More host UI refinements, intuitive UI enhancements during gameplay.
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README.md
55
README.md
@ -30,32 +30,17 @@ uvicorn main:app --reload --host 0.0.0.0 --port 8000
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Open `http://localhost:8000` in your browser.
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## Game Rules
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## How to Play
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See [server/RULES.md](server/RULES.md) for complete rules documentation.
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**6-Card Golf** is a card game where you try to get the **lowest score** across multiple rounds (holes).
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### Basic Scoring
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- Each player has 6 cards in a 2×3 grid (most start face-down)
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- On your turn: **draw** a card, then **swap** it with one of yours or **discard** it
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- **Column pairs** (same rank top & bottom) score **0 points** — very powerful!
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- When any player reveals all 6 cards, everyone else gets one final turn
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- Lowest total score after all rounds wins
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| Card | Points |
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|------|--------|
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| Ace | 1 |
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| 2 | **-2** |
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| 3-10 | Face value |
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| Jack, Queen | 10 |
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| King | **0** |
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| Joker | -2 *(optional)* |
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**Column pairs** (same rank in a column) score **0 points**.
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### Turn Structure
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1. Draw from deck OR take from discard pile
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2. **If from deck:** Swap with a card OR discard and flip a face-down card
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3. **If from discard:** Must swap (cannot re-discard)
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### Ending
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When a player reveals all 6 cards, others get one final turn. Lowest score wins.
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**For detailed rules, card values, and house rule explanations, see the in-game Rules page or [server/RULES.md](server/RULES.md).**
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## AI Personalities
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@ -72,26 +57,14 @@ When a player reveals all 6 cards, others get one final turn. Lowest score wins.
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## House Rules
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### Point Modifiers
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- `super_kings` - Kings worth -2 (instead of 0)
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- `ten_penny` - 10s worth 1 (instead of 10)
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- `lucky_swing` - Single Joker worth -5
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- `eagle_eye` - Paired Jokers score -8
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The game supports 15+ optional house rules including:
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### Bonuses & Penalties
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- `knock_bonus` - First to go out gets -5
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- `underdog_bonus` - Lowest scorer gets -3
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- `knock_penalty` - +10 if you go out but aren't lowest
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- `tied_shame` - +5 penalty for tied scores
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- `blackjack` - Score of exactly 21 becomes 0
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- **Flip Modes** - Standard, Speed Golf (must flip after discard), Suspense (optional flip near endgame)
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- **Point Modifiers** - Super Kings (-2), Ten Penny (10=1), Lucky Swing Joker (-5)
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- **Bonuses & Penalties** - Knock bonus/penalty, Underdog bonus, Tied Shame, Blackjack (21→0)
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- **Joker Variants** - Standard, Eagle Eye (paired Jokers = -8)
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### Gameplay Options
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- `flip_mode` - What happens when discarding from deck:
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- `never` - Standard (no flip)
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- `always` - Speed Golf (must flip after discard)
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- `endgame` - Suspense (optional flip when any player has ≤1 face-down card)
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- `use_jokers` - Add Jokers to deck
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- `eagle_eye` - Paired Jokers score -8 instead of canceling
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See the in-game Rules page or [server/RULES.md](server/RULES.md) for complete explanations.
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## Development
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@ -189,6 +189,7 @@ class GolfGame {
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this.leaveGameBtn = document.getElementById('leave-game-btn');
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this.activeRulesBar = document.getElementById('active-rules-bar');
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this.activeRulesList = document.getElementById('active-rules-list');
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this.finalTurnBadge = document.getElementById('final-turn-badge');
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}
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bindEvents() {
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@ -1261,10 +1262,22 @@ class GolfGame {
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if (rules.length === 0) {
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// Show "Standard Rules" when no variants selected
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this.activeRulesList.innerHTML = '<span class="rule-tag standard">Standard</span>';
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} else {
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} else if (rules.length <= 2) {
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// Show all rules if 2 or fewer
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this.activeRulesList.innerHTML = rules
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.map(rule => `<span class="rule-tag">${rule}</span>`)
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.join('');
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} else {
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// Show first 2 rules + "+N more" with tooltip
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const displayed = rules.slice(0, 2);
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const hidden = rules.slice(2);
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const moreCount = hidden.length;
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const tooltip = hidden.join(', ');
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this.activeRulesList.innerHTML = displayed
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.map(rule => `<span class="rule-tag">${rule}</span>`)
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.join('') +
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`<span class="rule-tag rule-more" title="${tooltip}">+${moreCount} more</span>`;
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}
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this.activeRulesBar.classList.remove('hidden');
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}
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@ -1351,20 +1364,24 @@ class GolfGame {
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updateStatusFromGameState() {
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if (!this.gameState) {
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this.setStatus('');
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this.finalTurnBadge.classList.add('hidden');
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return;
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}
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const isFinalTurn = this.gameState.phase === 'final_turn';
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const currentPlayer = this.gameState.players.find(p => p.id === this.gameState.current_player_id);
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// Show/hide final turn badge separately
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if (isFinalTurn) {
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this.finalTurnBadge.classList.remove('hidden');
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} else {
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this.finalTurnBadge.classList.add('hidden');
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}
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if (currentPlayer && currentPlayer.id !== this.playerId) {
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const prefix = isFinalTurn ? '⚡ Final turn: ' : '';
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this.setStatus(`${prefix}${currentPlayer.name}'s turn`);
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this.setStatus(`${currentPlayer.name}'s turn`);
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} else if (this.isMyTurn()) {
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const message = isFinalTurn
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? '⚡ Final turn! Draw a card'
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: 'Your turn - draw a card';
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this.setStatus(message, 'your-turn');
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this.setStatus('Your turn - draw a card', 'your-turn');
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} else {
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this.setStatus('');
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}
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@ -1467,6 +1484,14 @@ class GolfGame {
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this.currentRoundSpan.textContent = this.gameState.current_round;
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this.totalRoundsSpan.textContent = this.gameState.total_rounds;
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// Show/hide final turn badge
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const isFinalTurn = this.gameState.phase === 'final_turn';
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if (isFinalTurn) {
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this.finalTurnBadge.classList.remove('hidden');
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} else {
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this.finalTurnBadge.classList.add('hidden');
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}
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// Update status message (handled by specific actions, but set default here)
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const currentPlayer = this.gameState.players.find(p => p.id === this.gameState.current_player_id);
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if (currentPlayer && currentPlayer.id !== this.playerId) {
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@ -1487,9 +1512,14 @@ class GolfGame {
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// Update player name in header (truncate if needed)
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const displayName = me.name.length > 12 ? me.name.substring(0, 11) + '…' : me.name;
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const checkmark = me.all_face_up ? ' ✓' : '';
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const crownEmoji = isRoundWinner ? ' 👑' : '';
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// Set text content before the score span
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this.playerHeader.childNodes[0].textContent = displayName + checkmark + crownEmoji;
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// Remove old crown if exists
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const existingCrown = this.playerHeader.querySelector('.winner-crown');
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if (existingCrown) existingCrown.remove();
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// Set content - crown goes at the start
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this.playerHeader.firstChild.textContent = displayName + checkmark;
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if (isRoundWinner) {
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this.playerHeader.insertAdjacentHTML('afterbegin', '<span class="winner-crown">👑</span>');
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}
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}
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// Update discard pile (skip if holding a drawn card)
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@ -1554,10 +1584,10 @@ class GolfGame {
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const displayName = player.name.length > 12 ? player.name.substring(0, 11) + '…' : player.name;
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const showingScore = this.calculateShowingScore(player.cards);
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const crownEmoji = isRoundWinner ? ' 👑' : '';
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const crownHtml = isRoundWinner ? '<span class="winner-crown">👑</span>' : '';
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div.innerHTML = `
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<h4>${displayName}${player.all_face_up ? ' ✓' : ''}${crownEmoji}<span class="opponent-showing">${showingScore}</span></h4>
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<h4>${crownHtml}${displayName}${player.all_face_up ? ' ✓' : ''}<span class="opponent-showing">${showingScore}</span></h4>
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<div class="card-grid">
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${player.cards.map(card => this.renderCard(card, false, false)).join('')}
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</div>
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@ -1734,6 +1764,14 @@ class GolfGame {
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showScoreboard(scores, isFinal, rankings) {
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this.scoreTable.innerHTML = '';
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// Clear the final turn badge and status message
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this.finalTurnBadge.classList.add('hidden');
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if (isFinal) {
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this.setStatus('Game Over!');
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} else {
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this.setStatus('Hole complete');
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}
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// Find round winner(s) - lowest round score (not total)
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const roundScores = scores.map(s => s.score);
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const minRoundScore = Math.min(...roundScores);
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@ -10,9 +10,8 @@
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<div id="app">
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<!-- Lobby Screen -->
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<div id="lobby-screen" class="screen active">
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<h1>🏌️ Golf</h1>
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<p class="subtitle">6-Card Golf Card Game</p>
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<button id="rules-btn" class="btn btn-link">View Rules</button>
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<h1><span class="golfer-swing">🏌️</span><span class="kicked-ball">⚪</span> <span class="golf-title">Golf</span></h1>
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<p class="subtitle">6-Card Golf Card Game <button id="rules-btn" class="btn btn-link">Rules</button></p>
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<div class="form-group">
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<label for="player-name">Your Name</label>
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@ -105,7 +104,7 @@
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<select id="flip-mode">
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<option value="never">Standard - No flip after discarding</option>
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<option value="always">Speed Golf - MUST flip a card after discarding</option>
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<option value="endgame">Suspense - MAY flip if anyone has 1 or fewer hidden cards</option>
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<option value="endgame">Endgame - Flip after discard if a player has 1 hidden card left</option>
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</select>
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<span class="rule-desc">What happens when you draw from deck and discard</span>
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</div>
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@ -219,6 +218,7 @@
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</div>
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<div class="header-col header-col-center">
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<div id="status-message" class="status-message"></div>
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<div id="final-turn-badge" class="final-turn-badge hidden">⚡ FINAL TURN</div>
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</div>
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<div class="header-col header-col-right">
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<button id="mute-btn" class="mute-btn" title="Toggle sound">🔊</button>
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@ -292,7 +292,6 @@
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</div>
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</div>
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</div>
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</div>
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<!-- Rules Screen -->
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<div id="rules-screen" class="screen">
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@ -399,8 +398,8 @@ TOTAL: 0 + 8 + 16 = 24 points</pre>
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</div>
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<div class="rules-mode">
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<h3>Suspense Mode (Optional Flip Near Endgame)</h3>
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<p class="mode-summary">Optional flip activates when any player is close to finishing.</p>
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<h3>Endgame Mode (Flip When Close to Finishing)</h3>
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<p class="mode-summary">Flip activates when any player has only 1 hidden card remaining.</p>
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<p><strong>How it works:</strong></p>
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<ul>
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<li>Early in the round: Discarding ends your turn (like Standard mode)</li>
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@ -477,12 +476,12 @@ TOTAL: 0 + 8 + 16 = 24 points</pre>
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</div>
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<div class="faq-item">
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<h4>Q: In Suspense mode, when exactly can I flip?</h4>
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<h4>Q: In Endgame mode, when exactly can I flip?</h4>
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<p>A: The optional flip activates the moment ANY player (including you) has 1 or fewer face-down cards remaining. From that point until the round ends, whenever you discard from the deck, you'll get the option to flip or skip.</p>
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</div>
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<div class="faq-item">
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<h4>Q: Why would I NOT flip in Suspense mode?</h4>
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<h4>Q: Why would I NOT flip in Endgame mode?</h4>
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<p>A: Maybe you have a hidden card you hope is good, and you don't want to reveal a potential disaster. Or maybe you want to keep your opponents guessing about your score. It's a strategic choice!</p>
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</div>
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</section>
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197
client/style.css
197
client/style.css
@ -44,6 +44,115 @@ body {
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text-align: center;
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}
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/* Golf title - golf ball with dimples and shine */
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.golf-title {
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font-size: 1.3em;
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font-weight: 800;
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letter-spacing: 0.02em;
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/* Shiny gradient like a golf ball surface */
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background:
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/* Dimple pattern - diagonal grid */
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radial-gradient(circle at 3px 3px, rgba(0,0,0,0.18) 2px, transparent 2px),
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/* Shiny highlight gradient - whiter */
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linear-gradient(
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135deg,
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#ffffff 0%,
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#ffffff 25%,
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#f5f5f2 50%,
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#ffffff 75%,
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#f0f0ed 100%
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);
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background-size: 10px 10px, 100% 100%;
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background-position: 0 0, 0 0;
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-webkit-background-clip: text;
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background-clip: text;
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color: transparent;
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text-shadow:
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2px 2px 4px rgba(0, 0, 0, 0.2),
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-1px -1px 0 rgba(255, 255, 255, 0.4);
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filter: drop-shadow(1px 1px 1px rgba(0,0,0,0.15));
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}
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/* Golfer swing animation */
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.golfer-swing {
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display: inline-block;
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transform: scaleX(-1);
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animation: golf-swing 0.8s cubic-bezier(0.4, 0, 0.2, 1) forwards;
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animation-delay: 0.3s;
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}
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@keyframes golf-swing {
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0% {
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transform: scaleX(-1) translateX(0) rotate(0deg);
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}
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/* Wind up - pull back leg */
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30% {
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transform: scaleX(-1) translateX(-8px) rotate(-15deg);
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}
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/* Hold briefly */
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40% {
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transform: scaleX(-1) translateX(-8px) rotate(-15deg);
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}
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/* KICK! */
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55% {
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transform: scaleX(-1) translateX(8px) rotate(20deg);
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}
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/* Follow through */
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80% {
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transform: scaleX(-1) translateX(4px) rotate(12deg);
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}
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/* Final pose - freeze */
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100% {
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transform: scaleX(-1) translateX(3px) rotate(10deg);
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}
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}
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/* Kicked golf ball - parabolic trajectory */
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.kicked-ball {
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display: inline-block;
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font-size: 0.2em;
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position: relative;
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opacity: 0;
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animation: ball-kicked 0.7s linear forwards;
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animation-delay: 0.72s;
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}
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/* Trajectory: y = 0.0124x² - 1.42x (parabola with peak at x=57) */
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@keyframes ball-kicked {
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0% {
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transform: translate(-12px, 8px) scale(1);
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opacity: 1;
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}
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15% {
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transform: translate(8px, -16px) scale(1);
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opacity: 1;
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}
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30% {
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transform: translate(28px, -31px) scale(1);
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opacity: 1;
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}
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45% {
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transform: translate(48px, -38px) scale(0.95);
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opacity: 1;
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}
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55% {
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transform: translate(63px, -38px) scale(0.9);
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opacity: 1;
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}
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70% {
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transform: translate(83px, -27px) scale(0.85);
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opacity: 0.9;
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}
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85% {
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transform: translate(103px, -6px) scale(0.75);
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opacity: 0.6;
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}
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100% {
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transform: translate(118px, 25px) scale(0.65);
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opacity: 0;
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}
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}
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#lobby-screen .form-group {
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text-align: left;
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}
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@ -510,6 +619,9 @@ input::placeholder {
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.header-col-center {
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justify-content: center;
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display: flex;
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align-items: center;
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gap: 10px;
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}
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.header-col-right {
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@ -563,7 +675,7 @@ input::placeholder {
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.active-rules-bar .rules-list {
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display: flex;
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gap: 5px;
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flex-wrap: wrap;
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flex-wrap: nowrap;
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}
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.active-rules-bar .rule-tag {
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@ -580,6 +692,18 @@ input::placeholder {
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color: rgba(255, 255, 255, 0.7);
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}
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.active-rules-bar .rule-tag.rule-more {
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background: rgba(255, 255, 255, 0.1);
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color: rgba(255, 255, 255, 0.6);
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cursor: help;
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border: 1px dashed rgba(255, 255, 255, 0.3);
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}
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.active-rules-bar .rule-tag.rule-more:hover {
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background: rgba(255, 255, 255, 0.2);
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color: rgba(255, 255, 255, 0.9);
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}
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/* Card Styles */
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.card {
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width: clamp(65px, 5.5vw, 100px);
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@ -661,6 +785,16 @@ input::placeholder {
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box-shadow: 0 0 0 3px #f4a460;
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}
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/* Disable hover effects when not player's turn */
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.not-my-turn .card {
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cursor: default;
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}
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.not-my-turn .card:hover {
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transform: none;
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box-shadow: none;
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}
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.card.selected,
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.card.clickable.selected {
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box-shadow: 0 0 0 4px #fff, 0 0 12px 4px #f4a460;
|
||||
@ -1060,9 +1194,13 @@ input::placeholder {
|
||||
/* Round winner highlight */
|
||||
.opponent-area.round-winner h4,
|
||||
.player-area.round-winner h4 {
|
||||
background: rgba(200, 255, 50, 0.6);
|
||||
box-shadow: 0 0 8px rgba(200, 255, 50, 0.5);
|
||||
color: #0a2a10;
|
||||
background: rgba(180, 255, 80, 0.85);
|
||||
color: #1a1a1a;
|
||||
}
|
||||
|
||||
.winner-crown {
|
||||
filter: drop-shadow(0 1px 2px rgba(0, 0, 0, 0.5));
|
||||
margin-right: 3px;
|
||||
}
|
||||
|
||||
/* Status message in header */
|
||||
@ -1081,6 +1219,31 @@ input::placeholder {
|
||||
color: #1a472a;
|
||||
}
|
||||
|
||||
/* Final turn badge - separate indicator */
|
||||
.final-turn-badge {
|
||||
background: linear-gradient(135deg, #dc2626 0%, #b91c1c 100%);
|
||||
color: #fff;
|
||||
padding: 6px 14px;
|
||||
border-radius: 4px;
|
||||
font-size: 0.85rem;
|
||||
font-weight: 700;
|
||||
letter-spacing: 0.05em;
|
||||
animation: pulse-subtle 2s ease-in-out infinite;
|
||||
}
|
||||
|
||||
.final-turn-badge.hidden {
|
||||
display: none;
|
||||
}
|
||||
|
||||
@keyframes pulse-subtle {
|
||||
0%, 100% {
|
||||
box-shadow: 0 0 0 0 rgba(220, 38, 38, 0.4);
|
||||
}
|
||||
50% {
|
||||
box-shadow: 0 0 0 4px rgba(220, 38, 38, 0);
|
||||
}
|
||||
}
|
||||
|
||||
@keyframes toastIn {
|
||||
from { opacity: 0; }
|
||||
to { opacity: 1; }
|
||||
@ -1670,6 +1833,16 @@ input::placeholder {
|
||||
transform: scale(1.02);
|
||||
}
|
||||
|
||||
/* Disable hover effects when not player's turn */
|
||||
.not-my-turn .real-card {
|
||||
cursor: default;
|
||||
}
|
||||
|
||||
.not-my-turn .real-card:hover {
|
||||
transform: none;
|
||||
}
|
||||
}
|
||||
|
||||
.real-card.selected {
|
||||
box-shadow: 0 0 0 4px #fff, 0 0 15px 5px #f4a460;
|
||||
transform: scale(1.06);
|
||||
@ -2159,14 +2332,26 @@ input::placeholder {
|
||||
#rules-screen {
|
||||
max-width: 800px;
|
||||
margin: 0 auto;
|
||||
padding: 20px;
|
||||
padding: 10px 20px;
|
||||
width: auto;
|
||||
margin-left: auto;
|
||||
margin-right: auto;
|
||||
}
|
||||
|
||||
#rules-screen.active {
|
||||
display: block;
|
||||
}
|
||||
|
||||
#rules-screen h1 {
|
||||
margin-top: 0;
|
||||
}
|
||||
|
||||
.rules-container {
|
||||
background: rgba(0, 0, 0, 0.3);
|
||||
border-radius: 12px;
|
||||
padding: 25px 35px;
|
||||
padding: 20px 35px;
|
||||
border: 1px solid rgba(255, 255, 255, 0.1);
|
||||
margin-top: 0;
|
||||
}
|
||||
|
||||
.rules-container h1 {
|
||||
|
||||
@ -272,13 +272,13 @@ The `flip_mode` setting controls what happens when you draw from the deck and ch
|
||||
|-------|------|----------|
|
||||
| `never` | **Standard** | No flip when discarding - your turn ends immediately. This is the classic rule. |
|
||||
| `always` | **Speed Golf** | Must flip one face-down card when discarding. Accelerates the game by revealing more information each turn. |
|
||||
| `endgame` | **Suspense** | May *optionally* flip if any player has ≤1 face-down card. Creates tension near the end of rounds. |
|
||||
| `endgame` | **Endgame** | Flip after discard if any player has 1 hidden card remaining. |
|
||||
|
||||
**Standard (never):** When you draw from the deck and choose not to use the card, simply discard it and your turn ends.
|
||||
|
||||
**Speed Golf (always):** When you discard from the deck, you must also flip one of your face-down cards. This accelerates the game by revealing more information each turn, leading to faster rounds.
|
||||
|
||||
**Suspense (endgame):** When any player has only 1 (or 0) face-down cards remaining, discarding from the deck gives you the *option* to flip a card. This creates tension near the end of rounds - do you reveal more to improve your position, or keep your cards hidden?
|
||||
**Endgame:** When any player has only 1 (or 0) face-down cards remaining, discarding from the deck triggers a flip. This accelerates the endgame by revealing more information as rounds approach their conclusion.
|
||||
|
||||
| Implementation | File |
|
||||
|----------------|------|
|
||||
|
||||
@ -1066,7 +1066,7 @@ class Game:
|
||||
if self.options.flip_mode == FlipMode.ALWAYS.value:
|
||||
active_rules.append("Speed Golf")
|
||||
elif self.options.flip_mode == FlipMode.ENDGAME.value:
|
||||
active_rules.append("Suspense")
|
||||
active_rules.append("Endgame Flip")
|
||||
if self.options.knock_penalty:
|
||||
active_rules.append("Knock Penalty")
|
||||
if self.options.use_jokers and not self.options.lucky_swing and not self.options.eagle_eye:
|
||||
|
||||
BIN
server/games.db
BIN
server/games.db
Binary file not shown.
Loading…
Reference in New Issue
Block a user