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ProLibertateGames/docs/RULES-sequence.md
Claude 60ddcdf67f Caption Sequence jacks as WILD or REMOVE
A jack's power is carried by its artwork on a real deck — drawn in
profile it shows one eye and removes a chip, drawn face-on it shows two
and is wild. These cards render as rank and suit only, so J♦ and J♠ were
indistinguishable in hand despite doing opposite things.

Jacks in hand now carry the word on their face, and the hint under the
hand says what tapping will do rather than the generic "tap a highlighted
square", which was wrong for a one-eyed jack anyway — those target an
opponent's chip, not a highlighted empty square.

The caption is a general PlayingCardView option, so any later game whose
cards carry meaning beyond rank and suit can use it.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015qjfMiPUDshdKEUa6vxqzN
2026-08-06 02:39:51 +00:00

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# Sequence — implemented rules
This is the ruleset the engine enforces. Anything marked **toggle** is exposed
in the game setup screen.
## ⚠️ The board layout is not the commercial one
`SequenceBoard.LAYOUT` in `SequenceModel.kt` is a **generated** 10×10 layout, not
a reproduction of the printed Sequence board. It was generated because the real
arrangement could not be verified from here, and shipping a guessed one labelled
as authentic would have been worse than shipping an honest substitute.
It satisfies every property the rules depend on:
- each of the 48 non-jack cards appears exactly twice,
- the four corners are free squares,
- no card is adjacent to its own twin (including diagonally).
So the game plays correctly — but square for square it will not match a physical
board, and two players using this app plus one physical board would disagree.
To fix that, replace the ten strings in `LAYOUT` with the real arrangement.
Nothing else needs to change; the parser, the tests and the AI all read from it.
## Table
- **Teams — *toggle*.** Two or three. Seats are dealt round-robin into teams, so
team-mates are never seated adjacently.
- **Players per team — *toggle*.** 1 to 4.
- **Sequences to win — *toggle*.** Defaults to 2 for two teams and 1 for three
teams, matching the usual rule, but can be set explicitly.
## Cards
Two full 52-card decks, shuffled together — 104 cards.
Hand size shrinks as the table grows:
| Players | Cards |
| --- | --- |
| 2 | 7 |
| 3–4 | 6 |
| 5–6 | 5 |
| 7–9 | 4 |
| 10+ | 3 |
After playing a card you draw a replacement. If the draw pile runs out, the
discards are shuffled to form a new one.
## Turn
Play one card and place a chip on a matching empty square, then draw.
- **Two-eyed jacks** (♦ and ♣) are wild: place a chip on any empty square.
- **One-eyed jacks** (♥ and ♠) remove one opposing chip — but never a chip that
is part of a completed sequence, and never your own team's chip.
On a physical deck the difference is carried by the artwork: a jack drawn in
profile shows one eye, a jack drawn face-on shows two. These cards are drawn as
rank and suit only, so a jack in hand is captioned **WILD** or **REMOVE**
instead.
- **Dead card — *toggle*, on by default.** If both squares printed with your card
are already occupied, you may discard it and draw a replacement. This does not
cost your turn, and you may do it once per turn.
## Sequences
A sequence is five chips in a row — horizontally, vertically or diagonally.
- The **four corners are free squares** and count towards any team's sequence.
- Two sequences may **share at most one chip**. The engine enforces this by
refusing to count a run of five that contains more than one already-locked
square.
- Chips in a completed sequence are locked and cannot be removed by a one-eyed
jack.
The first team to reach the sequence target wins immediately.
## Known simplifications
- A completely blocked table (no legal move for anyone) ends the game without a
winner rather than triggering a formal draw.
- The AI does not count cards or track which squares opponents can still reach.