.
  4. Choose the available option: Line, Angled, or Curve for players; Line or Curve for discs.
  5. If the path has a control point, drag it to shape the movement.

To change an annotation arrow:

  1. Select the arrow.
  2. In the properties panel, find Arrow type.
  3. Choose Line, Angled, or Curve.
  4. Drag the control point if the arrow uses Angled or Curve.

Comparing Path Types

Path TypePath ShapeAvailable ForControl Point
LineStraightPlayers, discs, arrowsNo
AngledTwo straight segments with a bendPlayers, arrowsYes
CurveSmooth arcPlayers, discs, arrowsYes

The choice applies to the selected item’s movement for that step transition. The same player can use different path types across a play: Line for one movement, Angled for a change of direction, and Curve for a rounded clear.

Tips for Clear Diagrams

  1. Match the path to the movement. Use Line for direct movement, Angled for a clear change of direction, and Curve for rounded movement.

  2. Keep player movement and disc movement distinct. Use player paths for where players run and disc paths or annotation arrows for where the disc travels.

  3. Use control points intentionally. A control point should clarify the movement, not add extra visual noise.

  4. Let still players stay still. If a player does not need to move in a step, leave the token in place so the important trails stand out.

  5. Use playback to check timing. Watch the play after editing paths to confirm the movement reads correctly from step to step.

What’s Next

  • Annotations — Add arrows, labels, and shapes alongside your trails
  • Playback Controls — Watch your trails animate as players move through each step
  • Multi-Step Plays — Add more steps and branches to build complex plays
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