Every game is a module with its own file, modules/<game>/config.yml, and its own texts,
lang/<language>/modules/<game>/messages.yml (Tic-Tac-Toe uses only the shared lines). Four keys open every
module file:
| Key | What it does |
|---|
enabled | Whether the server plays it. A game switched off leaves the /games catalogue and refuses new tables; matches already running finish. |
display-name | The name players read in menus and messages. |
icon | The item its card in the games catalogue shows. |
commands | The command and its aliases; the first is the command. Needs a restart. |
Below them come the game's rules and timings, its look (board or table, plus pieces, cards or colours:
sizes in blocks, blocks and palette colours) and its sounds, each written NAME|volume|pitch (empty plays
nothing). The tables here list the rules and timings; the look and sound keys are commented in the file
itself. Times are written 20s, 1500ms or 1h.
A game for more than two has a players key: the most players a table of it may seat. A host opening a
table picks how many it seats, from 2 up to that; a duel seats the players invited and the host. Every
game can also be set down at a table in the world, and
while a match is played each game explains how it is played on the player's left and how it is won on
their right (see guide in Configuration).
Every game is played player against player for the pot. A turn that runs out is always played for the
player with an automatic move, never forfeited. Each game also has a last-resort time limit worked out from
its turn time and length: a match that outlasts it is called off and every stake refunded.
Board games
Tic-Tac-Toe
Three in a row on a 3×3 board. By default it plays in infinite mode: each player keeps only their last
three marks, so placing a fourth removes their oldest (unless the new mark wins), the board never fills, and
a draw is rare. The mark about to vanish is drawn faint.
| |
|---|
| Commands | /tictactoe, /ttt |
| Players | 2 |
| Turn that runs out | A random free cell. |
| Draw | A full board, or infinite.max-moves reached. |
| Key | Default | What it does |
|---|
turn-time | 20s | Time for each move. |
infinite.enabled | true | Whether a player's oldest mark vanishes when they place one more than allowed. Off plays classic tic-tac-toe. |
infinite.marks-per-player | 3 | Marks each player keeps on the board. |
infinite.max-moves | 60 | Moves after which the game is called a draw and every stake refunded. |
infinite.fade-opacity | 90 | How visible the mark that goes next is drawn, from 26 (faint) to 255 (solid). |
Four in a Row
Drop pieces into seven columns, six rows deep; four of yours in a line take the pot. Click anywhere over a
column to drop into it.
| |
|---|
| Commands | /fourinarow, /4inarow, /fir |
| Players | 2 |
| Turn that runs out | A random column with room. |
| Draw | A full board. |
| Key | Default | What it does |
|---|
turn-time | 20s | Time for each move. |
Gomoku
Stones on the points of a square board; five or more of yours in a line, across, down or diagonally, win
(freestyle rules).
| |
|---|
| Commands | /gomoku, /fiveinarow |
| Players | 2 |
| Turn that runs out | Wins if it can, blocks a five if it must, otherwise plays beside a stone already down. |
| Draw | A full board. |
| Key | Default | What it does |
|---|
turn-time | 25s | Time for each move. |
board.size | 11 | Points along each side, from 9 to 19. The board keeps its size; the points get closer. |
Reversi
Also known as Othello. An 8×8 board: place a disc so it outflanks a straight run of the rival's discs in any
of the eight directions, and every outflanked disc turns over. Possible moves are marked faintly. A player
with no move passes; when neither has one, the most discs win.
| |
|---|
| Commands | /reversi, /othello |
| Players | 2 |
| Turn that runs out | The move that turns over the most discs. |
| Draw | Equal discs at the end. |
| Key | Default | What it does |
|---|
turn-time | 30s | Time for each move. |
Checkers
English draughts on an 8×8 board. Men move one square diagonally forwards, kings either way; a piece captures
by jumping an adjacent rival and keeps jumping while it can, and a man that reaches the far row is crowned.
Click a piece to pick it up, then a square it can reach; a chain of jumps is played whole. A player who
cannot move loses.
| |
|---|
| Commands | /checkers, /draughts |
| Players | 2 |
| Turn that runs out | A legal move, a capture when there is one. |
| Draw | max-moves or quiet-moves reached. |
| Key | Default | What it does |
|---|
turn-time | 30s | Time for each move. |
forced-captures | true | Whether a capture on the board must be taken, as the rules say. |
max-moves | 200 | Moves, both players counted, after which the game is a draw and every stake refunded. |
quiet-moves | 80 | Moves in a row without a capture after which the game is a draw. |
Chess
The full rules: castling, en passant and promotion. Click a piece, then one of the squares that light up for
it; a pawn that reaches the far row asks what it becomes, with buttons beside the board. Colours are drawn at
random and White moves first. Checkmate takes the pot.
| |
|---|
| Commands | /chess |
| Players | 2 |
| Turn that runs out | A random legal move (a queen, if a pawn promotes). |
| Draw | Stalemate, too few pieces to mate, threefold repetition, fifty moves without a capture or a pawn move, or max-moves reached. |
| Key | Default | What it does |
|---|
turn-time | 20s | Time for each move. |
max-moves | 400 | Moves, both players counted, after which the game is a draw and every stake refunded (at least 10). |
pieces.white, pieces.black | {letters}, {accent} | The colour of each side's pieces. |
pieces.glyphs | ♟♞♝♜♛♚ | The glyphs of pawn, knight, bishop, rook, queen and king, in that order. |
Dots and Boxes
Take turns drawing a line from one dot to a neighbour. Drawing the fourth side of a box claims it and earns
another turn. The most boxes win.
| |
|---|
| Commands | /dotsandboxes, /dots |
| Players | 2 |
| Turn that runs out | Draws a line: a box if one is open, otherwise a line that gives nothing away. |
| Draw | Equal boxes at the end. |
| Key | Default | What it does |
|---|
turn-time | 20s | Time for each line. |
board.dots | 5 | Dots along each side, from 3 to 8: 5 gives 4×4 boxes. More dots means closer dots, never a bigger board. |
Battleship
Two hidden fleets. Each fleet starts placed at random; players may SHUFFLE theirs until they press
READY, and the battle starts when both have, or when the placement clock runs out. Who fires first is
drawn at random. Ships never overlap or touch, not even corner to corner. Sink the whole enemy fleet to take
the pot.
| |
|---|
| Commands | /battleship, /bs |
| Players | 2 |
| Turn that runs out | Fires at a random cell. |
| Draw | Never. |
| Key | Default | What it does |
|---|
grid-size | 6 | Cells along each side of a player's waters, from 5 to 8. |
fleet | [4, 3, 2, 2] | The length of each ship. Ships that cannot fit the grid with water round them are left out. |
hit-fires-again | true | Whether a hit earns another shot, as in the classic game. |
placement-time | 25s | Time to shuffle the fleet before the battle. When it runs out, both fleets sail as they are. |
turn-time | 20s | Time for each shot. |
Memory
A shared grid of face-down pairs. Flip two tiles a try: a pair stays face up, scores for whoever found it and
earns another try; two that differ stay up for a moment so both players can learn them, then turn back and
the turn passes. The most pairs win.
| |
|---|
| Commands | /memory, /mem |
| Players | 2 |
| Turn that runs out | Flips random face-down tiles. |
| Draw | Equal pairs at the end. |
| Key | Default | What it does |
|---|
columns, rows | 5, 4 | Tiles across (2 to 8) and down (2 to 6). An odd count, or more pairs than items, loses rows. |
items | twelve items, from DIAMOND to ECHO_SHARD | The items the pairs show, one per pair. List at least columns × rows ÷ 2. |
turn-time | 15s | Time for each try. |
miss-pause | 1200ms | How long two tiles that differ stay face up before they turn back. |
Ludo
The classic cross-shaped board. Each turn is a roll (click the die) and a move (click a lit token); a turn
with a single possible move plays it at once. A six brings a token out of the yard and rolls again; landing
on a rival's token off a safe square sends it home; reaching home takes the exact roll. First to bring all
four tokens home wins.
| |
|---|
| Commands | /ludo, /parchis |
| Players | 2 to 4, as many as the host picks, up to players. The host may start early with 2 or more. |
| Turn that runs out | A roll rolls itself; a move plays the best simple one. |
| Draw | Never. A player who leaves is taken off the board and the rest play on. |
| Key | Default | What it does |
|---|
players | 4 | The most players a table may seat, from 2 to 4. |
turn-time | 20s | Time to roll, and again to move. |
max-duration | 60m | How long a match may last before it is called off and every stake refunded (at least one minute). |
timing.roll, timing.hop, timing.fly, timing.pause | 900ms, 170ms, 650ms, 1200ms | How long the die tumbles, a token takes per square it hops, a captured token flies back to its yard, and a roll with no move stays on show. |
Card games
Pick a Card
Match the colour, the number or the action of the card in play, or play a wild card; otherwise draw one. A
drawn card that can be played may be played at once. Skip, reverse (a skip with two players), draw two and
wild draw four act on the next player. The first to empty their hand wins. There is no stacking and no
challenge. Each player sees their own hand face up and every rival's as a count.
| |
|---|
| Commands | /pickacard, /cards |
| Players | 2 to 8, as many as the host picks, up to players. The host may start early with 2 or more. |
| Turn that runs out | The colour held most, the first card that fits, or a draw. |
| Draw | max-moves reached. A player who leaves is taken out and the rest play on. |
| Key | Default | What it does |
|---|
players | 8 | The most players a table may seat, from 2 to 8. |
turn-time | 20s | Time for each move. Every action restarts the clock. |
hand-size | 7 | Cards dealt to each player. |
max-moves | 300 | Cards played and drawn after which the game is a draw and every stake refunded. |
High Card
No clicks, only nerves. Each round deals both cards face down, waits a beat, flips the player's own card and
then the rival's; the higher rank takes the round. The first to win most of a best-of takes the match.
| |
|---|
| Commands | /highcard, /war |
| Players | 2 |
| Draw | max-rounds reached. |
| Key | Default | What it does |
|---|
best-of | 3 | Rounds a match is the best of: 3 means the first to win 2. |
suits-break-ties | false | Equal ranks: true gives the round to the stronger suit (spades, hearts, diamonds, clubs); false deals again. |
max-rounds | 15 | Rounds, ties included, after which the match is a draw and every stake refunded. |
suspense, flip-gap | 1200ms, 1100ms | How long both cards lie face down before they flip, and the pause from your flip to theirs. |
hold | 1700ms | How long a flipped round stays on show before the next deal. |
Twenty-One
Off one shared deck, each player is dealt a hole card only they see and a card face up. Players take turns
to HIT or STAND; one who has stood is skipped. Going over 21 loses at once; reaching 21 stands by
itself, and 21 with the first two cards stands from the deal. When both stand, both hole cards turn over
together and the closer to 21 wins; two-card 21 beats a 21 of more cards. Aces count eleven or one.
| |
|---|
| Commands | /twentyone, /21 |
| Players | 2 |
| Turn that runs out | Hits below 12, where no card can go over, and stands otherwise. |
| Draw | Equal totals. |
| Key | Default | What it does |
|---|
turn-time | 20s | Time for each decision. |
reveal-time | 1800ms | How long the drumroll lasts before both hole cards turn over. |
bust-time | 650ms | How long a hand over 21 hangs, lit red, before it shatters. |
Poker
No-limit Texas hold'em played as a sit-and-go. Every seat starts with the same points, which exist only at
this table; the real pot is the stakes. Each hand posts the blinds, deals two cards each and plays pre-flop,
flop, turn and river, with FOLD, CHECK, CALL, WAGER, RAISE and ALL-IN buttons. The
best five of seven cards win at the showdown, side pots split by who could still win each. Hands go on until
one player holds every point, and that player takes the pot.
| |
|---|
| Commands | /poker, /holdem |
| Players | 2 to 6, as many as the host picks, up to players. The host may start early with 2 or more. |
| Turn that runs out | Checks when it is free, folds otherwise. |
| Draw | After max-hands, the player with the most points wins; a tie for the most refunds every stake. A player who leaves is taken out and the rest play on. |
| Key | Default | What it does |
|---|
players | 6 | The most players a table may seat, from 2 to 6. |
starting-stack | 1000 | Points every player starts with. |
big-blind | 20 | The big blind of the first hands; the small blind is half of it. |
blinds-rise-every, blind-growth | 5, 1.5 | Hands from one rise of the blinds to the next, and what each rise multiplies them by. |
max-hands | 60 | Hands after which the player with the most points wins. |
turn-time | 25s | Time for each decision. |
showdown-time | 6s | How long the cards stay on the table after a hand before the next is dealt. |
Truco
The Argentine card game, played with the Spanish 40-card deck (no eights, nines or tens), each card drawn as
its number over a sword, club, coin or cup. Each hand deals three cards and is three tricks: click a card to
play it, and two tricks of three win the hand. Buttons call, answer or go to the deck: envido on the
first trick (two cards of a suit count 20 plus their values; 10, 11 and 12 count 0), with real envido and
falta envido, and truco, which raises what the hand is worth from 1 to 2, 3 and 4 points; a declined
call scores for the caller. With flor, three cards of one suit are called as flor. The first side to
points wins the game. A side panel shows the order of the cards, from the 1 of swords down.
At a table for four, two pairs play with partners sitting across, and a win is split between the two
partners: each is paid half the pot less the server fee, and each counts a win.
| |
|---|
| Commands | /truco |
| Players | 2, or 4 in pairs when pairs is on: the host picks. Never 3. A table of four starts only when full; a duel invites one player or three. |
| Turn that runs out | Plays the weakest card; a call waiting for an answer is declined. |
| Draw | Never. A player who leaves loses the game for their side, their partner included. |
| Key | Default | What it does |
|---|
pairs | true | Whether a host may open a table for four, two pairs with partners across. |
points | 15 | The points a game is played to; 15 and 30 are the usual. |
flor | true | Whether three cards of a suit may be called as flor: 3 points, 6 against another flor, or the rest. |
malas-y-buenas | true | In a game to 30 or more, splits it in malas and buenas: a falta won while the leader is still under half the points wins the whole game. Ignored below 30. |
turn-time | 25s | Time for each move or answer. |
hand-pause | 2400ms | How long a finished hand stays on the table before the next deal. |
cards | | How each card is drawn: face and back blocks, the mark on the back, the colours and the size. Shared with Escoba. |
Escoba
Escoba de quince, played with the Spanish 40-card deck. Click a card from your hand, pick the table cards that
add up to fifteen with it, then CAPTURE; a card that takes nothing stays on the table. Cards 1 to 7 count
their number; 10, 11 and 12 count 8, 9 and 10. Clearing the table is an escoba, worth a point. At the end
of each hand one point each goes to the most cards, the most coins, the 7 of coins and the most sevens; a tie
gives that point to nobody. The first to points wins; tied at the top, another hand is dealt.
| |
|---|
| Commands | /escoba |
| Players | 2 |
| Turn that runs out | Plays the card that takes the most, or the first card. |
| Draw | Never. |
| Key | Default | What it does |
|---|
points | 15 | The points a game is played to; 21 and 31 make longer games. |
turn-time | 30s | Time for each move. |
hand-pause | 4500ms | How long a finished hand and its points stay on the table before the next deal. |
cards | | How each card is drawn, as in Truco. |
Dice games
Liar's Dice
Every player rolls their dice under a cup. In turn each raises the bid (a quantity of a face across every
cup, built with plus and minus buttons and the face's die) or calls the last bid a lie. On a call every cup
is lifted: a bid that holds costs the caller a die, a lie costs the bidder one. The loser opens the next
round; a player without dice is out, and the last one with dice wins.
| |
|---|
| Commands | /liarsdice, /dice |
| Players | 2 to 4, as many as the host picks, up to players. The host may start early with 2 or more. |
| Turn that runs out | Calls a bid that is unlikely to hold, or raises it as little as it can. |
| Draw | Never. A player who leaves is taken out and the rest play on. |
| Key | Default | What it does |
|---|
players | 4 | The most players a table may seat, from 2 to 4. |
dice | 5 | Dice each player starts with, from 1 to 6. |
ones-wild | true | Whether a one counts as any other face (a bid on ones counts only ones). |
turn-time | 25s | Time for each bid. |
reveal | 3500ms | How long the cups stay lifted after a call, before the next roll. |
roll | 900ms | How long a roll tumbles. |
Dice Duel
Each round both players throw two dice in turn, by clicking the button or when their clock runs out; the
higher total takes the round and equal totals are thrown again. Who throws first alternates round by round.
The first to win most of a best-of takes the match. Every throw is decided before the dice leave the hand;
the animation only shows it.
| |
|---|
| Commands | /diceduel, /dd |
| Players | 2 |
| Turn that runs out | The dice are thrown for the player. |
| Draw | max-rounds reached. |
| Key | Default | What it does |
|---|
best-of | 3 | Rounds a match is the best of: 3 means the first to win 2. |
max-rounds | 15 | Rounds, ties included, after which the match is a draw and every stake refunded. |
turn-time | 15s | How long a player has to throw before the dice are thrown for them. |
throw-time | 1400ms | How long the dice are in the air. |
hold | 1800ms | How long a decided round stays on show before the next one. |
Generala
On each turn a player throws five dice up to three times, clicking a die between throws to hold it, then
clicks a free row of their scorecard to score: 1 to 6 score the sum of that face; straight 20, full 30, poker
40 and generala 50 (a second generala 100), each five more when served on the first throw. Dice that do not
fit a row score 0 there. A served generala, five of a kind on the first throw, wins the match at once.
Otherwise the top total after eleven rounds wins.
| |
|---|
| Commands | /generala, /yahtzee |
| Players | 2 to 6, as many as the host picks, up to players. The host may start early with 2 or more. |
| Turn that runs out | Throws, if nothing has been thrown yet; otherwise fills the row that scores most. |
| Draw | A tie for the top total. A player who leaves is taken out and the rest play on. |
| Key | Default | What it does |
|---|
players | 6 | The most players a table may seat, from 2 to 6. |
turn-time | 25s | Time for each throw, and to score after the last. |
throw-time | 1300ms | How long a throw tumbles before the dice show their faces. |
Quick duels
Rock Paper Scissors
Both players pick at the same time, and neither sees the other's hand until both have picked or the clock
runs out. A tie is played again. The first to win enough rounds takes the pot.
| |
|---|
| Commands | /rps, /rockpaperscissors |
| Players | 2 |
| Turn that runs out | A random hand. |
| Draw | max-rounds reached. |
| Key | Default | What it does |
|---|
pick-time | 15s | Time both players have to pick each round. |
wins-needed | 2 | Rounds a player must win to take the pot: 2 is best of three. A tie does not count. |
max-rounds | 15 | Rounds after which the match is a draw and every stake refunded. |
hands.rock, hands.paper, hands.scissors | COBBLESTONE, PAPER, SHEARS | The items each hand is drawn as. |
Reflexes
Each round waits a random time, then lights both targets in the same tick: the first click on the lit target
wins the round, and a click before it lights is a FALSE START that loses it. A round nobody clicks in time
is played again. Reaction times are measured on the server from the tick the targets lit.
| |
|---|
| Commands | /reflexes, /quickdraw |
| Players | 2 |
| Draw | max-rounds reached. |
| Key | Default | What it does |
|---|
best-of | 5 | Rounds the duel is played over: 5 means the first to win 3 takes the pot. |
min-wait, max-wait | 1500ms, 4500ms | The shortest and longest wait before GO; each round picks a random one in that range. |
window | 3s | How long the target stays lit. |
result | 2200ms | How long a round's result stays on show before the next one. |
max-rounds | 15 | Rounds after which the duel is a draw and every stake refunded. |
Hot Potato
A bomb drops in front of a random player with a fuse nobody is told. Its holder throws it by clicking another
player's plate or the arrow pointing at them; a holder who keeps it past the hold limit throws it at random.
When the fuse runs out, whoever holds it is out and, after a pause, the next bomb is lit among the players
left. The last one in wins the pot. The ticking speeds up with how long the bomb has burnt, plus a random
head start, never with the fuse left, so it never gives the blast away.
| |
|---|
| Commands | /hotpotato, /potato |
| Players | 2 to 6, as many as the host picks, up to players. The host may start early with 2 or more. |
| Turn that runs out | The bomb is thrown to a random player. |
| Draw | Never. A player who leaves is taken out and the rest play on. |
| Key | Default | What it does |
|---|
players | 6 | The most players a table may seat, from 2 to 6. |
fuse-min, fuse-max | 4s, 12s | The shortest and longest a fuse burns; each bomb's is drawn at random in that range. |
hold-time | 3s | How long a player may hold the bomb before it is thrown for them. |
throw-time | 450ms | How long a throw takes to cross the table. |
blast-pause | 2600ms | How long the table rests after a blast before the next bomb is lit. |
ticking.slowest, ticking.fastest | 700ms, 110ms | The gap from one tick to the next when a bomb is lit, and the shortest it gets. |
ticking.half-life | 3200ms | How long the gap takes to halve. |
ticking.head-start | 3000ms | The most a bomb's ticking starts ahead by, drawn at random per bomb. |