1. A computer-implemented method, comprising: generating, via at least one processor, a virtual gaming environment comprising concurrent display of a tile board and a game world separate from the tile board, the tile board comprising a plurality of tile board virtual objects, wherein a first game engine for the tile board differs from a second game engine for the game world; receiving from a player in the virtual gaming environment, via the tile board, a selection of a sequence of tile board virtual objects; identifying, by operation of the first game engine, a location of a particular tile board virtual object in the selected sequence; identifying, by operation of the second game engine, a target game world virtual object based on the location of the particular tile board virtual object in the selected sequence; and applying, by operation of the second game engine, a game action to the target game world virtual object, wherein applying the game action comprises: generating animation data representative of the game action, the animation data for display of an animation beginning at a target game world character and completing at the target game world virtual object, the animation rendered along an axis common to the location of the particular tile board virtual object and a location of the target game world virtual object in the game world; and causing display of the animation data representative of the game action.