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# Super Auto Pets: The Board Game — Online
A web app for playing the Super Auto Pets board game remotely. 1v1 for now;
the engine is built to grow to more players.
## Stack
- **Backend**: Go (stdlib-first). Pure game engine in `internal/game`,
WebSocket sync via `coder/websocket`, persistence as JSON blobs in SQLite
(`modernc.org/sqlite`, no cgo).
- **Frontend**: React + Vite + TypeScript in `web/`. DOM/CSS card rendering
and battle animations.
- **Tasks**: [mise](https://mise.jdx.dev) (`mise.toml`).
## Quick start
```sh
mise run install-web # once: npm install
mise run serve # build frontend + server, run on :8080
```
Open http://localhost:8080, host a game, and join from another browser (or
incognito window) with the 5-letter code.
### Development
```sh
mise run dev # Go server on :8080 + Vite hot reload on :5173
mise run test # Go tests (game engine)
mise run check # go vet + frontend type-check
```
During development open the Vite URL (http://localhost:5173); it proxies
`/api` (including the WebSocket) to the Go server.
## Configuration
Set via environment or a `.env` file (see `.env.example`):
| Variable | Default | Purpose |
| ------------ | ---------- | ------------------------------------ |
| `DATA_DIR` | `data` | Directory holding the SQLite DB |
| `PORT` | `8080` | HTTP port |
| `STATIC_DIR` | `web/dist` | Built frontend to serve |
## Rules implemented
Six rounds, each with its own shop tier deck. Per round:
1. **Shop** — each player has 3 gold and players alternate actions, 1 gold
each: **buy** one of 4 face-up cards; **sell** any number of hand cards
(each becomes an 🍎 apple, +1 power food, and Sell effects fire); or
**trade in** 3 same-suit pets (the Triple action) to pick 1 of the top 2
cards of the next tier's deck — Triple effects fire on the traded cards
and the received pet's Buy effect fires. Passing forfeits remaining gold.
2. **Cleanup** — anyone holding more than 5 pets must sell down to 5.
3. **Arrange** — Battle Prep effects fire first (e.g. Giraffe hands out
apples), then players secretly order their decks. Food cards apply to the
next pet after them; trailing foods are wasted. A pet only benefits from
its last-applied **perk** (e.g. Honey, Garlic).
4. **Battle** — automatic stack machine. Cards reveal off the top of each
deck until a pet is in play. Play effects fire on reveal (rocks roll a d6
with faces 0/0/1/1/2/2 and hit the opposing pet before the clash). The two
pets simultaneously deal their full power to each other as damage markers;
a pet with markers ≥ power faints (attack never drops while wounded).
Faint effects can push cards (apples, bees) onto either deck, recycle a
pet's apples (Dodo), or set aside delayed rocks that hit BOTH active pets
(Badger); survivors that took damage fire Hurt effects. Garlic prevents 1
damage from every attack that hits its pet — a clash that damages no one
ends the battle as a stalemate draw. Last player able to field a pet
wins: 1 trophy for rounds 15, 2 for round 6. Draws award nothing.
Apples and bees are **temporary**: they leave your deck after the battle.
Most trophies after round 6 wins.
Tiers 13 use real card data (T1: Ant, Cricket, Duck, Otter, Mosquito, Fish;
T2: Worm, Flamingo, Peacock, Swan, Rat, Spider + Honey; T3: Dog, Dolphin,
Giraffe, Camel, Sheep, Dodo, Badger + Garlic). Tiers 46 are effect-less
placeholders awaiting their real definitions.
## Layout
```
cmd/server/ entrypoint
internal/game/ rules engine (pure, fully tested)
internal/server/ HTTP + WebSocket rooms
internal/store/ SQLite persistence
internal/env/ .env loading
web/ React frontend
```