Changelog

Feature milestones and updates for the Cardigarch online card game.

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Feature timeline

This page highlights major feature milestones as Cardigarch evolves. It is intentionally not a complete commit-by-commit log (we skip most bug-fix-only work).
Last updated · October 16, 2026

Want to play? Head to Play — or learn the rules in How to Play.

Pass & Play

2026-10-16

Playing with friends on the same sofa meant everyone needed a phone and an account — now one device is the whole table: add people by name, pass it round, and nobody sees a hand that isn’t theirs.

  • One device, up to four players — you plus up to three friends typed in by name, no accounts needed for them, with bots in any empty seats
  • A curtain between hands — whenever someone else is up, the screen says who to pass to and why (“Sam is charging you”), and their cards only show once they tap in
  • No clock — Veto choices wait for whoever’s holding the device instead of counting down
  • Just for fun — in-person games don’t touch stats or achievements, but you keep the recap

Daily Deal

2026-10-16

There was no reason to come back tomorrow — now there’s one deal a day, the same for everyone: same table, same shuffle, same bots. You get one ranked try, a score in turns, a streak, and a grid to share.

  • A different table every day — the day’s deal picks the number of bots, the rules, Secret roles, bot difficulty and the map, and never repeats yesterday’s
  • One ranked try, no clock — leave whenever you like and the game waits for you until midnight; Surrender if you’re stuck, and replays open once you’re done
  • Fewest turns wins — see how everyone did today, where you placed, and how your friends got on, but only after you’ve played, so there are no spoilers
  • Streaks and a share grid — one square per turn (🟩 a set, 🟨 ahead, 🟥 hit, ⬜ quiet), your streak, and a link back to the day’s deal

The mascot, and a house-style pass

2026-10-15

Loading screens, empty lists and error pages each looked like they came from a different app — a plush, crowned playing card now greets you through all of them, and the rest of the site was tightened to match.

  • Meet the mascot — on loading screens, empty lobby seats, the Quick Match search, empty friends, matches and leaderboard pages, sign-in, the 404 and the champion’s podium
  • It dresses for the occasion — a party hat, a champion’s medal or a headset depending on the page it’s opening, always with something on its head
  • One house style — one page header, one loading state, one danger red, an ink-coloured keyboard focus ring instead of browser blue, and the crash, update and install screens redone to match
  • Faster everywhere — an instant progress bar on every navigation, a “Sending…” pill while a move reaches the server, the game screen preloaded while you wait in the lobby, and Leave room and Log out that respond right away

Tournaments

2026-10-14

Playing a group of friends meant juggling one-off rooms and keeping score yourself — tournaments run the whole bracket: 3 to 16 players, 1v1 matches, from the first round to a champion.

  • Three lengths — Quick is single elimination, Normal is double elimination with a best-of-three grand final, and Long plays round-robin groups before a best-of-three knockout
  • Matches start when you’re both ready — press Ready and a room opens, so a tournament never blocks normal play; hosts can set deadlines, award walkovers, reshuffle the draw, kick or ban, and hand over host
  • One bracket, plainly labelled — winners and losers brackets in a single chart, every match saying what it decides (“Loser is out”, “Winner takes the title”), with a round picker on phones
  • Watch live — anyone in the tournament can watch a match they aren’t playing in, with every hand and role hidden
  • A record that lasts — your profile keeps a tournament record, recaps link back to their bracket, and Play lists your past tournaments and where you placed

Match analysis

2026-10-03

A match used to end on a bare win or loss — now every game gets a full analysis: each player’s chance of winning, charted turn by turn, plus the move that decided it and the moments that mattered.

  • Live odds, every turn — at the start of each turn the rest of the game is played out 200 times from where it stands, with role wins included, and the chart shows who was really ahead and when that changed
  • Odds you can trust — tested against 240 bot games across every preset: when the chart gives a player 70%, they win about 72% of the time
  • The turning point and key moments — the move after which the winner led for good, the biggest steals, Vetoes and payments, and the nemesis each player kept losing to
  • Awards on the end screen — Master Thief, Rent Baron, Biggest Hit, The Wall, Comeback, Rivalry and more, drawn from what actually happened
  • Yours to keep and share — every match gets a public page, Solo games included, with Share and Copy link, and a “Last game” bar in the room so Play Again doesn’t lose it

Secret roles

2026-07-26

Everyone sat down with identical powers — roles deal each player one secret ability at the start (a Banker who draws three, a Fortress nothing breaks, a Tycoon who wins on 35M alone), and nobody learns what you are until it fires.

  • One secret role each, dealt at the start — a short reveal shows you yours and only yours; every other player’s is stripped out of what your client can ever see, so the table finds out what you are when your ability fires
  • Fifteen roles across four flavors — economy (Banker draws three a turn, Landlord charges +2M, Tenant pays 2M less, Investor banks 2M every turn), protection (Bodyguard, Fortress, and Diplomat each shrug off the first hit of their kind each round), comeback (Underdog draws extra and pays half rent while last on sets), and attack (Tax Collector skims 1M whenever anyone else trades rent, Marauder’s steals reach into completed sets)
  • Three other ways to win — Tycoon takes it the instant their bank hits 35M, Mogul wins a set early provided every set carries a House, and Curator wins by owning a property of every color
  • Social roles at a bigger table — with 3+ players the Martyr also wins by being dogpiled (30M more taken off them than off anyone else), and at 4 the Double Agent is secretly paired with a random ally and shares their victory — so ganging up now carries a risk
  • Abilities announce themselves — a blocked steal or a surcharged rent fires a named toast so it reads as a role, not a bug, and the in-game info box holds your role card plus the list of which roles are in play
  • Bots play them too — Solo games deal roles as well, and the bots know what to do with them: a Tycoon stops building and starts banking as 35M comes into reach, a Curator collects colors, a Marauder raids completed sets, and a Martyr stops burning Vetoes on the very attacks that would win it the game — and like you, each bot only ever knows its own role
  • Host’s choice, private rooms only — switch roles on one at a time or all at once in lobby settings; Quick Match never deals them, so matchmade games stay predictable

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Social + stats

2026-04-16

Your match history started mattering — profiles, stats, friends, and live presence.

  • Stats tracking, player profiles, and leaderboards launched to give wins and losses somewhere to land
  • Friends list, presence heartbeat, and real-time WebSocket invites — see who's online, pull them into a game directly

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

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

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

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

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

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

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