init: scaffold duplicate_chess project and design spec
Local browser sandbox for "duplicate chess" — a four-player coupled-board chess variant invented by Andrew Freiberg. Scaffold per CREATE_PROJECT.md plus the approved design spec from this session's brainstorming. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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node_modules/
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dist/
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.superpowers/
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.DS_Store
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*.local
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*.tsbuildinfo
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GITEA_API.md
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# Duplicate Chess
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> Local browser sandbox for "duplicate chess" — a four-player coupled-board chess variant.
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## Start Here
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**Read the latest handoff first:** `.claude/handoffs/` (most recent file).
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It has session state, in-progress work, and ordered next steps.
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Then check `IDEA.md` for the project brief, `DECISIONS.md` for settled choices, and
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`docs/superpowers/specs/2026-05-19-duplicate-chess-design.md` for the full design.
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## Project Identity
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A digitization of "duplicate chess," a four-player chess variant invented by Andrew
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Freiberg (Seth's father — also the inventor of the blind-chess variant behind the
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sibling `blind_chess` project). Four players (North, South, East, West) and four
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boards (NW, NE, SW, SE); each player controls one colour on two boards and must play
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the identical algebraic move on both. A captured piece leaves a frozen, capturable
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"ghost" twin on the player's other board. Every individual board always remains a
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legal game of orthodox chess.
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This project is a **local, single-operator sandbox/visualizer**: one screen, all four
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boards, an engine that enforces the synchronized-move coupling, renders ghosts, and
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detects the endgame. Its purpose is to let the variant be *seen* and studied — the
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inventor's own point is that it cannot be understood from prose alone.
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## Current State
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- **Phase:** spec complete; implementation not started.
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- **Repo:** `git.sethpc.xyz/Seth/duplicate_chess`.
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- **Deploy target:** n/a — runs locally (`pnpm dev`).
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- **Stack:** Vite + Svelte 5 + TypeScript, `chess.js`. Single package; engine in
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`src/engine/` (pure, DOM-free, vitest-tested), UI in `src/lib/`.
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- **Next:** implementation plan via the writing-plans skill, then build.
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## Conventions
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- Inherits homelab conventions from `~/bin/CLAUDE.md` (gitea CLI, conventional
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commits, `.claude/handoffs/` for session state).
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- The engine (`src/engine/`) is DOM-free and the single source of truth for game
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state. The UI never computes legality itself.
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- Provisional endgame rules are marked PROVISIONAL in the spec — they are Claude's
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chosen defaults, not Andrew's rulings. Flag them if revisited.
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# DECISIONS.md — Duplicate Chess Decision Log
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Project-specific decisions. For global/cross-cutting decisions, see `~/bin/DECISIONS.md`.
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Format: `YYYY-MM-DD: <decision> — <why>`
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## Architecture
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2026-05-19: First deliverable is a local single-operator sandbox/visualizer, not a networked game — the inventor's stated need is to *see* a mock game to comprehend the variant; networked four-player play is a separable later project.
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2026-05-19: Single Vite + Svelte 5 + TS app, no server — duplicate chess is perfect-information, so the whole engine and all four boards live client-side. No pnpm workspace (unlike blind_chess, which needs a server as its trusted view boundary).
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2026-05-19: Engine lives in a pure, DOM-free `src/engine/` tree (vitest-tested); Svelte UI in `src/lib/`. Keeps the coupled-legality logic isolated and portable if a networked version is ever built.
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2026-05-19: Engine = 4× `chess.js` + an intersection layer. A player's legal moves = the moves legal on *both* their boards, keyed by `(from,to,promotion)`. Ghost immobility, the synchronized-checkmate definition, and en-passant/castling divergence all fall out of the intersection — no special-case code.
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2026-05-19: Authoritative game state is an ordered list of synchronized moves; "replay to ply N" rebuilds all four `chess.js` boards. Powers undo and history scrubbing.
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## Implementation
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2026-05-19: Compass UI — four boards rendered as 45° diamonds in an X/pinwheel (NW 225°, NE 135°, SW 315°, SE 45°), players seated in the four V-notches, pieces rotate *with* their board so each player's army faces their seat. Confirmed against Andrew's sketch (`USERFILES/4personchess.png` in blind_chess).
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2026-05-19: Four player colours (one per player) instead of White/Black fill — makes two-board ownership readable at a glance.
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2026-05-19: Intersection highlighting (teaching mode) — grabbing a piece shows playable squares (legal on both boards) AND board-local-only squares, so the coupling is visible.
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2026-05-19: Coordinate notation (`e2e4`) for the move log, not SAN — SAN's disambiguation differs between a player's two boards once they diverge, so it cannot be the single identical token.
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2026-05-19: Click-to-move, not drag — cleaner on rotated boards.
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2026-05-19: Provisional endgame rules picked by Claude, marked PROVISIONAL — Andrew can revise. First terminal event ends the game; any no-synchronized-move stalemate ends the game with all four drawing; threefold/50-move tracked on the whole four-board system; insufficient material not auto-detected.
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## Deferred / Rejected
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2026-05-19: Networked four-player play — deferred; separable later project, would reuse the `src/engine/` tree.
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2026-05-19: AI opponents — deferred; the sandbox is operator-driven.
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2026-05-19: Free position editor — rejected for v1; play-from-start + history scrubbing keeps every shown position reachable by legal play, preserving the "every board is real chess" invariant.
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2026-05-19: Counter-rotating pieces upright on the diamonds — rejected; pieces rotate with their board so each player's army faces their seat (the point of the compass).
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2026-05-19: Deployment behind Caddy — deferred; v1 runs locally, the static build can be hosted later trivially.
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2026-05-19: A separate "dual view" of the on-move player's two boards — rejected; the compass is the whole UI, with the triple-highlight happening directly on it.
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# IDEA.md — Duplicate Chess
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## What is this?
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A local, browser-based sandbox/visualizer for **"duplicate chess"** — a four-player
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chess variant invented by Andrew Freiberg (Seth's father). This project is to
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duplicate chess what the sibling `blind_chess` project is to blind chess: a
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digitization that lets an otherwise hard-to-play variant actually be played and
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studied.
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Duplicate chess: four players — North, South, East, West — and four chessboards set
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up between adjacent compass points (NW, NE, SW, SE). North and South play White;
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East and West play Black. Each player controls one colour on **two** boards (North =
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White on NW and NE; West = Black on NW and SW; and so on). Turn order is N → S → E → W.
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The defining rule: on your turn you make the **identical algebraic move on both of
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your boards**. A move is legal only if it is legal on both. When one of your pieces
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is captured on one board, its twin on your other board freezes into a **"ghost"** —
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it can never move again (no synchronized move exists for it), but it still occupies
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its square, blocks lines, can give discovered check, and can itself be captured.
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Every individual board always remains a legal game of orthodox chess.
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## Problem it solves
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In the inventor's own words, the variant can't be grasped from prose: "this is not
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really a variant that can be understood verbally after a certain point ... diagrams
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are probably essential." The physical game is fiddly to set up and play. This tool
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puts all four boards on one screen, enforces the synchronized-move coupling, renders
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ghosts, and shows *why* a move is or isn't legal — so the variant can be seen.
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## Constraints / preferences
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- Local, single-operator tool. No server, no networking, no accounts — duplicate
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chess is perfect-information, so one screen shows the whole game truthfully.
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- Stack: Vite + Svelte 5 + TypeScript, `chess.js` per board. Single package.
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- Sibling project to `blind_chess`; same homelab conventions.
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- v1 is a visualizer/sandbox. Networked four-player play and AI opponents are
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explicitly out of scope for now.
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See `docs/superpowers/specs/2026-05-19-duplicate-chess-design.md` for the full design,
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and `USERFILES/4-person-chess.txt` in the `blind_chess` repo for the original
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inventor conversation this is based on.
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# Duplicate Chess — Design Spec
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**Date:** 2026-05-19
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**Status:** Approved (brainstorming complete); ready for implementation planning.
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**Author:** Claude + Seth, from a brainstorming session based on the inventor
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conversation in `blind_chess/USERFILES/4-person-chess.txt`.
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---
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## 1. Overview
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Duplicate chess is a four-player chess variant invented by Andrew Freiberg. This
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project is a **local, single-operator, browser-based sandbox/visualizer** for it —
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the digital equivalent of what `blind_chess` did for blind chess. One operator
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drives all four players; the tool enforces the rules, renders the state, and shows
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*why* moves are or are not legal. Its purpose is comprehension: the inventor's stated
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position is that the variant cannot be understood from prose, only from seeing it
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played.
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**Key property — perfect information.** Unlike blind chess, duplicate chess hides
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nothing. Every player sees all four boards. There is therefore no view filter and no
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trusted server boundary: the whole engine and UI run client-side in one app.
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---
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## 2. The variant — rules
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### 2.1 Setup
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- Four players: **North, South, East, West**.
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- Four boards, one between each adjacent pair of compass points: **NW, NE, SW, SE**.
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- North and South play **White**; East and West play **Black**.
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- Each player controls one colour on **two** boards:
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| Board | White player | Black player |
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|-------|--------------|--------------|
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| NW | North | West |
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| NE | North | East |
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| SW | South | West |
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| SE | South | East |
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- Every board starts from the standard chess position.
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### 2.2 Turn order and the synchronized move
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- Turn order is **N → S → E → W**, repeating.
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- On your turn you make **one move**, applied **identically to both of your boards**
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(same from-square, same to-square, same promotion piece).
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- A move is **legal only if it is legal on both** of your boards. If it is not legal
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on both, you may not play it.
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- "Identical" means identical algebraic coordinates. The two boards may differ in
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what the move *does* (a capture on one board, a quiet move on the other) — that is
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the normal source of divergence.
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### 2.3 Ghosts
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- When one of your pieces is captured on one board, its **twin** on your other board
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becomes a **ghost**: it can never move again, because no synchronized move exists
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for it (its counterpart is gone).
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- A ghost is **not removed**. It still occupies its square, blocks lines, defends
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squares, can produce a discovered check, can restrict enemy king movement, and can
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itself be captured (if that capture is a legal synchronized move for the capturing
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player).
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- Ghost status is a **one-way, three-state lifecycle** for every original piece-pair:
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(1) both twins alive and moving in lockstep → (2) one captured, one ghost → (3)
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both gone. There is no recursion: once a twin is captured there is no surviving
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counterpart to generate further ghosts.
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### 2.4 Check, checkmate, stalemate
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- Each individual board, viewed in isolation, is always a legal game of orthodox
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chess. The single exception is the definition of checkmate (below).
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- **Checkmate** = a player to move is in check on at least one of their boards and
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has **no synchronized legal move**. A board viewed alone might show an escape, but
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if that escape cannot be duplicated on the other board, the player is mated.
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- **Stalemate** = a player to move is **not** in check and has no synchronized legal
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move.
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### 2.5 Special moves
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- **Castling**: allowed only if legal on both of the player's boards.
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- **Promotion**: a synchronized pawn advance to the last rank promotes on both
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boards, necessarily to the **same piece**.
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- **En passant**: handled by the general rule — the move is legal iff the identical
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`(from,to)` is legal on both boards; it may be an en-passant capture on one board
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and a different (or illegal) move on the other.
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### 2.6 Result
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- The winner is the player who delivers checkmate; the loser is the player mated;
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the other two draw. It is possible for everyone to draw.
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- See §6 for the **provisional** rulings on cases the inventor conversation left
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underspecified.
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---
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## 3. Architecture
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A **single Vite + Svelte 5 + TypeScript** application. No server, no pnpm workspace.
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```
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duplicate_chess/
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src/
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engine/ pure TypeScript, DOM-free, vitest-tested
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boards.ts board/player/turn-order constants and maps
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game.ts DuplicateGame: state, move application, history
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legality.ts synchronized-move intersection
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ghosts.ts ghost derivation
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endgame.ts checkmate / stalemate / draw detection
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notation.ts coordinate notation, save/load JSON
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types.ts shared engine types
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lib/ Svelte 5 components
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Compass.svelte the four-board pinwheel
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Board.svelte one board (rotatable, click-to-move, highlights)
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Panel.svelte turn indicator, move log, legend, controls
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PromotionDialog.svelte
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stores/game.svelte.ts reactive wrapper over the engine
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App.svelte
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main.ts
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```
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- `chess.js` provides per-board orthodox chess: move generation, application,
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check detection, FEN.
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- The **engine is the single source of truth**. The UI never computes legality; it
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calls the engine and renders the result.
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- The engine is DOM-free so it is unit-testable and liftable into a package if a
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networked four-player version is ever built.
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---
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## 4. The engine
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### 4.1 The core insight — intersection
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The coupled game reduces to an intersection. Hold four `chess.js` instances. On
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player `P`'s turn:
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```
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movesA = chess[boardA].moves({ verbose: true }) // P's moves on board A
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movesB = chess[boardB].moves({ verbose: true }) // P's moves on board B
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synced = movesA ∩ movesB keyed by (from, to, promotion)
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```
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`synced` **is** `P`'s legal move set. Three otherwise-hard rules need no special
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code:
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- **Ghosts cannot move** — a ghost on board A has no twin on board B, so no move
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from its square can appear in `synced`.
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- **Checkmate** — `synced` empty *and* `P` in check on ≥1 board. A board showing an
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un-synchronizable escape is handled automatically, because that escape is not in
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`synced`.
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- **En passant / castling divergence** — same `(from,to[,promotion])` or it is
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simply absent from `synced`.
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The turn order N→S→E→W also gives every individual board a clean White-then-Black
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alternation, so each `chess.js` instance stays internally consistent and
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`chess.moves()` always returns the moves of the player whose global turn it is.
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### 4.2 Constants (`boards.ts`)
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```
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BOARDS = ['NW','NE','SW','SE']
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PLAYERS = ['N','S','E','W'] // also the turn order
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PLAYER_BOARDS = { N:['NW','NE'], S:['SW','SE'], E:['NE','SE'], W:['NW','SW'] }
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PLAYER_COLOR = { N:'w', S:'w', E:'b', W:'b' }
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BOARD_PLAYERS = { NW:{w:'N',b:'W'}, NE:{w:'N',b:'E'},
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SW:{w:'S',b:'W'}, SE:{w:'S',b:'E'} }
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```
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### 4.3 State and the move list
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The authoritative state is an **ordered list of synchronized moves**:
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```
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history: { player: Player, from: Square, to: Square, promotion?: PieceSymbol }[]
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```
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`replayTo(n)` builds four fresh `chess.js` boards and applies the first `n` history
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entries (each entry applied to its player's two boards). This single function powers
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construction, **undo** (`replayTo(history.length - 1)`), and **history scrubbing**
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(`replayTo(k)` for view-only display). Making a new move while scrubbed truncates
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history after the scrub point — standard behaviour.
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`currentPlayer = PLAYERS[history.length % 4]`.
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### 4.4 Legality (`legality.ts`)
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- `legalSyncedMoves(player) → Move[]` — the intersection from §4.1.
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- For the UI's triple-highlight, the engine also exposes, for a grabbed square `s`
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belonging to the current player: `movesA.from(s)`, `movesB.from(s)`, and the
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|
`synced` subset from `s`. The UI renders the `synced` subset as **playable**
|
||||||
|
(green) on both boards and the board-local remainder as **legal-here-only**
|
||||||
|
(grey). Grabbing a ghost therefore visibly yields zero playable moves.
|
||||||
|
|
||||||
|
### 4.5 Ghosts (`ghosts.ts`)
|
||||||
|
|
||||||
|
Invariant: a player's **non-ghost** pieces always occupy identical squares on both
|
||||||
|
their boards (they move in lockstep; a ghost is exactly a piece whose lockstep
|
||||||
|
broke). Therefore:
|
||||||
|
|
||||||
|
> A piece of player `P`'s colour on board A at square `s` is a **ghost** iff board B
|
||||||
|
> (P's other board) has no `P`-colour piece at `s`.
|
||||||
|
|
||||||
|
`ghosts() → { board, square }[]` over all four players. Used for rendering only;
|
||||||
|
legality already excludes ghost moves via the intersection.
|
||||||
|
|
||||||
|
### 4.6 Endgame (`endgame.ts`)
|
||||||
|
|
||||||
|
After each move, evaluate the next player `P`:
|
||||||
|
|
||||||
|
- `synced` non-empty → game continues.
|
||||||
|
- `synced` empty and `P` in check on ≥1 board → **checkmate**: `P` loses; each
|
||||||
|
opponent on a board where `P` is in check is a **winner**; the remaining player(s)
|
||||||
|
draw.
|
||||||
|
- `synced` empty and `P` not in check → **stalemate**: game ends, all four draw
|
||||||
|
(provisional — see §6).
|
||||||
|
- **Global threefold repetition**: the combined key (four boards' piece placement +
|
||||||
|
castling rights + en-passant squares, plus `currentPlayer`) has occurred three
|
||||||
|
times → game ends, all draw.
|
||||||
|
- **Global 50-move rule**: 50 full rounds with no capture and no pawn move on any
|
||||||
|
board → game ends, all draw.
|
||||||
|
|
||||||
|
The result is a per-player map of `'win' | 'draw' | 'loss'`. The game ends at the
|
||||||
|
first terminal event.
|
||||||
|
|
||||||
|
### 4.7 Save / load (`notation.ts`)
|
||||||
|
|
||||||
|
```json
|
||||||
|
{ "variant": "duplicate-chess", "version": 1,
|
||||||
|
"moves": [ { "player": "N", "from": "e2", "to": "e4" }, ... ] }
|
||||||
|
```
|
||||||
|
|
||||||
|
Save = serialize `history` and trigger a file download. Load = parse and `replayTo`
|
||||||
|
the full list. The move list is sufficient to reconstruct everything.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 5. The UI
|
||||||
|
|
||||||
|
### 5.1 The compass
|
||||||
|
|
||||||
|
Confirmed against the inventor's sketch (`blind_chess/USERFILES/4personchess.png`).
|
||||||
|
|
||||||
|
- Four boards rendered as **45° diamonds** in an X / pinwheel.
|
||||||
|
- Per-board rotation: **NW 225°, NE 135°, SW 315°, SE 45°**. Each rotation puts that
|
||||||
|
board's White player's home rank on the edge facing their seat, oriented to read
|
||||||
|
right-way-up from that seat (standard chess: your pieces near you, glyphs pointing
|
||||||
|
away into the board).
|
||||||
|
- Pieces rotate **with** their board — so each player's army faces their seat.
|
||||||
|
- Players sit in the four V-notches between the diamonds: North top, East right,
|
||||||
|
South bottom, West left.
|
||||||
|
- The on-move player's two boards carry a coloured **turn-glow**.
|
||||||
|
|
||||||
|
### 5.2 Player colours
|
||||||
|
|
||||||
|
Four distinct piece colours, one per player (one suggested palette: North blue,
|
||||||
|
South red, East violet, West orange — final palette is an implementation detail).
|
||||||
|
Recolouring rather than White/Black fill makes two-board ownership instantly
|
||||||
|
readable: North's army is the same colour on both NW and NE. Pieces carry a dark
|
||||||
|
outline so they stay legible on both square shades. Pieces may be Unicode glyphs for
|
||||||
|
v1; a tintable SVG set is a possible upgrade.
|
||||||
|
|
||||||
|
### 5.3 Intersection highlighting (teaching mode)
|
||||||
|
|
||||||
|
When the operator clicks (grabs) a piece belonging to the current player, both that
|
||||||
|
player's boards highlight:
|
||||||
|
|
||||||
|
- **Green dot** — a *playable* destination (legal on both boards; in `synced`).
|
||||||
|
- **Grey dashed dot** — legal on *that board only*; the coupling forbids it.
|
||||||
|
- **Cyan outline** — the grabbed square.
|
||||||
|
|
||||||
|
This makes the divergence between a player's two boards directly visible, and is the
|
||||||
|
reason the project exists. Clicking a destination plays the move; clicking elsewhere
|
||||||
|
or the grabbed piece again cancels.
|
||||||
|
|
||||||
|
### 5.4 Ghosts
|
||||||
|
|
||||||
|
Rendered in place at reduced opacity with a dashed ring in the owning player's
|
||||||
|
colour.
|
||||||
|
|
||||||
|
### 5.5 Side panel
|
||||||
|
|
||||||
|
- **Turn indicator** — whose move, ghost counts, check status.
|
||||||
|
- **Move log** — coordinate notation, one row per round, four columns (N/S/E/W),
|
||||||
|
one identical token per player (`e2e4`). SAN is not used: its disambiguation
|
||||||
|
differs between a player's two boards once they diverge, so it cannot be the
|
||||||
|
single identical token.
|
||||||
|
- **Legend** — highlight meanings, ghost marker, the four player colours.
|
||||||
|
- **Controls** — New game, Undo, Prev/Next (history scrubbing), Save, Load.
|
||||||
|
|
||||||
|
### 5.6 Move input and promotion
|
||||||
|
|
||||||
|
- **Click-to-move**: click a piece → triple-highlight appears → click a destination.
|
||||||
|
Click-to-move (not drag) is cleaner on rotated boards.
|
||||||
|
- **Promotion**: when the chosen move is a pawn reaching the last rank, a dialog
|
||||||
|
picks the piece; both pawns promote identically.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 6. Provisional endgame rules
|
||||||
|
|
||||||
|
The inventor conversation fully specifies the common ending (first checkmate → one
|
||||||
|
winner, one loser, two draws) but leaves edge cases open. The operator chose to ship
|
||||||
|
**provisional defaults now**, clearly marked, for Andrew to revise later. These are
|
||||||
|
**PROVISIONAL — Claude's defaults, not Andrew's rulings**:
|
||||||
|
|
||||||
|
| Case | Provisional ruling |
|
||||||
|
|------|--------------------|
|
||||||
|
| **Single-player stalemate** (no synchronized move, not in check) | The whole game ends; all four players draw. No frozen-board continuation — this keeps the engine free of multi-player-elimination logic and matches "it is possible for everyone to draw." |
|
||||||
|
| **Double-board checkmate** (mated while in check on both boards, by both opponents) | Both checking opponents are recorded as winners; the mated player loses; the fourth player draws. Generalizes "the winner is the one who checkmates" without a tiebreak. |
|
||||||
|
| **Threefold repetition / 50-move** | Evaluated on the whole four-board system (all four positions + side-to-move), not per board. Triggers an all-draw game end. |
|
||||||
|
| **Insufficient material** | Not auto-detected (rare and hard to define across four coupled boards). The operator may declare a draw manually. |
|
||||||
|
|
||||||
|
Each provisional rule must be marked in code (a `PROVISIONAL` comment or constant)
|
||||||
|
so a future ruling from Andrew can be located and applied cleanly.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 7. Scope
|
||||||
|
|
||||||
|
**In scope (v1):**
|
||||||
|
|
||||||
|
- Play a full game from the standard start, operator-driving all four players.
|
||||||
|
- The compass UI with pinwheel boards and four player colours.
|
||||||
|
- Intersection (teaching-mode) highlighting.
|
||||||
|
- Ghost detection and rendering.
|
||||||
|
- Checkmate / stalemate / draw detection with the provisional rules.
|
||||||
|
- Coordinate-notation move log.
|
||||||
|
- Undo and history scrubbing.
|
||||||
|
- Save / load a game to a JSON file.
|
||||||
|
|
||||||
|
**Out of scope (v1):**
|
||||||
|
|
||||||
|
- Networked four-player play (separable later project; would reuse `src/engine/`).
|
||||||
|
- AI opponents (the sandbox is operator-driven).
|
||||||
|
- A free position editor (play-from-start keeps every shown position reachable by
|
||||||
|
legal play, preserving the "every board is real chess" invariant).
|
||||||
|
- Insufficient-material auto-detection.
|
||||||
|
- Deployment behind Caddy (the static build can be hosted later trivially).
|
||||||
|
- Mobile-specific polish (four boards want a wide screen; desktop-first).
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 8. Testing
|
||||||
|
|
||||||
|
- `src/engine/` is pure TypeScript with no DOM — covered by **vitest**:
|
||||||
|
- synchronized-move intersection (including divergence, castling, en passant);
|
||||||
|
- ghost derivation (lifecycle: lockstep → ghost → gone);
|
||||||
|
- endgame detection (single- and double-board checkmate, stalemate, threefold,
|
||||||
|
50-move);
|
||||||
|
- history replay / undo / scrub correctness;
|
||||||
|
- a scripted full game played to a terminal state.
|
||||||
|
- Svelte components: `svelte-check` plus manual browser testing — same division of
|
||||||
|
labour as `blind_chess` (no component test harness by design).
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 9. Open questions / future
|
||||||
|
|
||||||
|
- **The provisional rules in §6** need Andrew's confirmation; the
|
||||||
|
double-board-mate winner rule and the stalemate-ends-the-game rule are the two
|
||||||
|
most consequential.
|
||||||
|
- **50-move counting units** (rounds vs plies) — to be pinned during implementation;
|
||||||
|
provisionally "50 rounds."
|
||||||
|
- **Rotated-board ergonomics** — playing on a board rotated 135–225° is harder to
|
||||||
|
read than an upright board. v1 ships the static pinwheel as drawn. If play proves
|
||||||
|
awkward, a candidate enhancement is a click-to-focus that temporarily uprights the
|
||||||
|
active player's two boards. Not in v1 scope.
|
||||||
|
- **Networked four-player play** is the natural follow-on project and the reason the
|
||||||
|
engine is kept DOM-free and self-contained.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## 10. Source material
|
||||||
|
|
||||||
|
- `blind_chess/USERFILES/4-person-chess.txt` — the original inventor conversation
|
||||||
|
defining the variant.
|
||||||
|
- `blind_chess/USERFILES/4personchess.png` — Andrew's sketch of the compass layout.
|
||||||
|
- Brainstorming mockups: `blind_chess/.superpowers/brainstorm/.../content/`
|
||||||
|
(`layout-v6.html` is the approved compass layout).
|
||||||
Reference in New Issue
Block a user