21 games
Card Table
Solitaire
One rules engine, variant rules as data: Klondike, FreeCell, Spider (1/2/4-suit), Yukon, Forty Thieves, Golf, TriPeaks, and Pyramid all read from the same declarative VariantSpec, with deterministic seeded deals, a solver-certified FreeCell deal generator, and a move-log that doubles as undo/redo and replay source.
- klondike
- freecell
- spider
- yukon
- solitaire
- card-game
Page reached at 2026-10-04 08:50 UTC.
Card Table
Kelly's Wager
A daily-seeded, practice-bankroll trainer for expected value, variance, and Kelly-criterion sizing. Every offer is graded against the real Kelly optimum, adversarially-framed traps are labeled honestly by the numbers even when the pitch lies, and every spend is typed on screen as freely reversible, priced, or terminal. Earn-only: no real currency ever enters or leaves.
Practice bankroll only -- no real currency, no energy-bank settlement (see DESIGN.md).
- kelly-criterion
- bankroll-management
- expected-value
- daily-puzzle
- practice-bankroll
Page reached at 2026-10-04 08:50 UTC.
Puzzle Den
Flickering Delve
An idle-roguelike where the real game is writing the standing-order program that plays the descent for you.
Read the API or terminal interface
POST /session, POST /input, GET /stream (JSON-over-HTTP + SSE; no browser required)Cartridge layer (src/cartridge.mts) was removed as unconsumed; game runs on src/ledger.mts directly. Re-wrap when a real replayVerifier export exists again.
- idle-roguelike
- feltos
- procedural-generation
- automation
- lisp
- dungeon-crawler
Page reached at 2026-10-04 08:50 UTC.
Puzzle Den
TileSlots
A serious match-3 whose differentiator is the tessellation itself — one tiling-agnostic graph engine playing square, hex, and rhombille boards, climbing toward aperiodic tilings.
Read the API or terminal interface
POST /session, POST /input, GET /stream (JSON-over-HTTP + SSE; no browser required)- match-3
- tessellation
- puzzle
- aperiodic-tiling
- graph-engine
Page reached at 2026-10-04 08:50 UTC.
Puzzle Den
Crucible
A daily-seeded settling puzzle where every move is a deterministic, replayable transformation of a reaction network and its measured obstruction cost.
- obstruction-theory
- daily-puzzle
- cohomology
- settling
- waidan
- puzzle
Page reached at 2026-10-04 08:50 UTC.
Puzzle Den
Stoke
The kind incremental: the player builds a real production graph, and prestige is not an authored curve — it is the dominant Perron-Frobenius eigenvalue of the player's actual production matrix, computed by real linear algebra, with the prestige loadout literally the eigenvector. Every displayed number is tagged computed-from-your-graph or designed-flavor; the game never blends the two without saying so.
- idle-game
- incremental
- perron-frobenius
- kind-incremental
- honest-numbers
Page reached at 2026-10-04 08:50 UTC.
Study
Weiqi
The house weiqi (Go) platform: a deterministic rules engine (@red-cup-engineering/weiqi-engine -- five rulesets, area and territory scoring, SGF round-tripping, semantic move events, a Cartridge replay and durable-match core) under a client-side web app: Play (normal 9x9 against four local bot tiers, with an automatic area count after two passes), Online Match (a shared 9x9 game between two capability links, admitted and replayed server-side), Capture Go, Learn (interactive lesson player), Tsumego (spaced repetition), Study (replay of an admitted session), and Read (compiled glossary).
Read the API or terminal interface
@red-cup-engineering/weiqi-engine (pure module export, no server needed)2026-09-16: the 9x9 Play page's Pass button and two-pass game end were repaired (Pass threw a ReferenceError and the end of the main phase was detected one move late, so no normal game could reach its count). Play now runs on 9x9, 13x13, or 19x19 as Black or White, with Undo (rebuilt from the session's own commands), dead-stone marking after two passes (the engine removes the marked groups as prisoners before its area count; the bot accepts the human's marking), a live capture count, and a fifth bot tier, Pondering (flat Monte Carlo over the engine's own random playouts, thinking in a Web Worker). Every tier gained endgame sense (never fills its own eyes or self-ataris for nothing; passes once the opponent has passed and no capture remains). Online Match reports the engine's count when both players have passed and offers 9/13/19. Study opens a share link, a finished Play session, or an imported SGF, shows the game's concept summary with what to read and train next, and shares by link; the site installs to a home screen with study content available offline. Honest gaps: no handicap stones or resignation in the shipped pages and no dead-stone marking in the online match (the engine now carries handicap, resign, and settlement commands in source, pending its publish), no ownership shading on the live pages yet (the engine now exports the map; the app wires it once that engine version is published), no ratings, no GnuGo/KataGo tier (the GTP and KataGo analysis client exists at @red-cup-engineering/go-engine-services-section but is not wired to this app).
- go
- weiqi
- board-game
- rules-kernel
- tsumego
- sgf
Page reached at 2026-10-04 08:50 UTC.
Deep
Ruinfold
A seeded-daily roguelike: everyone descends the same keep within a 24-hour UTC window, risking a five-way bilattice death model, for a leaderboard place and a satoshi payout or a gear boon for next week.
Read the API or terminal interface
GET /daily[?date=], POST /runs, GET /leaderboard/:date, GET /replay/:runId, GET /boons/:player (JSON-over-HTTP; no browser required)- roguelike
- daily-seed
- bilattice
- dungeon
- leaderboard
Page reached at 2026-10-04 08:50 UTC.
unshelved
durante
A QUAKE-like first-person shooter on @red-cup-engineering/abrash whose arena is the federated merge of two traces (a contested wall is a phase gate), whose weapon's effect is evidence you fold, and whose demon is held alive-AND-dead between your first wound and the kill. The daily tournament seeds one arena per UTC day (daily.mjs#dailySeed) that AI and human players both reach through the same intent-log submission route — peers by construction, labeled honestly.
Read the API or terminal interface
scripts/durante-terminal.mjs- game
- fps
- quake-like
- first-person-shooter
- raycaster
- pixel
Page reached at 2026-10-04 08:50 UTC.
Deep
Farstone
A walkable, 58-room New England harbor town built on FeltOS, carried live by QwzSpace, and rendered as a calm TUFTE interface. Exits, neighbors, evidence, weather, and exact-name commands all come from the same persistent world.
Read the API or terminal interface
POST /connect, POST /command, POST /tick, GET /events?actor=, GET /metrics (JSON-over-HTTP), plus QwzSpace WebSocket at /The harbor sleeps between visits and catches up in bounded steps on requests; every settled mutation is flushed to persistent storage.
- mud
- text-adventure
- harbor
- feltos
- qwzspace
- tufte
Page reached at 2026-10-04 08:50 UTC.
unshelved
Aletheon
A browser 3D fantasy MMORPG built on QwzSpace: a hand-rolled RFC 6455 WebSocket server running a 15Hz tick loop, with real combat, claim altars, an illocutionary speech-act system (assert/deny/abstain/contest), marks, K4-gauge powers, and an economy, over a four-valued bilattice world-truth model.
Known limitation: marks and inventory mutate state directly and do not survive a restore. (Event-log compaction and the sustained-traffic OOM crash-loop this used to note were fixed and verified live 2026-08-20 -- see the deploy runbook's Known open issues.)
- mmorpg
- 3d
- bilattice
- websocket
- combat
- illocution
Page unavailable at 2026-10-04 08:50 UTC.
Puzzle Den
Be Not So Fearful
A backrooms/SCP-inspired extraction shooter on @red-cup-engineering/abrash: OG-Wolfenstein-grade raycast graphics, Quake-grade momentum physics (a BNSF-owned kernel composing abrash's real collision.move — bunnyhop speed gain, rocket-jump verticality, both numerically tested) over seeded backrooms-liminal levels whose contested (⊤) walls — abrash's own held-contradiction mechanic — shiver as the dread signal. Four anomalies, each a learnable, tested behavior contract (watched vs unwatched, sound through walls, territory, an unconditional toll). Loot is banked only on an explicit extraction at a beacon; unbanked loot is simply never counted on death — what you carry is what you can lose.
Read the API or terminal interface
src/cartridge.mjsLive-playtested: banked loot survives death, unbanked loot is forfeited. Known thinness: content volume is still small and there is no audio yet.
- game
- fps
- extraction-shooter
- backrooms
- scp
- quake-like
Page reached at 2026-10-04 08:50 UTC.
Card Table
Blackjack
A 6-deck shoe, dealer stands on soft 17, blackjack pays 3:2, double/split/late-surrender all in play. Real chip stakes through the house economy (buy in with tickets, wager chips, a jackpot rake on every bet) — and an optional "House Math" panel that computes the exact expected value of standing, hitting, doubling, and splitting against the table’s own live shoe composition, on request, never a static strategy card. No real money in or out, ever.
- blackjack
- card-table
- shoe
- expected-value
- house-math
- chips
Page unavailable at 2026-10-04 08:50 UTC.
Card Table
Chutes & Ladders
The classic 100-square race, as a board-as-graph: a chute and a ladder are one "jump" edge, distinguished only by direction. 1-4 players, any mix of humans and bots — and the bots are not opponents with a strategy, because there is no strategy in this game: a "bot" is a die with a seating position. While the race runs, the exact probability distribution of how many more turns each player needs is computed live and shown on screen. Daily-seeded: the same day produces the same race for everyone. No economy, no spend — pure chance.
- chutes-and-ladders
- board-race
- board-as-graph
- daily-puzzle
- pure-chance
- no-strategy
Page reached at 2026-10-04 08:50 UTC.
Study
Equivo
Study evidence readings, graph connectivity and cycles, and a declared marked-stage model. Seven lessons share thirty exercises, saved practice, and three populated presentation lenses; the Lakotaean lens remains honestly absent.
Unit 1: seven lessons and thirty exercises, with reading available without JavaScript. Exercise identities and existing save formats are preserved. Lessons distinguish conflicting evidence from confirmation, graph cycles from contradictions, and declared stage models from observed infinite processes. Later units are not yet authored.
- mathematics
- education
- obstruction
- spaced-repetition
- equivalence
- bilattice
Page reached at 2026-10-04 08:50 UTC.
Card Table
Farkle
Dice-set scoring, hot dice, and a real chance to bust the whole turn. First to 10000 wins (500 to get on the board). Every roll-or-bank decision shows the computed bust probability and expected value of rolling again. Earn-only, practice scorekeeping only.
- farkle
- dice-game
- hot-dice
- expected-value
- daily-puzzle
- earn-only
Page reached at 2026-10-04 08:50 UTC.
Card Table
Pig
Hold-or-roll, first to 100. Every roll-or-hold decision shows the computed bust probability and expected value of rolling again — the teaching surface, not an afterthought. Earn-only, practice scorekeeping only: no wagering, nothing staked.
- pig
- dice-game
- hold-or-roll
- expected-value
- daily-puzzle
- earn-only
Page reached at 2026-10-04 08:50 UTC.
Card Table
Fair Spin
A 3-reel practice slot that inverts the genre: computed RTP, exact per-symbol hit odds, and expected loss per 100 spins are shown permanently on the machine face, never behind a click. Practice bankroll only — no real currency ever enters or leaves. Every action is typed on screen as freely reversible or terminal, and a running session summary compares your actual spins against the published distribution.
- slot-machine
- practice-bankroll
- published-odds
- rtp
- no-dark-patterns
- earn-only
Page reached at 2026-10-04 08:50 UTC.
Card Table
Tideline Treasures
A 5-reel, 3-row, 20-payline video slot — wilds, a scatter-triggered (and retriggerable) free-spin bonus at 2x payouts, and a progressive jackpot fed by the house's shared pool. Exact reel RTP 49.08%, exact free-spin contribution +45.09%, overall 94.17% — computed by full-grid enumeration over 1,048,576 equally-likely reel-stop combinations, never asserted. Jackpot odds: 1 in 1,048,576, exact. Real chip stakes through the house economy (buy in with tickets, wager chips, a jackpot rake on every spin) — and an optional "House Math" panel disclosing every figure above, on request. No real money in or out, ever.
- slots
- video-slot
- wild
- scatter
- free-spins
- progressive-jackpot
Page unavailable at 2026-10-04 08:50 UTC.
Card Table
Yacht
5 dice, up to 3 rolls a turn, 12 standard categories. Every category shows its exact score if you commit now and its exact expected value if you reroll once more, live, recomputed after every roll and every hold. Earn-only, practice scorekeeping only.
- yacht
- dice-game
- category-scoring
- expected-value
- daily-puzzle
- earn-only
Page reached at 2026-10-04 08:50 UTC.
Puzzle Den
You Are Conscious
The idleclicker where the widget production graph is Stoke's, and the ladder you climb over it is a consciousness ladder: click makes widget, and each of ten automation tiers is a genuine cognitive capability, taught through a mechanic you operate, never a lecture box. The paperclip joke is told straight and then made to hurt exactly once, honestly, at the self-model tier.
- idle-game
- incremental
- interactive-fiction
- kind-incremental
- honest-numbers
- goodhart
Page reached at 2026-10-04 08:50 UTC.