Rules ยท House of Prize
โ Back๐ซXiangqi (Chinese Chess)
Play โ9ร10 board Chinese Chess. Palace, river, cannon-screens, flying-general rule. Pure perfect-information strategy.
Controls
- Click your piece โ legal targets are highlighted โ click destination
- Choose Red (first) / Black (second) side ยท difficulty depth 2/4/6
Win condition
Checkmate โ the opponent's General has no legal escape.
Rules
- Pieces: General (ๅฐ/ๅธฅ) ยท Advisor (ๅฃซ) ยท Elephant (่ฑก/็ธ) ยท Horse (้ฆฌ/ๅ) ยท Chariot (่ป/ไฟฅ) ยท Cannon (็ ฒ/็ฎ) ยท Soldier (ๅ ต/ๅ)
- 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
โ Spades
Play โFour players, two partnerships, trick-taking with 52 cards. Bid your predicted tricks โ play โ score. First to 500 wins.
Controls
- Enter your bid (predicted tricks 0โ13). 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 ร bid + 1 bag per overtrick
- Missed: โ10 ร bid
๐Texas Hold'em (6-max NLHE Tournament)
Play โStandard NLHE (No-Limit Hold'em) 6-max tournament โ 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 โ' 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 โ 10/20 โ 15/30 โ 25/50 โ 50/100 โ 75/150 โ โฆ
- 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 โ SB โ BB โ UTG โ HJ โ CO (clockwise from the dealer)
- 6-max is the modern online cash-game standard and the WSOP final-table size โ higher participation, more dynamic play
- Follows WSOP/WPT/EPT standard rules. 100 BB deep = the reference stack for GTO Wizard's solver grid
- AI: position-aware heuristic (roughly L2โ5). Full CFR / GTO solver integration is planned (L8โ10)
- Regulatory: no real-money exchange, stacks reset per session, pure PVE. A live launch in Korea would need separate legal review
โฃBridge
Play โFour-player partnership card game with 52 cards. You (S) + AI partner (N) vs AI team (E, W). Auction โ play โ contract made or not.
Controls
- Auction phase: pick a level (1โ7) and a strain (โฃโฆโฅโ 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: 1โฃ < 1โฆ < 1โฅ < 1โ < 1NT < 2โฃ < โฆ < 7NT
- Simplified SAYC openings: 1NT = 15โ17 balanced; 1โฅ/โ = 12+ HCP with 5+ card major; 1โฃ/โฆ = 12+ HCP
- Declarer = the first player in that partnership to name the winning strain
- Tricks needed = contract level + 6 (e.g. 3NT โ 9 tricks)
- Opening lead: seat to declarer's left โ 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: โ50 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)
๐Riichi Mahjong
Play โFour-player mahjong with 136 tiles. You (East) + 3 AI. A winning hand = 4 sets + 1 pair (or 7 pairs). Yaku (ๅฝน) determine the score.
Controls
- On your turn a tile is drawn automatically โ click a tile in your hand to discard
- If tenpai and closed, 'Declare Riichi' button (โ1000 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 โ confirm or cancel
Win condition
Win with at least one yaku (tsumo or ron). Score = han ร 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 (ๅฝน). 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 (็ฝ็ผไธญ) 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)
โฏ9ร9 Go (Quick Go)
Play โSmall 9ร9 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
โChess
Play โThe world's most-known strategy board. Move six kinds of piece on an 8ร8 board to checkmate the enemy King. 3-ply minimax AI.
Controls
- Click your (white) piece โ legal targets (green) highlight โ click the destination
- Click another of your pieces = reselect. Click an empty square = deselect
Win condition
Checkmate the opponent's King.
Rules
- Pawn (โ) โ one square forward (two on the first move). Captures diagonally forward. Auto-promotes to Queen on the last rank
- Knight (โ) โ L-shaped (2+1). Jumps over pieces
- Bishop (โ) โ any distance diagonally
- Rook (โ) โ any distance orthogonally
- Queen (โ) โ any distance diagonally or orthogonally
- King (โ) โ 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 โ must be resolved next move
- Checkmate: check with no legal escape โ game over
- Stalemate: not in check but no legal move โ draw
Notes
- MVP simplifications: promotion is always Queen (no chooser). No clock. No threefold-repetition draw detection.
โซGomoku (Five in a Row)
Play โTake turns placing stones on a 15ร15 grid โ 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
โชReversi (Othello)
Play โ8ร8 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 โ 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 โ 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
โซCheckers (American Draughts)
Play โCapture the opponent's pieces or leave them with no legal move on an 8ร8 board. 5-ply minimax AI.
Controls
- Click your (red) piece โ legal diagonal squares highlight โ 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** โ only pieces that can capture are selectable when one is available (banner on top)
- Reach the last row โ promote to King (โ). Kings can also move backward diagonally
- Kings still move only one square per step (American rule)
๐ฏBackgammon
Play โMove 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 โ legal points highlight โ 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 โ 1. Red (AI) = direction 1 โ 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 1โ6)
- 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