Add President and Golf
Two more games on the existing framework — no changes were needed to the lobby, networking, settings or update layers, which is what the shared GameRules/GameAi contract was for. President - Threes low, twos high. Lead any number of one rank; follow with the same count of a higher rank, or pass. When everyone has passed the pile comes down and the last player to play leads again. - Toggles: player count, rounds, twos clear the pile, four of a kind bombs, and the between-round card exchange. - Plays are offered as whole sets rather than by selecting cards. A set is the unit of the game, so choosing from the legal sets is both easier to operate and impossible to get wrong. Golf - 4, 6 or 9 card grids. Draw from stock or discard, then either swap the card in or — only if it came off the stock — throw it and turn one of your own over. A card taken from the discard pile has to be used. - Matching columns cancel to nothing; on the 3x3 board rows do too, but not on the shallower grids where three cards are not a line. - Face-down cards are hidden from everyone including their owner, which is the point of the game: viewFor masks them with a fixed placeholder so the real card never reaches the device that has not turned it over. Both engines are pure Kotlin and unit tested — 71 tests now, covering ranking, legal moves, pile and hole resolution, scoring, redaction, wire round-trips, and full random and AI playthroughs. The Golf test also checks the AI actually beats random play rather than merely being legal. Also widened the setup screen's option chips to wrap: the reveal-count row carries up to ten, and a chip off the edge of the screen is a setting that cannot be changed — the same failure as the Euchre Pass button. Co-Authored-By: Claude Opus 5 <[email protected]> Claude-Session: https://claude.ai/code/session_015qjfMiPUDshdKEUa6vxqzN
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# Golf — implemented rules
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This is the ruleset the engine enforces. Anything marked **toggle** is in the
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game setup screen. Lowest score wins, as on a golf course.
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## Table
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- 2 to 6 players — **toggle**.
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- Each player gets a grid of face-down cards — **toggle**:
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| Cards | Layout |
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| --- | --- |
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| 4 | 2 rows of 2 |
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| 6 | 2 rows of 3 |
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| 9 | 3 rows of 3 |
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- **Seen at the start — *toggle*.** How many of your own cards you may look at
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before play begins; two by default. They are the leftmost cards of the top
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row, so everyone starts with the same shape of knowledge.
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- One card is turned up to start the discard pile; the rest is the stock.
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- Six players on the 9-card board needs more cards than a deck holds, so two
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decks are shuffled together whenever the deal would exceed 24 cards.
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## A turn
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**Draw** one card, from either the stock or the top of the discard pile.
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Then **place** it, in one of two ways:
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- **Swap it in.** Put it into any grid slot, face up, and throw out whatever was
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there. That slot is now face up for the rest of the hole.
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- **Throw it away and turn one of your own over.** Only available for a card
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taken from the *stock* — a card picked up off the discard pile has to be used.
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## Ending a hole
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The first player to have their whole grid face up closes the hole, and everyone
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else gets exactly one more turn. Then every card is turned up and scored.
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If the stock runs out it is refilled by shuffling the discard pile, keeping its
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top card in play. If there is nothing left to recycle, the hole ends there.
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## Scoring
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| Card | Value |
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| --- | --- |
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| King | 0 |
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| Ace | 1 |
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| Two | −2 |
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| Jack, Queen | 10 |
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| 3 to 10 | face value |
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**A column of matching ranks cancels to nothing.** That is the whole tactical
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point: a pair of jacks in a column costs nothing instead of twenty.
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On the 3×3 board, matching **rows** cancel as well. On the shallower boards they
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do not — a "row" of three unrelated cards is not a line in a two-row grid.
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Scores accumulate over the holes — **toggle** for 3, 6 or 9 — and the lowest
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total wins.
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## Known simplifications
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- **No jokers.** Some house rules add them as −5 or wild. Adding a joker means
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adding a rank to the shared card model, which every other game would then have
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to account for, so it is left out rather than bolted on.
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- No knocking, and no separate penalty for a failed knock.
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- Nothing is peeked at mid-hole; the only way to learn a card is to turn it over.
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