- An 8-card variant, laid out as two rows of four. The existing column
scoring covers it without change.
- Opening cards are now chosen rather than dealt face up. Nothing starts
revealed; each player in turn turns over their allowance, and the hole
begins once everyone has picked. This needed a new SETUP phase in the
engine, since it is a real decision and has to be validated like any
other move rather than being decided at deal time.
- "Line up the final putt", off by default: throw a drawn card away
without turning your last face-down card over, so you are not forced to
close the hole on a card you did not choose. Only offered on the last
face-down card. Because a whole table could otherwise decline forever,
two full laps of nothing but thrown cards calls the hole and scores it
where it stands.
- The end of a hole now shows a score card — every player's strokes for
the hole and their running total, lowest first — and the next hole is
not dealt until it is dismissed. MatchController gained a general
awaitsConfirmation hook for this, so any game wanting a scoreboard
between rounds can stop the table the same way. Only the host waits;
clients render what they are sent.
Nine more Golf tests, covering the 8-card layout, the opening choice,
when the putt option is and is not offered, and that a table refusing to
putt out still finishes.
Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015qjfMiPUDshdKEUa6vxqzN
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
- The launcher icon is a single square of the tartan, drawn as a vector
so it stays sharp at any density and ships no PNGs. The adaptive
icon's foreground is deliberately empty: the cloth is the icon.
- Tartan.kt draws the sett as warp, then as weft at half opacity. That
overlap is what gives the blended squares and reads as woven cloth
rather than a printed grid, and it is reused by both the icon and the
splash.
- The app opens on the tartan under "Pro Libertate Games" in Uncial
Antiqua, holds two seconds, then fades. It is an overlay rather than a
destination, so the menu is already composed behind it and the fade
reveals a live screen. The window background is set to a dark red so
launch does not flash white before Compose draws.
Two things to be aware of:
- WallaceSett is an approximation. It reads as Wallace — bold red and
black check with a narrow gold overstripe — but the registered
threadcount could not be verified here, so the counts were chosen to
look right. They are plain data and can be swapped for the registered
ones without touching anything else.
- Uncial Antiqua is bundled under the SIL Open Font License 1.1, with
the full licence at docs/licenses/UncialAntiqua-OFL.txt. The OFL
requires that to be distributed with the font, so it must not be
separated from it.
Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015qjfMiPUDshdKEUa6vxqzN
A jack's power is carried by its artwork on a real deck — drawn in
profile it shows one eye and removes a chip, drawn face-on it shows two
and is wild. These cards render as rank and suit only, so J♦ and J♠ were
indistinguishable in hand despite doing opposite things.
Jacks in hand now carry the word on their face, and the hint under the
hand says what tapping will do rather than the generic "tap a highlighted
square", which was wrong for a one-eyed jack anyway — those target an
opponent's chip, not a highlighted empty square.
The caption is a general PlayingCardView option, so any later game whose
cards carry meaning beyond rank and suit can use it.
Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015qjfMiPUDshdKEUa6vxqzN
First vertical slice: the whole shell plus two games playable end to end,
so every layer is exercised before the other nine games are built on it.
Games
- Euchre: bowers, ordering up, dealer discard, going alone, stick the
dealer, and full scoring. Rule variants (deck size, points to win,
stick the dealer, going alone) are toggles in game setup.
- Sequence: two-eyed and one-eyed jacks, free corners, locked sequences,
the shared-chip limit, and dead-card exchange. Teams, players per team
and the sequence target are toggles.
- The board layout in SequenceBoard is generated, not the commercial
board — it holds every structural property the rules need, but does not
match a physical board. Documented in docs/RULES-sequence.md.
Multiplayer
- One transport abstraction over newline-delimited JSON, implemented
twice: LAN via NSD discovery and TCP, Bluetooth via Classic RFCOMM.
A lobby advertises on both at once, so a table can mix them.
- Host-authoritative: clients send move intents, the host re-validates
every one against the rules, and each client receives a state redacted
for its own seat so hidden information never crosses the wire.
- Seats start as AI and are handed to people as they join, which is what
makes any mix of humans and AI work without a separate code path.
Shell
- Main menu lists all eleven games; the nine without engines are marked
coming soon and are driven entirely by GameCatalog.
- Settings: sound, animation speed (one multiplier drives card movement
and AI thinking time), and OTA updates from the latest GitHub release.
- Layouts measure available space rather than assuming an orientation.
The game package is free of Android types, so the rules engines and AI
run under plain JUnit; 43 tests cover ranking, following suit, scoring,
sequence detection, redaction, wire round-trips and full random and AI
playthroughs.
Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015qjfMiPUDshdKEUa6vxqzN