Room setup
The host selects a target score from 6 to 21, a 100-round maximum, a game clock, a deck, position assignment, anonymity, human and bot counts, and whether the final position is NO PLAY. There must be 2-5 active playing positions.
- Random positions: positions are shuffled and all active players begin at 0 points.
- Betting positions: each participant bids points for every position before choosing a starting position.
- NO PLAY: the participant assigned this position watches the game without taking turns.
- Move advice: when turned on in Advanced settings, active human players can privately ask what the bot strategy would do. During a player's live turn, Move advice shows only the current stage and recalculates after each submitted stage because a main action can reveal a held or replacement market card that may affect later excess-coin returns or bonus-tile choices. Predicting with face-down server information would leak it, while ignoring that information could make the advice inaccurate. During another player's turn or gameplay playback, Move advice can instead show the requesting player's latest relevant completed turn as an ordered list reconstructed from the authoritative stage snapshots. The same private history remains available when viewing a completed game. Viewers and the participant assigned NO PLAY receive no preview.
Viewing and joining
Every room is public to view. For a registered online room that can accept another human, the host chooses Joining: Open joins eligible players immediately, Host approval lets the host Accept or Decline each request, and 4-digit passcode requires the exact code chosen at creation. A player may cancel a pending request, and stays in any existing waiting room unless the request is accepted. Only the host can see the passcode. Same-device, guest-only, and one-human rooms use Open because they cannot accept another remote player.
Betting for positions
With Position assignment set to Bidding, every bid must be an integer between the negative
and positive target score, and all of a participant's bids must total 0. Lower bids
receive better rank. Tied human and bot bids favor the human. Other ties favor the earlier
server-recorded submission, then the lower-ELO participant when submission times are
identical, then the participant who entered the room earlier when ELO is also tied. One
submission time applies to all of a participant's position bids. The server measures it
from when the host clicks Start game. During bidding, each visible participant who has
submitted shows Submitted in Ns using whole elapsed seconds, and that
relative time remains in the participant's player box during starting-position selection
rather than appearing in the ranking-result cells. Hidden participant cards keep the
neutral betting status, and Hide identities set to Players and bots continues to hide
submission times during starting-position selection. Beginning with first rank,
participants privately select an available position from one of their highlighted ranked
cells. Selections are revealed together after everyone required for that rank has chosen.
Board setup
- Active players act in position order: A, B, C, D, then E.
- Four development cards from each of the three tiers are face up.
- The board has one more bonus tile than active players.
- The bank begins with 2-9 regular chips of each color and 0-6 gold wild chips, as selected in the room settings. Regular chips default to 7 and use player-count presets of 4, 5, 7, and 8 for 2, 3, 4, and 5 active players; gold defaults to 5.
- A betting-mode player's starting points equal the bid for their selected position.
Your turn
Choose exactly one main action:
- Take chips: take 1 chip; 2 or 3 different available colors; or 2 matching chips when at least 4 of that color are in the bank.
- Hold a card: hold a face-up card or the top hidden card from a tier. You may hold at most 3 cards and receive a gold chip when one is available.
- Buy a card: pay for a face-up or personally held card. Permanent discounts reduce colored costs and gold covers remaining colored costs. The room's Card payment method defaults to Use least gold by spending matching colored coins first. If the room uses Choose manually and more than one payment is possible, choose the number of each held coin to spend before confirming the purchase.
- Pass: take no main action. Any required follow-up still has to be completed.
Turn limits and bonus tiles
- You may hold at most 10 chips after your turn. If you exceed the limit, return exactly the excess.
- After the main action and any chip return, the game checks bonus-tile eligibility using permanent card discounts.
- If one or more tiles are available, choose exactly one before the turn ends.
- The game clock continues during required chip returns and bonus-tile choices. The increment is added only when the entire turn finishes.
Resigning and leaving
During betting, position selection, and gameplay, a non-forfeited participant sees one Resign departure control. Its confirmation offers Resign to forfeit and remain in the room or Resign & Exit to apply that same forfeit and return immediately to the lobby. Both keep the participant in the roster and score-based ELO result and make remaining decisions automatic; Exit occurs only after the forfeit succeeds. When the player remains, the same navbar control changes to navigation-only Exit. A direct active Exit request has the same forfeit result. Top-left navigation, refresh, and closing the page change presence only and preserve the reconnect grace period.
Game end and ELO calculation
- Reaching the target score starts the final round. Play continues until every active player has received the same number of turns.
- The game ends immediately if every active player cleanly passes in the same round. A pass is clean only when it needs no chip return or bonus-tile choice.
- If neither condition occurs first, the game ends after round 100.
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Spendii ELO uses point totals and participant ratings; purchased development cards are
not included. Let
pMaxbe the highest point total among all joined humans and bots. For each entityi,diff_i = pMax - points_iandplayerScore_i = diff_i / sum(diff_j), where the sum includes every human and bot. If all entity point totals are equal, everyplayerScoreis1 / entity count. The expected loss-like score isexpectedScore_i = 1 / sum(10 ^ ((effectiveELO_i - effectiveELO_j) / 400)), also summed over every entity. Humans use their current rating and every bot uses the fixed default ELO of1500. -
Every entity's hypothetical raw change is
-40 * (playerScore - expectedScore). The combined raw change of all bots is divided equally among the humans and added to their target ratings. Floor-aware reconciliation keeps every human at or above ELO1while preserving the total human ELO. Bots remain at1500. The same calculation applies with only one human: scores are still calculated, and redistribution naturally leaves that human's ELO unchanged.
Guests, bots, and ELO
Guests can create bot rooms and spectate public rooms, but their rooms cannot be joined remotely and their games are unrated. Bots play automatically, participate in rated calculations at the fixed default ELO, and do not receive a persisted ELO change. Rated games update human participants, including a human assigned NO PLAY, when the game finishes. In the final table, rated registered-human ELO changes and new ratings use exactly one decimal place. Increases are green, decreases are red, and unchanged changes are white. Guest, bot, and other unrated rows show dashes in both ELO columns.