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Pim Bax
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Merge branch 'master' into HEAD
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META-INF/MANIFEST.MF

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Manifest-Version: 1.0
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Main-Class: core.LLMTest
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data/cantstop/ruleSummary.txt

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**Game Implementation Summary**
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**Game Rules:**
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1. **Dice Rolling:** Players roll four dice, split into two pairs to determine column movements.
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2. **Column Movement:** Each pair dictates movement in one column.
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3. **Turn End:** Players can stop rolling and end their turn at any time to secure progress.
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4. **Winning Columns:** Players win a column by reaching the top with a marker.
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5. **Loss Condition:** Rolling higher numbers after winning a column can cause loss of all placed markers.
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6. **Marker Placement:** Markers cannot be placed in already won columns.
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7. **Game Win:** The first player to claim any three columns wins.
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**Strategy:**
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1. **Focus Columns:** Prioritize columns with numbers 6, 7, or 8 due to higher probability.
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2. **Avoid Short Columns:** Columns with fewer steps are less advantageous.
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3. **Risk Management:** Stop rolling to secure progress and avoid losing all markers in a column.
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4. **Marker Interaction:** If a player's marker lands on another's, they must roll again until moving or losing their turn (blowing it).
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**Game Variant:**
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- **Four Players:** Encourages more risk-taking due to increased competition.
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**Developer Notes:**
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- Implement dice rolling mechanics with split pair results.
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- Include rules for column movement and marker placement.
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- Create logic for winning and losing conditions.
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- Add a focus on strategy with column prioritization.
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- Integrate the interaction rule for markers on the same space.
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- Consider enhancing the game with a four-player mode for increased challenge.

data/cantstop/rulebook.pdf

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data/coltexpress/rulebook.pdf

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data/connect4/ruleSummary.txt

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**"Connect Four" Game Rules and Strategy Summary:**
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- **Objective:** Align four checkers of your color vertically, horizontally, or diagonally on a 7x6 grid.
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- **Players:** Two players, taking turns.
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- **Gameplay:**
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- Players take turns dropping checkers into the top of the grid.
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- Checkers fall to the lowest available row.
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- The game ends when a player achieves a winning combination or the grid is full.
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- **Winning Condition:** First player to align four checkers in a row (vertical, horizontal, or diagonal) wins.
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- **Post-Game:** Winning player slides a lever to clear the grid, preparing for the next game.
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**Strategy:**
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- **Center Control:** Aim to control the center columns (3 and 4) to have the most line options.
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- **Block Opponent:** Prevent the opponent from getting three in a row, especially in the center.
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- **Forks:** Create opportunities where you can win in multiple lines in your next turn.
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- **Force Opponent:** Force the opponent into positions where they must block you, limiting their own opportunities.
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- **Corner Play:** Use corners strategically, especially for diagonals.
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**Development Notes:**
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- Implement a 7x6 grid.
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- Check for winning combinations after each turn.
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- Handle full grid (no more moves) scenario.
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- Include lever mechanism to clear the grid after a win.

data/connect4/rulebook.pdf

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data/diamant/ruleSummary.txt

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**Game Summary for Implementation**
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**Game Overview:**
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- 3-8 players, aged 8+
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- 30-minute playtime
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- Players explore a cave, collect diamonds and rubies, avoid traps
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- Goal: gather the most diamonds by the end of the game
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**Game Components:**
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- Board: 5 paths connecting camp to the cave
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- Cards: Decision, Treasure, Trap
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- Barricade tiles: track progress
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- Chests: store rubies and diamonds
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**Game Rules:**
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1. **Treasure Collection:** Players gather rubies from Treasure cards, sharing equally and keeping extras.
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2. **Traps:** Two Trap cards end the expedition.
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3. **Movement:** Players simultaneously reveal cards, gather treasure, and decide to continue or exit.
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4. **Exiting:** Exiting players share rubies, and the first to leave takes Relics for Diamonds.
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5. **Game End:** When all players return to camp or two Traps appear.
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6. **Rounds:** After each round, place a Barricade tile, reallocate Rubies and Relics, reshuffle the Expedition deck.
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**Strategy:**
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1. **Treasure Collection:** Continue the expedition to gather more treasure but be cautious of Trap cards.
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2. **Timing Exits:** Decide to exit when you have enough rubies to secure your score.
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3. **Leveraging Diamonds:** Maximize treasure collection and use diamonds for victory points.
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**Key Mechanics:**
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- Simultaneous card revelation
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- Resource sharing and management
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- Risk-reward decision-making
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- Progress tracking with Barricade tiles

data/diamant/rulebook.pdf

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data/dominion/ruleSummary.txt

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**Game Summary for Implementation**
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**Game Rules:**
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- Players build a deck (Dominion) using Treasure, Action, and Victory cards to gain victory points.
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- Players start with 7 Copper and 3 Estate cards.
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- Game ends when 3 supply piles or the Province pile is empty. Player with most victory points wins (fewest turns in case of a tie).
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- Turn structure: Draw 5 cards → Action phase (play Action cards) → Buy phase (acquire new cards) → Clean-up phase (discard down to 7 cards).
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- Players have 1 Action and 1 Buy per turn, but Action cards can modify these values.
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- Deck is shuffled when empty.
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**Card Types:**
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- Treasure: Copper, Silver, Gold
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- Victory: Estate, Duchy, Province
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- Curse
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- Kingdom: Action, Action-Attack, Action-Reaction, Victory
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**Strategy:**
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- Focus on acquiring powerful Action and Victory point cards.
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- Manage Treasure effectively to outpace opponents.
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- Efficiently use Action cards to draw more cards and perform additional actions.
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- Plan ahead for Action card restrictions (e.g., cannot play Action cards for first two turns).
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- Combine Treasure cards and Action-provided coins to buy multiple cards.
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- Use Action cards to alter game rules (e.g., drawing more cards, playing more Action cards, buying additional cards).
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- Understand specific card effects and timing (e.g., Throne Room, Village, Witch, Thief).
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- Manage hand size and card discarding/trashing strategically.
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- Recognize various strategic setups (e.g., "Big Money" with Market and Mine).
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**Notable Cards & Effects:**
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- Throne Room: Play an Action card twice without using extra Actions.
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- Village: Requires careful tracking of remaining Actions.
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- Witch: Discards cards, manage hand size carefully.
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- Thief: Reveal last card, discard one Treasure chosen by the attacker.
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- Moat: Protects against Attack cards.
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- Market, Laboratory: Allow additional card draws and plays.
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- Mine: Enables Treasure upgrades.
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- Gardens: Victory card with end-game scoring.
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- Militia: Forces players to discard down to three cards.
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**Special Actions & Rules:**
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- Trash Treasures to gain other Treasures or cheaper ones.
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- Use Moat to avoid Attack effects.
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- Specific conditions for Moneylender, Remodel, Smithy, Spy, and Thief.
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- Resolve 'Chancellor' before other turn actions.
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- Place gained cards directly into the Discard pile.

data/dominion/rulebook.pdf

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