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Games

Games

The twenty-two games: how each is played, its commands, its seats, what a turn that runs out plays, and its settings.

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:

KeyWhat it does
enabledWhether the server plays it. A game switched off leaves the /games catalogue and refuses new tables; matches already running finish.
display-nameThe name players read in menus and messages.
iconThe item its card in the games catalogue shows.
commandsThe 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
Players2
Turn that runs outA random free cell.
DrawA full board, or infinite.max-moves reached.
KeyDefaultWhat it does
turn-time20sTime for each move.
infinite.enabledtrueWhether a player's oldest mark vanishes when they place one more than allowed. Off plays classic tic-tac-toe.
infinite.marks-per-player3Marks each player keeps on the board.
infinite.max-moves60Moves after which the game is called a draw and every stake refunded.
infinite.fade-opacity90How 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
Players2
Turn that runs outA random column with room.
DrawA full board.
KeyDefaultWhat it does
turn-time20sTime 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
Players2
Turn that runs outWins if it can, blocks a five if it must, otherwise plays beside a stone already down.
DrawA full board.
KeyDefaultWhat it does
turn-time25sTime for each move.
board.size11Points 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
Players2
Turn that runs outThe move that turns over the most discs.
DrawEqual discs at the end.
KeyDefaultWhat it does
turn-time30sTime 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
Players2
Turn that runs outA legal move, a capture when there is one.
Drawmax-moves or quiet-moves reached.
KeyDefaultWhat it does
turn-time30sTime for each move.
forced-capturestrueWhether a capture on the board must be taken, as the rules say.
max-moves200Moves, both players counted, after which the game is a draw and every stake refunded.
quiet-moves80Moves 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
Players2
Turn that runs outA random legal move (a queen, if a pawn promotes).
DrawStalemate, too few pieces to mate, threefold repetition, fifty moves without a capture or a pawn move, or max-moves reached.
KeyDefaultWhat it does
turn-time20sTime for each move.
max-moves400Moves, 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
Players2
Turn that runs outDraws a line: a box if one is open, otherwise a line that gives nothing away.
DrawEqual boxes at the end.
KeyDefaultWhat it does
turn-time20sTime for each line.
board.dots5Dots 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
Players2
Turn that runs outFires at a random cell.
DrawNever.
KeyDefaultWhat it does
grid-size6Cells 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-againtrueWhether a hit earns another shot, as in the classic game.
placement-time25sTime to shuffle the fleet before the battle. When it runs out, both fleets sail as they are.
turn-time20sTime 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
Players2
Turn that runs outFlips random face-down tiles.
DrawEqual pairs at the end.
KeyDefaultWhat it does
columns, rows5, 4Tiles across (2 to 8) and down (2 to 6). An odd count, or more pairs than items, loses rows.
itemstwelve items, from DIAMOND to ECHO_SHARDThe items the pairs show, one per pair. List at least columns × rows ÷ 2.
turn-time15sTime for each try.
miss-pause1200msHow 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
Players2 to 4, as many as the host picks, up to players. The host may start early with 2 or more.
Turn that runs outA roll rolls itself; a move plays the best simple one.
DrawNever. A player who leaves is taken off the board and the rest play on.
KeyDefaultWhat it does
players4The most players a table may seat, from 2 to 4.
turn-time20sTime to roll, and again to move.
max-duration60mHow 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.pause900ms, 170ms, 650ms, 1200msHow 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
Players2 to 8, as many as the host picks, up to players. The host may start early with 2 or more.
Turn that runs outThe colour held most, the first card that fits, or a draw.
Drawmax-moves reached. A player who leaves is taken out and the rest play on.
KeyDefaultWhat it does
players8The most players a table may seat, from 2 to 8.
turn-time20sTime for each move. Every action restarts the clock.
hand-size7Cards dealt to each player.
max-moves300Cards 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
Players2
Drawmax-rounds reached.
KeyDefaultWhat it does
best-of3Rounds a match is the best of: 3 means the first to win 2.
suits-break-tiesfalseEqual ranks: true gives the round to the stronger suit (spades, hearts, diamonds, clubs); false deals again.
max-rounds15Rounds, ties included, after which the match is a draw and every stake refunded.
suspense, flip-gap1200ms, 1100msHow long both cards lie face down before they flip, and the pause from your flip to theirs.
hold1700msHow 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
Players2
Turn that runs outHits below 12, where no card can go over, and stands otherwise.
DrawEqual totals.
KeyDefaultWhat it does
turn-time20sTime for each decision.
reveal-time1800msHow long the drumroll lasts before both hole cards turn over.
bust-time650msHow 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
Players2 to 6, as many as the host picks, up to players. The host may start early with 2 or more.
Turn that runs outChecks when it is free, folds otherwise.
DrawAfter 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.
KeyDefaultWhat it does
players6The most players a table may seat, from 2 to 6.
starting-stack1000Points every player starts with.
big-blind20The big blind of the first hands; the small blind is half of it.
blinds-rise-every, blind-growth5, 1.5Hands from one rise of the blinds to the next, and what each rise multiplies them by.
max-hands60Hands after which the player with the most points wins.
turn-time25sTime for each decision.
showdown-time6sHow 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
Players2, 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 outPlays the weakest card; a call waiting for an answer is declined.
DrawNever. A player who leaves loses the game for their side, their partner included.
KeyDefaultWhat it does
pairstrueWhether a host may open a table for four, two pairs with partners across.
points15The points a game is played to; 15 and 30 are the usual.
flortrueWhether three cards of a suit may be called as flor: 3 points, 6 against another flor, or the rest.
malas-y-buenastrueIn 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-time25sTime for each move or answer.
hand-pause2400msHow long a finished hand stays on the table before the next deal.
cardsHow 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
Players2
Turn that runs outPlays the card that takes the most, or the first card.
DrawNever.
KeyDefaultWhat it does
points15The points a game is played to; 21 and 31 make longer games.
turn-time30sTime for each move.
hand-pause4500msHow long a finished hand and its points stay on the table before the next deal.
cardsHow 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
Players2 to 4, as many as the host picks, up to players. The host may start early with 2 or more.
Turn that runs outCalls a bid that is unlikely to hold, or raises it as little as it can.
DrawNever. A player who leaves is taken out and the rest play on.
KeyDefaultWhat it does
players4The most players a table may seat, from 2 to 4.
dice5Dice each player starts with, from 1 to 6.
ones-wildtrueWhether a one counts as any other face (a bid on ones counts only ones).
turn-time25sTime for each bid.
reveal3500msHow long the cups stay lifted after a call, before the next roll.
roll900msHow 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
Players2
Turn that runs outThe dice are thrown for the player.
Drawmax-rounds reached.
KeyDefaultWhat it does
best-of3Rounds a match is the best of: 3 means the first to win 2.
max-rounds15Rounds, ties included, after which the match is a draw and every stake refunded.
turn-time15sHow long a player has to throw before the dice are thrown for them.
throw-time1400msHow long the dice are in the air.
hold1800msHow 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
Players2 to 6, as many as the host picks, up to players. The host may start early with 2 or more.
Turn that runs outThrows, if nothing has been thrown yet; otherwise fills the row that scores most.
DrawA tie for the top total. A player who leaves is taken out and the rest play on.
KeyDefaultWhat it does
players6The most players a table may seat, from 2 to 6.
turn-time25sTime for each throw, and to score after the last.
throw-time1300msHow 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
Players2
Turn that runs outA random hand.
Drawmax-rounds reached.
KeyDefaultWhat it does
pick-time15sTime both players have to pick each round.
wins-needed2Rounds a player must win to take the pot: 2 is best of three. A tie does not count.
max-rounds15Rounds after which the match is a draw and every stake refunded.
hands.rock, hands.paper, hands.scissorsCOBBLESTONE, PAPER, SHEARSThe 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
Players2
Drawmax-rounds reached.
KeyDefaultWhat it does
best-of5Rounds the duel is played over: 5 means the first to win 3 takes the pot.
min-wait, max-wait1500ms, 4500msThe shortest and longest wait before GO; each round picks a random one in that range.
window3sHow long the target stays lit.
result2200msHow long a round's result stays on show before the next one.
max-rounds15Rounds 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
Players2 to 6, as many as the host picks, up to players. The host may start early with 2 or more.
Turn that runs outThe bomb is thrown to a random player.
DrawNever. A player who leaves is taken out and the rest play on.
KeyDefaultWhat it does
players6The most players a table may seat, from 2 to 6.
fuse-min, fuse-max4s, 12sThe shortest and longest a fuse burns; each bomb's is drawn at random in that range.
hold-time3sHow long a player may hold the bomb before it is thrown for them.
throw-time450msHow long a throw takes to cross the table.
blast-pause2600msHow long the table rests after a blast before the next bomb is lit.
ticking.slowest, ticking.fastest700ms, 110msThe gap from one tick to the next when a bomb is lit, and the shortest it gets.
ticking.half-life3200msHow long the gap takes to halve.
ticking.head-start3000msThe most a bomb's ticking starts ahead by, drawn at random per bomb.

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