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
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Sequence — implemented rules
This is the ruleset the engine enforces. Anything marked toggle is exposed in the game setup screen.
⚠️ The board layout is not the commercial one
SequenceBoard.LAYOUT in SequenceModel.kt is a generated 10×10 layout, not
a reproduction of the printed Sequence board. It was generated because the real
arrangement could not be verified from here, and shipping a guessed one labelled
as authentic would have been worse than shipping an honest substitute.
It satisfies every property the rules depend on:
- each of the 48 non-jack cards appears exactly twice,
- the four corners are free squares,
- no card is adjacent to its own twin (including diagonally).
So the game plays correctly — but square for square it will not match a physical
board, and two players using this app plus one physical board would disagree.
To fix that, replace the ten strings in LAYOUT with the real arrangement.
Nothing else needs to change; the parser, the tests and the AI all read from it.
Table
- Teams — toggle. Two or three. Seats are dealt round-robin into teams, so team-mates are never seated adjacently.
- Players per team — toggle. 1 to 4.
- Sequences to win — toggle. Defaults to 2 for two teams and 1 for three teams, matching the usual rule, but can be set explicitly.
Cards
Two full 52-card decks, shuffled together — 104 cards.
Hand size shrinks as the table grows:
| Players | Cards |
|---|---|
| 2 | 7 |
| 3–4 | 6 |
| 5–6 | 5 |
| 7–9 | 4 |
| 10+ | 3 |
After playing a card you draw a replacement. If the draw pile runs out, the discards are shuffled to form a new one.
Turn
Play one card and place a chip on a matching empty square, then draw.
- Two-eyed jacks (♦ and ♣) are wild: place a chip on any empty square.
- One-eyed jacks (♥ and ♠) remove one opposing chip — but never a chip that is part of a completed sequence, and never your own team's chip.
- Dead card — toggle, on by default. If both squares printed with your card are already occupied, you may discard it and draw a replacement. This does not cost your turn, and you may do it once per turn.
Sequences
A sequence is five chips in a row — horizontally, vertically or diagonally.
- The four corners are free squares and count towards any team's sequence.
- Two sequences may share at most one chip. The engine enforces this by refusing to count a run of five that contains more than one already-locked square.
- Chips in a completed sequence are locked and cannot be removed by a one-eyed jack.
The first team to reach the sequence target wins immediately.
Known simplifications
- A completely blocked table (no legal move for anyone) ends the game without a winner rather than triggering a formal draw.
- The AI does not count cards or track which squares opponents can still reach.