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🀫Xiangqi (Chinese Chess)

Play →

9×10 board Chinese Chess. Palace, river, cannon-screens, flying-general rule. Pure perfect-information strategy.

Controls

  • Click your piece → legal targets are highlighted → click destination
  • Choose Red (first) / Black (second) side · difficulty depth 2/4/6

Win condition

Checkmate — the opponent's General has no legal escape.

Rules

  • Pieces: General (將/帥) · Advisor (士) · Elephant (象/相) · Horse (馬/傌) · Chariot (車/俥) · Cannon (砲/炮) · Soldier (兵/卒)
  • General & Advisors cannot leave the palace
  • Elephants cannot cross the river; move blocked if the middle diagonal point is occupied
  • Horses move in an 'L'; the first step can be blocked (hobbling)
  • Cannons slide like Chariots to move, but must jump exactly ONE piece (screen) to capture
  • Soldiers move forward one; after crossing the river they can also move sideways
  • Flying-general: the two Generals may not face each other on the same file with no piece between them

Spades

Play →

Four players, two partnerships, trick-taking with 52 cards. Bid your predicted tricks → play → score. First to 500 wins.

Controls

  • Enter your bid (predicted tricks 0–13). Use the suggested value if unsure
  • Only legal cards in your hand are clickable
  • You must follow the lead suit if you can

Win condition

First team to 500 points.

Rules

  • Teams: You (S) + partner (N) vs W + E
  • Follow the lead suit if possible; otherwise you may cut with a Spade (trump)
  • You cannot LEAD Spades until they are 'broken' (someone has cut with one)
  • Trick winner = highest lead-suit card, unless someone trumped with the highest Spade
  • End of round: compare team bid vs. team tricks
  • Made: 10 × bid + 1 bag per overtrick
  • Missed: −10 × bid

🃁Texas Hold'em (6-max NLHE Tournament)

Play →

Standard NLHE (No-Limit Hold'em) 6-max tournament — 1 human vs 5 AI. 100 BB deep stacks, BB Ante active, busted players are eliminated, last one standing wins. Blinds + BBA rise every 5 hands (the escalating tax). No real-money exchange.

Controls

  • Actions: Fold / Check / Call / Bet / Raise / All-in
  • Fold is always available (even when need = 0)
  • Set your raise amount (raise-to). Minimum raise-to = previous raise size or more
  • After the hand ends, hit 'Next hand →' for a new deal

Win condition

Last player standing (the other five eliminated).

Rules

  • Each player gets 2 hole cards + 5 community cards; make your best five-card hand from those seven
  • Hand ranking: Straight Flush > Four of a Kind > Full House > Flush > Straight > Three of a Kind > Two Pair > Pair > High Card
  • Blind levels rise every 5 hands: 5/10 → 10/20 → 15/30 → 25/50 → 50/100 → 75/150 → …
  • BB Ante: the BB seat posts an extra ante equal to the BB each hand. It goes straight into the pot without needing to be matched
  • First to act pre-flop is UTG (dealer + 3). In heads-up the dealer (SB) acts first
  • Post-flop, action starts to the left of the dealer (SB first, clockwise)
  • A round ends when every active seat has acted since the last raise and all bets are matched (or all-in)
  • If several players go all-in for different amounts, side pots form automatically; only eligible players contest each pot
  • A player at 0 chips is eliminated after that hand and cannot enter the next
  • Play continues until one player remains

Notes

  • Position order (6-max): BTN → SB → BB → UTG → HJ → CO (clockwise from the dealer)
  • 6-max is the modern online cash-game standard and the WSOP final-table size — higher participation, more dynamic play
  • Follows WSOP/WPT/EPT standard rules. 100 BB deep = the reference stack for GTO Wizard's solver grid
  • AI: five archetypes seated across the six-max table — CALLING_STATION (calls any middle+ pair), NIT (premium only), LAG (wide range, frequent c-bets), TAG (position-tight, standard sizing), GTO_BOSS (mixed strategy, overbets, exploits your stats)
  • GTO_BOSS watches the hero's VPIP/PFR/foldToCBet/foldToThreeBet and reacts with light 3-bets and bluff c-bets
  • RHS (Relative Hand Strength) = made×0.7 + draw×0.3. Monster ≥0.85 · Strong 0.65-0.85 · Medium 0.45-0.65 · Weak 0.25-0.45 · Trash <0.25
  • Regulatory: no real-money exchange, stacks reset per session, pure PVE. A live launch in Korea would need separate legal review

Bridge

Play →

Four-player partnership card game with 52 cards. You (S) + AI partner (N) vs AI team (E, W). Auction → play → contract made or not.

Controls

  • Auction phase: pick a level (1–7) and a strain (♣♦♥♠NT). You can also Pass
  • Play phase: click a card in your hand. You must follow the lead suit if you can
  • If you are declarer, you also play dummy's cards (partner)
  • Three consecutive passes lock in the contract

Win condition

After 13 tricks, whether the contract is made. The human team (NS) is the target

Rules

  • 13 cards per player. HCP: A=4, K=3, Q=2, J=1
  • Bid order: 1♣ < 1♦ < 1♥ < 1♠ < 1NT < 2♣ < … < 7NT
  • Simplified SAYC openings: 1NT = 15–17 balanced; 1♥/♠ = 12+ HCP with 5+ card major; 1♣/♦ = 12+ HCP
  • Declarer = the first player in that partnership to name the winning strain
  • Tricks needed = contract level + 6 (e.g. 3NT → 9 tricks)
  • Opening lead: seat to declarer's left → dummy is then revealed
  • You must follow the lead suit; otherwise trump or discard
  • Trick winner: highest trump, else highest lead-suit card
  • Made: at least the required tricks. Undertrick penalty: −50 each

Notes

  • MVP scope: no interference bidding, no Double/Redouble, no Stayman/Transfer, no vulnerability
  • AI: SAYC-lite opening/response + heuristic play (DDS integration is a later step)

🀄Riichi Mahjong

Play →

Four-player mahjong with 136 tiles. You (East) + 3 AI. A winning hand = 4 sets + 1 pair (or 7 pairs). Yaku (役) determine the score.

Controls

  • On your turn a tile is drawn automatically → click a tile in your hand to discard
  • If tenpai and closed, 'Declare Riichi' button (−1000 pts, +1 yaku)
  • 'Tsumo' button when you can self-draw the winning tile
  • If someone else's discard completes your hand, a Ron popup appears → confirm or cancel

Win condition

Win with at least one yaku (tsumo or ron). Score = han × 1000 (approximate, MVP).

Rules

  • Hand of 13 tiles; draw to 14, discard to 13 each turn
  • Sets: sequence (three consecutive of same suit) or triplet (three of the same tile)
  • Win = 4 sets + 1 pair, OR seven pairs (chiitoitsu)
  • Must have at least one yaku (役). Dora alone doesn't count
  • Riichi: declare when tenpai AND closed hand (no calls). +1 han
  • Tanyao: no terminals (1/9) or honor tiles. +1 han
  • Pinfu: four sequences + pair (not yakuhai) + two-sided wait. +1 han
  • Yakuhai: triplet of dragons (白發中) or your/round wind. +1 han each
  • Dora: +1 han per tile that's one after the indicator
  • Tsumo: winning by self-draw. Menzen tsumo +1 han
  • Ron: winning off an opponent's discard

Notes

  • MVP simplifications: no calls (chi/pon/kan), single hand (East 1) only, no furiten/ippatsu/ura-dora/kan-dora, approximate scoring
  • AI: efficiency heuristic (reduce shanten + prefer safe discards)

9×9 Go (Quick Go)

Play →

Small 9×9 board, komi 6.5. Tromp-Taylor scoring approximation. Fast life-and-death and counting practice.

Controls

  • Click an intersection to place a stone
  • Pass button = skip your move. Two consecutive passes end the game
  • Three difficulty levels (MCTS playouts 10/30/60)

Win condition

Higher score wins.

Rules

  • Place stones on intersections to secure liberties
  • Groups with 0 liberties are captured (removed)
  • Suicide forbidden (unless the move captures)
  • Ko: cannot immediately recreate the previous board position
  • End: two consecutive passes
  • Scoring: your stones + territory (empty area fully enclosed by you). White adds 6.5 komi

Notes

  • AI: light MCTS (random playouts). Real KataGo WASM integration is on the roadmap

Chess

Play →

The world's most-known strategy board. Move six kinds of piece on an 8×8 board to checkmate the enemy King. 3-ply minimax AI.

Controls

  • Click your (white) piece → legal targets (green) highlight → click the destination
  • Click another of your pieces = reselect. Click an empty square = deselect

Win condition

Checkmate the opponent's King.

Rules

  • Pawn (♙) — one square forward (two on the first move). Captures diagonally forward. Auto-promotes to Queen on the last rank
  • Knight (♘) — L-shaped (2+1). Jumps over pieces
  • Bishop (♗) — any distance diagonally
  • Rook (♖) — any distance orthogonally
  • Queen (♕) — any distance diagonally or orthogonally
  • King (♔) — one square in any direction. Cannot move into check
  • Castling: King and Rook may swap positions if neither has moved and no piece is between them
  • En passant: capture a just-double-moved pawn diagonally as if it had moved one
  • Check: your King is under attack — must be resolved next move
  • Checkmate: check with no legal escape → game over
  • Stalemate: not in check but no legal move → draw

Notes

  • MVP simplifications: promotion is always Queen (no chooser). No clock. No threefold-repetition draw detection.

Gomoku (Five in a Row)

Play →

Take turns placing stones on a 15×15 grid — five in a row wins. Simple rules, deep strategy.

Controls

  • Click an empty intersection to place your stone
  • You are Black (first). AI (White) replies automatically

Win condition

First to make five in a row.

Rules

  • Each turn place one stone of your color on an empty intersection
  • First to connect five in a row (horizontal, vertical, or diagonal) wins
  • Board full without a five in a row = draw
  • Free-style ruleset: no 3-3 / 4-4 restrictions on Black

Reversi (Othello)

Play →

8×8 board. Trap opponent discs between your own to flip them and expand your share. Player with more discs at the end wins. Alpha-beta minimax at depth 4.

Controls

  • Legal moves are marked with a small white dot
  • Click one → opponent discs get flipped
  • If you have no move, you pass automatically

Win condition

More discs of your color at the end.

Rules

  • Initial setup: 4 discs (2 black, 2 white) forming an X in the center
  • A move must flank at least one line of opponent discs — those flip to your color (check all 8 directions)
  • If there is no flipping move, you must pass. If both players pass, the game ends

Checkers (American Draughts)

Play →

Capture the opponent's pieces or leave them with no legal move on an 8×8 board. 5-ply minimax AI.

Controls

  • Click your (red) piece → legal diagonal squares highlight → click the destination
  • Click another piece = reselect

Win condition

Opponent runs out of pieces or has no legal move.

Rules

  • Pieces move one diagonal square forward (Red = upward, Black = downward)
  • Jump an opposing piece to capture. If more captures are possible after landing, you continue jumping
  • **Captures are mandatory** — only pieces that can capture are selectable when one is available (banner on top)
  • Reach the last row → promote to King (♛). Kings can also move backward diagonally
  • Kings still move only one square per step (American rule)

🎯Backgammon

Play →

Move 15 checkers home and bear them off on a 24-point board. Classic dice-and-strategy against AI.

Controls

  • Dice are rolled automatically at the start of your turn
  • Click your (blue) checker → legal points highlight → click destination
  • Click Off tray = bear off (when eligible)
  • If a checker is on the Bar, you must re-enter from the Bar first

Win condition

Bear off all 15 checkers first.

Rules

  • Blue (you) = direction 24 → 1. Red (AI) = direction 1 → 24
  • Two dice, each pip is a separate move. Doubles let you move each pip four times
  • You can move to a point that is empty, has your own checkers, or has exactly one opponent checker (hit)
  • You cannot land on a point with 2+ opponent checkers
  • Hit: landing on a lone opponent checker sends it to the Bar
  • If your checker is on the Bar, you must re-enter (into the opponent's home board) before any other move
  • Bearing off: allowed only when all 15 checkers are in your home board (points 1–6)
  • If the pip is exact, bear off from that point. Otherwise bear off from the highest occupied point

Notes

  • Simplifications: no doubling cube, no gammon/backgammon scoring, no forced-max-use rule