Living Roadmap

Python-first development plan.

My planned phases for turning the documented rules into a working digital game with AI opponents.

Phase 0 — Documentation baseline

Organize rules, glossary, setup, pieces, FAQ decisions, and known ambiguities. This HTML archive is the starting point.

Phase 1 — Rules model

Create Python data structures for board coordinates, players, pieces, zones, Gyullas, compass states, graveyard, keep, and turn state.

Phase 2 — Legal move generator

Implement Gulled movement, Navia movement, Maseitai compass movement, captures, summoning, line-over, Dratp/Invoke timing, and check detection.

Phase 3 — Test suite

Build scenario-based unit tests for every rule. No UI work should bypass the engine.

Phase 4 — Minimal interface

Start with CLI or simple Pygame board view. The UI should call the same engine used by tests and AI.

Phase 5 — AI opponents

Begin with random legal move AI, then heuristic evaluation, then minimax/alpha-beta, and eventually a learning or Monte Carlo approach if useful.

Phase 6 — Content polish

Add piece art, gallery references, tutorial mode, save/load, move history, replay export, and configurable armies.

Roadmap rule: every time the rules engine changes, this page will be updated to reflect changes to the overall logic.