- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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.
- 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
- Implement pure state engine (`DominionLogic.js`) with turn lifecycle, card effects queue, and pending decision resolution for complex interactions.
- Add card definitions and kingdom pool (`DominionCards.js`) supporting Standard and Random deck modes.
- Create AI logic (`DominionAI.js`) using Big Money/early engine strategies scaled by opponent skill.
- Build Phaser scene (`DominionGame.js`) with supply/hand rendering, turn drivers, modal prompts for pending decisions, and end-game scoring.
- Wire up game registry, routing, preload assets, and opponent selection UI to support the new mode.
- Add `sfx-bingo-balls` audio asset and load it in PreloadScene
- Register `BINGO_BALLS` sound in the SFX constants
- Play the sound when the bingo ball spinning animation starts
- Implement visual tracking for Longest Road and Largest Army cards with
smooth transfer animations between players and the central display.
- Add audio feedback for special card ownership changes and opponent dev card plays.
- Display opponent development card details with a zoom-in animation when played.
- Update opponent panels to remove special card badges in favor of the new visual system.
- Add necessary spritesheet and audio assets to the preload scene.
- Minor fix to restore dice state in Parchisi logic after three-doubles penalty.
- Add animated robber movement with custom sprite, sound effects, and glow
- Implement dynamic dice roll animation with arc trajectory and sound cues
- Replace static resource hand with draggable, selectable cards
- Add victory points badge above player portrait
- Expand trade panel width and button sizes for better usability
- Load new robber asset and speech clips in preload scene
- Replace static sea background with a radial gradient for a richer look.
- Redesign settlement and city graphics with drop shadows and white halos.
- Enhance road rendering with a white core for better visibility.
- Add VP badges and card count fans to opponent panels.
- Support card back sprites via `data.cardBack` for accurate card rendering.
- Mark Catan as a card game in the registry.
- Add high-resolution `catancards.png` and `catantiles.png` assets
- Replace hexagon background colors with textured tile images from spritesheet
- Redesign resource hand with card-style UI (dark background, artwork, colored borders)
- Introduce a new Bank Panel on the right side showing resource and dev card counts
- Implement resource collection animations (chit pulse, particle effects, card flight)
- Export `HEX_W` constant for use in tile sizing calculations
- Implement Mexican Train game logic, AI opponent, and Phaser UI scene
- Register Mexican Train in server game registry and client dispatch tables
- Add roulette spin sound effect and improved win/lose animations with fireworks
- Update preload scene and sound registry to support new audio assets
- Introduce `MusicPlayer` class for in-game music with shuffle, skip, and mute controls
- Add `MenuMusic` utility for background music in menu scenes
- Load music tracks and metadata via `music.json`
- Implement drag-and-drop for SkipBo cards with visual feedback
- Add card flight animations for Phase 10 AI actions and player draws
- Update Phase 10 AI turn timing and reduce delays for smoother gameplay
- Introduce `Sounds.js` utility and load new audio assets (dice, cards, chips, casino).
- Play appropriate sound effects in Backgammon, Blackjack, Holdem, Parchisi, Phase10, SkipBo, and Yatzi.
- Add `background-casino.png` and `background-room.png` to PreloadScene.
- Update OpponentSelectScene with new backgrounds, styled title/subtitle pills, and improved Start/Back buttons.
- Enhance opponent selection with gradient backgrounds and shadows via `applyOpponentStyle`.
- Implement `highlightTile` for better visual feedback in option selectors.
- Randomly select a card back for card games in OpponentSelectScene.
- Update color palette to warm vintage tones (gold, cream, dark brown) in config.js
- Apply 'Righteous' and 'Julius Sans One' fonts across all game scenes and UI components
- Redesign Parchisi game logic: switch to counter-clockwise movement, update entry/home positions, and add bonus chip indicator
- Improve Parchisi UI: reposition dice and buttons, add turn indicator movement with callbacks, and fix AI turn timing
- Enhance LandingScene with animated logo, avatar support, and improved layout
- Update Button component with rounded corners, shadow effects, and hover states
- Add background image and main title asset loading in PreloadScene
- Extend auth service to include displayName and avatarPath in session user data
- Update CSS to match new theme and load custom fonts