Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0141G6xqLeNRYEtviLWSB5Up
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House conventions for a game in this kit
Every game built from the kit shares one shape, so a player who has been at one table knows the next, and the keeper runs them all the same way. This is the shape. When a game strays from it, the reason should be in the game's README.
The vocabulary
- The hall is the landing page (
/). Name, Play now against the bot, Open a table, or join one with a four-letter code, then your games (the ledger of tables this browser holds a seat at, with whose move it is and unread talk), your reports to the keeper, and about this game — a labor of love. - A table is a room. Its code is four letters or digits from an alphabet
with no look-alikes, and its link is
/join/CODE. The masthead button reads invite friends · room CODE and copies the link. Whoever opened the table is the host; they may Seat a bot and they Begin when the company suits them, at any size of table; there is no automatic start. - The Peanut Gallery is where a link takes anyone without a seat: a read-only view showing only what every seat could see, counted for the table (3 in the gallery). While the table is laid, a watcher is offered a seat first; the gallery is the afterthought.
- Table talk is the chat panel, seated players only. Each line is a ledger line, so it replays with the game, and the hall counts lines said while you were away.
- The ledger is the append-only JSONL file that is the game: room, seats, start (seed and rules revision), turns (inputs only), talk, over. A room is its ledger replayed through a deterministic engine; nothing else is saved. Ledgers survive deploys and restarts and are backed up nightly.
- Report in the masthead opens the slip: what happened, what you expected, a screenshot if you have one. It is pinned to the room and the round. The keeper replies; the reply appears under the report in the player's hall, and the player may answer. Every report and answer rings the keeper's phone through Sentry; the desk's own replies ring nothing.
- The rules page (
/rules) is the game's text, structured for reading mid-game, with the original source verbatim in collapsible sections. The engine follows that text and nothing else; a divergence is a bug. The page ends with send word. - How to play (
/guide) walks the page in the game's own voice, one screenshot per section, from the hall to a first game. - Send word is the contact paragraph: mail, Bluesky and Mastodon, and where the keeper roosts. It lives in the about panel; the colophons, the rules page and the guide each carry a one-line mail link.
The engine
- Pure and deterministic:
create(names, seed, rules)andresolve(state, inputs)are functions of their arguments with a seeded generator inside the state. Bots are functions of the state too. This is what lets a ledger be the whole record. - Simultaneous by default: every seat that
needsInputsubmits, then the round resolves at once, bots included. A seat that owes an extra turn alone (a time stop, a bonus move) is just a state where only it needs input; the server resolves rounds owed only to bots straight away. - Hidden information is the engine's business:
view(state, viewer)returns what one seat may see, and the SPECTATOR view is the intersection of everyone's. The server sends nothing else. - The rules revision is stamped on every game at its start line. Bump
it only when the deploy gate shows a fix changes how an already-played
round resolves; keep the old path behind
state.rules < Nand pin both with tests. A fix that diverges from no ledger ships without a bump.
The server
One Node process per game, on its own port, run from source with tsx as
a sandboxed systemd service, behind Caddy handle blocks that route /api
and /ws before the static files. Rooms in memory are evicted after a week
idle and come back from disk on the next visit. Rate limits sit on the doors
a stranger can knock on (rooms, seats, talk, the desk); a table of friends
never nears them. Seat tokens never leave the server except to the browser
that earned them; a shared link carries none.
Operations
Every game gets the same tools, installed by deploy.sh on every deploy:
deploy/deploy.sh <ip>: checks, tests, build, the determinism gate (every production ledger replayed with the engine about to ship and compared with the server; a DIFFERS or REFUSED stops the deploy), rsync, restart. Hashed assets from the previous week stay so an open page can still fetch what it was built against.<slug>-visitors.sh(skill<slug>-visitors): who is here now, who came today, every room opened and how far it got. Names seated for the first time are marked NEW.<slug>-pulse.sh(skill<slug>-pulse): service health, journal errors, the rollup's last week, the backup's last word, the box's vitals.<slug>-rollup.shnightly at 00:12 UTC: one JSON line a day of counts, no addresses.<slug>-backup.shnightly at 07:23 UTC: rclone to the shared Space, mirror plus dated snapshots pruned after 90 days. Both check in with Sentry Crons so a missed night is noticed.- The reports desk (skill
<slug>-reports):pull-reports.shmirrors the desk to the Desktop with a digest;report-reply.sh <ip> <id> <status> "text"answers withresolved,by-designoropen. A fix goes live before its reply goes out. - Sentry: one project per game;
sentry-slack-alert.shroutes every issue to#<slug>-notifications, run once by the keeper with their own token.
The look
Each game chooses its own palette and typeface in src/app.css; the
components name only the tokens. Keep the page quiet: one accent, no
animation that does not answer an action, the game itself as the hero. No
emoji in the interface; the words do the work. Phone width first: a sticky
bar for the move if the board runs long, lists that shorten, gutters of
16px, no horizontal scroll.
Things learned the hard way
- Caddy's
try_filesrewrites/apibeforereverse_proxyunless the proxy sits in its ownhandleblock first. npm install --omit=optionalon the droplet breaks Vite; the server carries its own smallpackage.jsonand installs only that.- A dynamic
/join/[code]route must setprerender = false. - Two tabs on one origin share a seat; test a second player from
127.0.0.1againstlocalhost(Vite needs--host). - Svelte proxies do not
structuredClone: hand the engine$state.snapshot. - Old saved states lack fields added later: backfill on load, and bump the save version when the shape changes.
- A token typed into a session lands in the transcript; run token-bearing scripts yourself and revoke afterwards.