Want to play? Head to Play — or learn the rules in How to Play.
Early foundation
2024-11-22
The project started in a terminal, not a browser — rules first, UI later.
- Terminal-only engine built to get the ruleset correct before anything visual existed
- Django ASGI backend wired up; first networked game connected
Core gameplay loop
2025-01-19
The first time you could play a complete, fair match from start to finish.
- Full rules engine: Veto interactions, hand limits, rent calculations, and edge cases all handled
- Two-player desktop experience shipped end-to-end
- Win conditions and tie detection both handled — games could end for the first time
Online rooms & accounts
2024-12-21
Multiplayer went from "works locally" to "works for real people" — with accounts, rooms, and a stable connection layer.
- Registration, login, and game room creation/joining all functional
- Centralized WebSocketContext replaced ad-hoc socket code, making connections significantly more resilient
Card UI & drag-and-drop
2024-12-30
The game got its hands — drag-and-drop became the primary way to play.
- Initial card components designed and rendered in-browser
- Bank and property zones with drag-and-drop as the core interaction model for money, actions, and sets
Endgame + overlays polish
2025-01-19
Games could now end clearly — no ambiguity about what happened or why.
- Win condition overlay shipped, and major improvements were made to how rent and payment moments were presented
- Tie detection overlay added for drawn games
Multiplayer maturity
2025-03-23
Two players was the starting point. This phase built out the full table and made the whole thing stable.
- Centralized GameStateContext with lazy-loaded overlays and smoother action animations
- Three-player and four-player desktop layouts completed — full table play
- Better disconnection handling so a dropped connection doesn't ruin a session in progress
Roadmap & feedback
2026-04-12
The development direction became clear, and players got a way to influence it.
- 17-phase internal product roadmap created with set timeline in mind
- In-app feedback submissions with email notifications — a direct line from players to what gets built
Vite + mobile layouts
2026-04-17
The frontend got faster, and the game became genuinely playable on phones.
- Migrated from Create React App to Vite for a substantially faster dev and build experience
- Dedicated two-player mobile layout shipped; 3- and 4-player mobile iterated heavily (side panel redesigns, layout polish)
- Rejoin banner and reconnection logic added — lose your connection mid-game and you can get back in
PWA + install experience
2026-04-22
Cardigarch can now be installed as an app — home screen, not browser tab.
- PWA with install gate and mobile polish so the installed experience feels native
- Update prompt added so players aren't silently running stale code when a new version ships
In-game game log
2026-04-24
Fast turns in a 4-player game are easy to lose track of — the log keeps a record of everything.
- Game log records every action and event chronologically during a session
- UI polished for readability mid-game — not just technically present, but actually usable
Clerk authentication
2026-04-26
Auth was rebuilt from scratch on Clerk — more reliable sign-in and a real account recovery flow.
- Migrated from Django JWT to Clerk for more robust session management
- Forgot-password flow added — getting locked out of your account is no longer a dead end
Landing page overhaul
2026-04-27
The first impression was redesigned to actually represent what Cardigarch had become.
- Major landing page redesign — clearer, more polished, and a better foundation for the product going forward
Theme + dark mode
2026-05-05
The entire interface — including the game itself — now adapts to light or dark.
- Settings-controlled light/dark toggle backed by consistent theme tokens across the UI
- Full in-game dark mode — the densest part of the app got complete treatment
Legal + reactions
2026-05-05
Trust and expressiveness in one push: legal pages and in-game emoji reactions.
- Terms of Service and Privacy Policy added — explicit about how the game handles your data
- In-game emoji reactions launched — respond to a stolen set or doubled rent without breaking the flow
Interactive tutorial
2026-05-06
New players had no on-ramp — the tutorial puts them inside a real match against a bot and teaches by doing.
- Play against a bot through a real two-turn match — properties, Stash Up, banking, and a Grand Theft steal — so the rules click through doing, not reading
- Step-by-step guidance shows exactly what to drag and where, with a nudge if you try the wrong card
Public Quick Match
2026-05-11
Solo players don’t need to share a code anymore — joining a game is a single tap.
- Live queue with size selection — pick 2, 3, or 4 players (or sit in several pools at once), see live counts per size, and get auto-routed into a fresh room the moment a match completes
- Underweight lobbies auto-dissolve — if a matchmade room loses players before start, surviving players get a toast and are bounced back to /play instead of staring at an empty table
Lobby customization
2026-05-12
Every private room can feel like its own variant now — country-themed property names plus tunable rules and presets.
- 22 country maps — Classic (US), a Global mix, and 20 countries (Japan, UK, India, Brazil…) each re-skin all 28 property cards with famous places from that country; game logic is untouched, so the change is pure flavor
- Tunable rules and presets — sets to win, hand limit, starting hand, draws per turn, actions per turn, and Stash Up bonus all adjust independently; Quick / Standard / Marathon presets snap every dial at once; variants disable Veto or Grand Theft, or open up stealing from complete sets
- Live summary and in-game viewer — the lobby header shows the active setup at a glance, and a floating “i” during play opens a detail panel of every rule without leaving the table
- Quick Match stays standard — matchmade games always run on standard rules, so pairings remain predictable while private rooms experiment freely
Profile pictures
2026-05-13
Players are no longer faceless initials — pick a photo in settings and it follows you everywhere you appear at the table.
- Upload, change, remove — the Profile tab in settings accepts PNG, JPEG, or WEBP up to 5 MB, with a live preview before you save and a one-click Remove that drops you back to the initial circle
- Visible everywhere it should be — your picture renders in the pre-game lobby and every in-game player slot on tablet and mobile, so opponents see each other’s faces, not just letters
Achievements
2026-05-17
There was nothing to chase between matches — 69 achievements now sit between you and a Mythic tier with feats like God Mode and Cardigarch Master.
- Trophy case on every profile — all 69 grouped by tier, with the date you earned the unlocked ones and a progress count on the rest (“8 of 25 games played”); your old matches already count, so nobody starts from zero
- Toasts as games end — each new achievement slides in the moment you’ve earned it; if one game triggers several, they stack so each gets a beat
Solo Game
2026-05-18
Playing meant waiting for real people to be online — Solo Game drops you straight into a match against 1, 2, or 3 bots at three difficulty levels, kept separate from your stats and achievements.
- Pick your table on /play — choose 1, 2, or 3 opponents and an Easy, Medium, or Hard difficulty, and a room spins up with bots already seated and ready so the host can start immediately
- Bots that actually play — they form sets, time their Grand Thefts against whoever’s ahead, hold Veto for the moves that matter, and pay rent down to the smallest combination of cards instead of dumping their bank
- Off the books — nothing from a Solo match touches the leaderboard, your win/loss record, your match history, or achievement progress; the lobby labels itself accordingly so you always know what you’re in
- Full house rules still available — country maps, presets, and individual rule tweaks all work in Solo, so it doubles as the place to try unusual setups (5 sets to win, no Grand Theft, etc.) without affecting anyone else
- Friend invites are off-limits — Solo rooms reject invite attempts at the server, and the friends drawer hides the invite button while you’re in one, so the “it’s just you and the bots” promise actually holds
Spicy Mode
2026-06-02
Standard play has a ceiling on how mean it gets — Spicy Mode adds an optional, higher-intensity card set (raid a whole bank, pick a card out of someone’s hand, hit completed sets) as a one-tap preset, with Standard and Quick Match left exactly as they were.
- Eight new cards — Bank Robbery (take an opponent’s entire bank), Sweet Talk (take 2 of their properties, hand back 1), Repossession (shuffle a target’s loose, non-set properties back into the deck — completed sets stay safe), Pickpocket (blind-steal a card from an opponent’s hand by position), Stash Up+ (draw 3), Lucky Draw (reveal the top 3, keep 1, shuffle 2 back), Dumpster Dive (pull a random card out of the discard pile), and Skyscraper (+5M on a set that already has a House and Hotel)
- A meaner rule, and a defense to match — actions can target cards inside completed sets, and the Spicy deck carries five Veto instead of three; a guard rail floors the count upward so a no-defense deck can’t be built
- Preset or pick-and-choose — load the Spicy preset to turn it all on at once, or flip individual cards and rules in Custom; Standard and Quick Match never change, so matchmade games stay predictable
- Bots play it too — solo opponents understand every Spicy card: they fire Bank Robbery and Sweet Talk at whoever’s ahead, hold Veto for the moves that matter, and pick their hand-raids and steals deliberately
- Allow Discard rule — an optional rule (off by default) that lets you push past the hand limit during your turn and discard down at the end, with the discards shown in the log; existing rooms play exactly as before
Achievements, reworked
2026-06-05
A wall of grindy milestones made every unlock feel the same — achievements are now split into a curated set of special Feats (including hidden ones) and a separate Career track for the long-haul progression, so a trophy means a trophy again.
- Feats are special moments only — the trophy case is curated down to situational, clever, or rare unlocks; the repetitive “play N games” ladders moved out so each Feat earns its place
- Hidden secrets — a handful of feats stay masked as “???” until the moment you trigger them, then the unlock reveals what you just did; locked secrets never leak before then
- A Career track for the grind — cumulative progression (Veteran, Champion, Landlord, Cartographer…) now lives in its own set of levelled tracks on your profile, so milestones still count without crowding the trophies
- Unlocks gather in one panel — instead of a stack of toasts, a single collapsible panel on the side counts your unlocks for the game and lets you expand the list when you want it
Card Guide
2026-06-14
Learning a card meant meeting it mid-match or digging through How to Play — the Card Guide is one page consisting of every card, what it does and a hands-on tutorial on how to play it.
- Every card on one page — Actions grouped by what they do (rent & collecting, stealing, buildings, defense), then Properties & Wild Cards and Money, each shown with its real in-game face so you recognize it the moment it’s in your hand
- What it does, how to play, how to defend — every entry spells out the effect, the way to play it, the counter where one exists, and a quick tactical tip
- “Try it in the tutorial” — all cards deep-link into a hands-on scenario, so you can play the card once in a safe match before it ever matters
- Spicy Mode included — the optional Spicy cards get the same writeups, tagged so it’s obvious they’re off by default; the whole guide is a tap away from How to Play
Sound design
2026-06-21
Cardigarch played out in near silence — the table now has a full sound pass: a distinct effect for nearly every action, win and loss fanfares, optional background music, and one-tap mute, so a stolen set or a doubled rent finally hits the ear, not just the eye.
- The core loop, voiced — dropping a card, banking money, drawing on Stash Up, and completing a set each get their own sound
- Money sounds tell you which side you’re on — collecting rent plays a cha-ching for the recipient and a distinct paying-out cue for whoever pays; pull off a Bank Robbery and the robber gets that same cha-ching
- A turn chime only when you need it — if it becomes your turn while you’ve tabbed away or minimized, a soft ping calls you back; during active play it stays quiet so it never nags
- Optional music and one-tap mute — a looping background track you can switch on in settings, plus an in-game speaker button that silences everything instantly; audio never blocks play and remembers your preference
Veto chains
2026-07-07
Playing a Veto used to end the exchange outright — now the countered player can Veto right back, and so can the next, until someone finally accepts defeat. Even trades let the action through, odd trades keep it cancelled.
- Counter, then counter again — The opponent plays a Veto and you no longer just fold; you get your own 20-second window to Veto it back, with roles flipped each round, until someone accepts defeat or the clock runs out
- On by default, everywhere — Comes switched on in Standard, Quick Match, Marathon, and Spicy alike; the “Allow Veto chains” house rule is still there for any room that would rather call off the war
- Bots know the trick — solo opponents counter-veto back instead of folding immediately.
- A new modal, and a new secret — the reworked Veto modal shows the live back-and-forth round by round, and countering a Veto with a Veto unlocks the hidden “No, You” achievement
Social + stats
2026-04-16
Your match history started mattering — profiles, stats, friends, and live presence.