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
2.5 KiB
President — implemented rules
Also called Scum, Landlord, and a good deal worse. This is the ruleset the engine enforces. Anything marked toggle is in the game setup screen.
Table
- 3 to 7 players — toggle. Everyone plays for themselves.
- The whole 52-card deck is dealt out round-robin, so hands differ by at most one card. There is no kitty and nothing is held back.
Ranking
Threes are low and twos are high:
3 4 5 6 7 8 9 10 J Q K A 2
Suits are irrelevant. A card only ever competes on rank.
Play
The player holding the lowest card leads the first round; afterwards the previous round's Scum leads.
- Leading. Play any number of cards of the same rank — a single, a pair, a triple, four of a kind. That count sets the size of the set for this pile.
- Following. Play the same number of cards, all of one rank, of a strictly higher rank. Or pass.
- Passing does not put you out of the round, only out of this pile.
- When everyone still holding cards has passed, the pile is taken down and whoever played last leads a fresh one.
Twos clear the pile — toggle, on by default. A set of twos beats anything regardless of rank, takes the pile down, and the player who threw it leads again.
Four of a kind bombs — toggle, off by default. Four matching cards beat anything, whatever is on the pile, and clear it the same way.
Going out
Shed your last card and you are out, taking the next free finishing position: President first, then Vice President, down through the Citizens to Vice Scum and Scum. The round ends when only one player still holds cards — they are the Scum.
Going out on a pile-clearing set does not let you lead the next pile; the lead passes to the next player still in.
Scoring
Finishing position scores playerCount - 1 - position, so in a four-hand game
the President takes 3, the Vice President 2, Vice Scum 1 and the Scum nothing.
Highest total after the last round wins — toggle for 3, 5 or 7 rounds.
Card exchange — toggle, on by default
Between rounds the Scum hands their two best cards to the President, and the President hands two of their worst back.
Simplification: the President's return is automatic — their two lowest cards. The fuller rule lets the President choose which two to give back, which would need a phase of its own; that is not implemented.
Known simplifications
- No eights-stop, no revolution, no jokers, no suit-based tie-breaks.
- The exchange is always two cards, rather than scaling with position.