Sprint, Snap, Score — backlog
Outstanding bugs and feature ideas. Newest at top.
Features
- Online multiplayer — port the Supabase realtime infrastructure from Myth-o-Magic / Card Battle so two people can play across devices. Add
gameType: 'sprint-snap-score'to the room state so quickjoin filters cleanly. Will share the existing hot-seat perspective-swap logic on each client. - 3-5 player mode — rules support 2-5 but v1.0 ships 2-player only. Need: turn-order rotation, opponent zone for each non-self player, score column rather than scoreboard pair, "your turn" indicator scaled for multi-player.
- Multi-round games — Benjamin's v4 simplifies to a single round; classic gin/rummy goes to N rounds with a target score. Add an option (single / first-to-100 / 3 rounds) on the setup screen.
- Smarter Strategist — current implementation is one notch above Standard. Could improve by tracking which cards have been discarded so it knows what's still in play, doing real expected-value math on holding vs. laying pairs, etc. Probably overkill for what this game is.
- Hint mode — for the Apprentice / new-player experience, highlight which cards in hand form valid sets/runs.
- Sound effects — card flip, lay-down, win/lose. Mute toggle.
- Match history — Myth-o-Magic has online-only match history (v1.57); same pattern would apply once online ships.
Bugs
(none reported yet)
Known constraints / by-design
- Aces are high only for runs (Q-K-A is valid; K-A-2 is not). This matches the most common convention; some variants allow either-direction or wrap-around, but v4 doesn't specify so we went with the simpler reading.
- Hand is auto-sorted by suit then rank for display only. The internal hand order doesn't affect gameplay.
- AI doesn't "see" your hand. It plays from public state only (discard pile contents, played matches, hand sizes).