- Rename game from "Yatzi" to "Zahtzee" across UI and server registry
- Move game category from tabletop to cards
- Persist last selected menu category using _lastCategory
- Update game-icons asset files
- Implement Kiitos game logic: build-a-word mechanic with forced plays,
deviations, and pass resolution when stuck
- Add 3-round progression escalating rules (4+ words, prepend, super-Kiitos
insert-anywhere, double scoring)
- Create server-side dictionary engine with prefix trie, word validation,
and skill-aware AI move selection
- Build cozy Nordic café-themed Phaser scene with drag-and-drop letter cards
- Support 1 human + up to 3 AI opponents with turn-based play
- Integrate Kiitos into game menu, room scene, and opponent selection
- Add game icon to game-icons sheet
- Implement full Stratego rules, including hidden information, combat,
and flag capture mechanics
- Add 5-level AI with heuristic evaluation, unknown enemy reasoning,
and skill-scaled blunders/lookahead
- Create setup phase allowing piece swap and shuffle before battle
- Add detailed unit reference panel with scrollable ability notes
- Implement turn-based battle animations with sci-fi sound effects
- Integrate Stratego into game menu, room scene, and opponent selection
- Add spritesheet assets (stratego-pieces.png) and game menu icon
- Register Stratego in server game registry
- Add new Farkel dice game (2-4 players, tabletop category)
- Update Video Poker CRT screen from green phosphor to royal blue theme
- Refresh game-icons sprite sheet for new game assets
- Replace generic card/place SFX with thematic water sounds (splash, sink, raise, dry)
- Preload new water sound effects in PreloadScene
- Introduce AI character speech via SpeechQueue on character reveal
- Clear speech queue when advancing past character selection
- Introduce animated intro sequence, player role intros, and deck count displays.
- Replace direct treasure giving with a new Trade Modal for swapping cards between players.
- Add smooth Phaser animations for pawn movement, shore-ups, flood/treasure card draws, and card swaps.
- Improve state management during animations using immutable cloning and peek functions (`peekFloodDraw`, `peekTreasureDraw`).
- Update role definitions with detailed descriptions and remove 'messenger' from `ROLE_KEYS`.
- Change default difficulty to 'novice'.
- Implement cinematic noble claiming animation with fireworks and sound, shrinking to panel thumbnails
- Add hover ring highlight and gem sound effects for token selection zones
- Render claimed noble thumbnails in player panels with dynamic positioning
- Trigger happy emotion on player portraits when purchasing point cards
- Relocate Leave button to bottom-right and remove unused playIntro flag
- Exclude Splendor from card back selection in OpponentSelectScene
- Add `splendor-gems` spritesheet (6 frames, 64×64) for gem icons.
- Introduce `gemFrame` helper to map gem colors to spritesheet indices.
- Update gem rendering in player bars, card badges, and cost pips to use sprites when available.
- Add `hasGems` flag to gracefully fallback to vector circles when art is missing.
- Register new asset in PreloadScene.
- Blokus: Adjust tray coordinates and add a background panel for improved layout separation.
- Splendor: Integrate a 28-frame spritesheet for development cards, nobles, and deck backs.
- Refactor frame mapping to calculate indices dynamically based on tier and bonus color.
- Unify card rendering pipeline: draw tinted background, overlay spritesheet art (when available), then render vector overlays.
- Add hover preview panel for reserved cards.
- Document spritesheet layout and update preload scene asset comments.
- Register Splendor in server game registry with metadata
- Import and register SplendorGame in frontend main.js
- Map 'splendor' slug to SplendorGame in GameRoomScene
- Preload splendor-cards spritesheet in PreloadScene
- Update game-icons assets for the new game
- Implement visual card rendering for Forbidden Island using a new spritesheet with procedural fallback
- Register and wire up the new "Solitaire Tour" game across client, server, and preload scenes
- Update game icon and card asset bundles
- Frontend: Phaser scene for grid/clue rendering, keyboard navigation, win detection, and difficulty selection.
- Logic: Pure helpers for slot mapping, cell validation, and answer checking.
- Backend: Puzzle engine, JSON bank of 15 puzzles across 3 difficulties, API route, and game registry.
- Integrates into existing game menu and routing.
- Implement client-side Phaser scene and pure scoring/rank logic for the honeycomb-style word game.
- Add server-side puzzle generation engine with difficulty bands (easy/normal/hard) and dictionary pre-filtering.
- Register game metadata, frontend scene routing, and backend API endpoint (`/words/spellingbee/start`).
- Implements NYT-style rules: 7 letters (1 required center), 4+ length words, pangram bonus, and tiered rank progression.
- Implement pure state engine for Blokus rules, move generation, and scoring
- Add board geometry, polyomino definitions, and orientation transforms
- Integrate heuristic single-ply AI with 5 skill levels (configurable noise/blunders)
- Create Phaser scene for board rendering, piece tray, ghost placement, and HUD
- Register game in server registry and update client routing/dispatch
- Replace custom-drawn Old Maid card with sprite frame (frame 13)
- Load oldmaid-cards.png spritesheet in PreloadScene
- Rename GOFISH_CARD_FRAME to OLDMAID_CARD_FRAME for clarity
- Implement core game logic, AI opponent with skill scaling, and Phaser UI
- Register game in server registry and wire into app routing
- Add card assets and sprites
- Replace `gameicons` spritesheet with `game-icons` and load it in PreloadScene
- Add `iconFrame` support to game registry and render icons next to menu buttons
- Introduce animated dock arrows in Battleship to improve ship placement UI
- Clean up arrow lifecycle management in Battleship scene
- Implement full Boggle frontend using Phaser, featuring a wooden tray UI, player word sheet, opponent cards, and an animated hourglass timer.
- Add AI scheduling system that simulates opponent word finds based on configurable skill levels and word length/rarity weighting.
- Introduce pure game logic for adjacency validation, path checking, and classic scoring with duplicate-word resolution.
- Add backend board generation and exhaustive solver using a dictionary trie, exposing `/api/words/boggle/start` for board setup.
- Register Boggle in the game registry, scene router, and opponent selection UI.
- Include tutorial assets for Parchisi.
- Register Connect 4 in server registry and frontend game config
- Add Connect 4 to slug dispatch and opponent select skill controls
- Update TutorialModal markdown parser to render embedded images
Prevents the playfield option section from appearing for Mastermind and Battleship games, which do not utilize playfield tiles in the same way as other games.
Introduces a per-peg feedback system where each marker corresponds to the specific slot's result (exact, partial, or none) instead of aggregate counts. Added `scoreGuessPerPeg` logic, updated UI rendering and sound triggers to handle per-peg data, and added a scene toggle for switching between Standard and Exact Placement modes.
- Relocate Leave button to the bottom of the game screen
- Extend peg reveal animation duration to 2.3s with smoother tick timing
- Introduce MASTERMIND_CALCULATE sound effect to play during the reveal
- Update audio preload and SFX registry to support the new sound
- Introduce core game logic, AI engine, and Phaser UI for a cyberpunk-themed Mastermind implementation.
- AI features 5 difficulty tiers using random, consistent, and Knuth minimax strategies.
- Implement turn-based duel mechanics where player and AI race to crack each other's secret codes.
- Add neon visuals, peg-fly animations, staggered feedback reveals, and 7 custom sound effects.
- Register game in server registry, update menu/room scenes, preload assets, and include tutorial docs.
- Introduce `hasTutorial` flag to game registry
- Add "?" button on game menu to open tutorial modals
- Implement shared hover tooltip on game menu
- Add tutorial modal CSS styling
- Register Battleship game with tutorial flag
- Load Battleship sound effects
- Add custom card texture spritesheet and render cards using sprite frames
- Prevent AI from repeatedly asking for the same rank after a failed catch
- Track and exclude previously attempted (target, rank) pairs per turn to reduce redundant moves
- Load gofish-cards assets in preload scene
- Implement pure game logic for Othello (8x8) and Go (9x9)
- Add configurable AI opponents (skill 1-5) using heuristic look-ahead and alpha-beta minimax
- Build Phaser scenes with polished UI, stone/disc rendering, capture/flip animations, territory scoring, and end-game panels
- Register games in server registry and update client routing, opponent selection, and scene registration
- Implement Phaser UI and client-side logic for gameplay
- Add server-side puzzle generator with 5 difficulty levels
- Register game in frontend router and backend registry
- Include hint system, score calculation, and notebook-themed design
- Introduce muted palette and stroke outlines for unclaimed route segments so claimed routes pop
- Refactor busy state handling to toggle dim overlay and suppress hand render flicker during animations
- Improve modal layout using right-band centering, responsive font sizing, and word wrapping
- Block input briefly after modal close to prevent accidental clicks
- Add animated tab icons to the game menu with scale transitions and pulsing glow effects
- Load new tab-icons assets in the preload scene
- Replace procedural card drawing with spritesheet images for better visuals
- Rotate cards to landscape orientation and adjust right-panel dimensions
- Reorganize opponent panels into a two-column grid for better screen utilization
- Add circular score badges above player and opponent portraits
- Display actual top card on discard pile instead of generic face-down graphic
- Move game log to bottom-right corner
- Update PreloadScene to load new card assets
- Replace column-based game list with a tabbed category interface and grid layout
- Add active state management to tabs and refactor Button component for consistent visual states
- Increase Dominion AI Platinum purchase threshold from 5 to 9 coins in Colony games
- Add Ticket to Ride card assets
- Implement Hangman game scene using Phaser with a sketch/paper-style UI
- Add pure logic module for word masking, wrong guess tracking, and win/loss conditions
- Create backend `/api/words/hangman/start` endpoint with curated word pools for easy, medium, and hard difficulties
- Register game in scene manager and route dispatcher for seamless menu integration
- Add score tracking and basic game state management
Implement a fully playable Ticket to Ride game featuring a pure logic engine,
heuristic AI opponent, and Phaser UI scene.
Key additions:
- Board geometry, route definitions, destination tickets, and train card data
- State management, turn flow, payment validation, and scoring (routes, tickets, longest path bonus)
- AI decision-making for claiming routes, drawing cards/tickets, and endgame strategy
- Frontend integration (scene registration, opponent count default, slug dispatch)
- Server game registry configuration (supports 2-5 players)
Follows the existing architecture separating data, logic, AI, and rendering.
- Add gold hex resource picking phase with AI support
- Implement ship building mechanics and update build costs UI
- Introduce fog tiles that reveal terrain when roads/ships are built adjacent
- Replace robber token with pirate ship graphic
- Persist random tile frames for consistent hex visuals
- Update game state machine to handle gold pick queue and phase transitions
- Adjust UI layout (card positions, build panel) to accommodate Seafarers elements
- Decouple static board geometry from game state by introducing a board registry and `geoFor(state)` accessor. All AI and logic functions now dynamically resolve topology.
- Add support for Seafarers scenarios (New Shores, Four Islands, Oceania, Fog Island) with scenario-specific setup rules and victory conditions.
- Implement ship mechanics: players build maritime routes on coastal/sea edges that count toward the longest road.
- Introduce sea, gold, and fog terrain types. Update hex rendering, AI pathfinding, and placement rules to respect land vs. water constraints.
- Add pirate token rendering and logic, plus expansion scoring hooks for bonus victory points.
- Update lobby UI to allow expansion and scenario selection, passing configuration through to the game scene.
- Refactor `CatanBoard.js` geometry generation for O(1) edge lookups and dynamic port assignment.
- Integrate Word Search game into client and server registries
- Add API endpoints for puzzle generation and theme listing
- Update GameMenuScene to skip opponent selection and stop menu music for solo-only games
- Implement client and server logic for Ghost game (`GhostGame`, `GhostLogic`, `GhostAI`, `ghostEngine`).
- Add perfect-play search and 5-tier skill system to the server-side dictionary engine.
- Register Ghost in the game registry and route it through `GameRoomScene`.
- Add `playIntro` option to `Portrait.js` and `skipIntro` to Wordle to control intro speeches on round restarts.
- Improve Scrabble rack reordering layout and gap handling during drag-and-drop.
- Expose Ghost API endpoints (`/ghost/judge`, `/ghost/ai-move`) in `wordRoutes.js`.
- Implement `ScrabbleGame` scene with drag-and-drop, rack management, and animated tile placement.
- Add pure JS modules for Scrabble rules, scoring, and tile data (`ScrabbleLogic`, `ScrabbleTiles`).
- Create server-side dictionary trie and DFS-based move generator for AI (`scrabbleEngine`).
- Register game routes for move validation and AI move requests (`wordRoutes`).
- Update game registry, opponent selection, and preload scenes to support Scrabble.
- Include custom font (`YummyCupcakes`) for the scorepad UI.
- Adjust Wordle AI skill profiles to lower win rates and increase blunder chances for better difficulty curve
- Center Wordle player portrait vertically with the playfield
- Add Steve's humorous tutorial for Settlers of Catan (markdown + assets)
- Update OpponentSelectScene to hide playfield options for word games and adjust scroll height
- Fix migration script to temporarily disable foreign keys to allow schema changes
- Add migration to extend games.category to include 'word'
- Register Wordle game in server registry under 'word' category
- Add `/api/words` API routes
- Update client to integrate WordleGame scene
- Adjust game menu layout to accommodate a new 'Word' category column
- Enable skill controls and game room dispatch for Wordle
- Track deck/discard pile counts during animations for real-time UI updates
- Implement animated discard pile countdown when shuffling
- Dynamically show/hide deck and discard piles based on animation state
- Replace generic card SFX with specific sounds for buying treasures, purchasing, and dealing
- Update Dominion card assets to align with new UI/audio feedback