woggioni 43d5a6e2f9 Add briscola chiamata
Five-player briscola with a descending calling auction and a secret
partner. Starting with the player after the dealer, each player bids a
lower rank (A > 3 > K > H > J > 7 > 6 > 5 > 4 > 2) or passes; once the
standing bid is the two the auction continues on points (62, 64, ...).
The last player standing must bid, and the winner names any card of the
won rank: its holder is the secret partner, or the caller plays alone
when it is one of their own cards, and its suit becomes the trump. The
calling side must reach 61 (or the raised target); a 60-60 deal with the
plain target is a patta and is replayed. A match is a single deal, so
the caller and partner (or the lone caller) against the other players
map onto the platform's two-team result, Elo and match history.

The rules live in tavolo.briscola.chiamata with the
BriscolaChiamataEngine adapter registered alongside the other briscola
variants; the partner's role and the side totals stay hidden until the
called card is played. The web client gets a five-seat table, the
auction panel with legal bids and point raises, the call picker, the
reveal bands and a chiamata-aware final summary.
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2026-10-08 04:27:15 +00:00
2026-10-08 04:27:15 +00:00

tavolo

A platform for multiplayer card games. Three games are included: scopone scientifico — the four-player, fixed-partnership Italian card game — briscola, in its classic two-player and four-player partnership (briscola a quattro) variants, and briscola chiamata — the five-player variant with a calling auction and a secret partner:

  • server/ — backend: Python + kaya framework, OIDC login, live games in Redis, match statistics in Postgres. A monorepo of four distributions sharing the tavolo namespace: the game-independent tavolo-platform, the tavolo-scopone and tavolo-briscola games, and the tavolo-app composition root wiring them together. See server/README.md.
  • web/ — frontend: Rust + Sycamore compiled to WebAssembly, built with Trunk and styled with Bootstrap 5.3 (MIT, vendored under web/vendor/ so builds work offline) plus the custom felt theme in web/theme.css. Card images are the CC0 woodcut napoletane deck traced from a 1902 Naples print (SONDLecT/woodcut-napoletane).

Run the whole stack

docker compose up --build

Postgres, Redis, a mock OIDC provider (test users alice, bob, carol, dave), the database migrator and the app all come up together. The app — frontend and API — listens on http://127.0.0.1:8080.

Because both the browser and the app talk to the OIDC issuer at http://mockoauth:8180/tavolo, add a host entry once:

echo "127.0.0.1 mockoauth" | sudo tee -a /etc/hosts

Between hands

When a hand ends but the match is not decided, the game pauses on a scoring summary screen: scopone players see how each category was won (carte, denara, settebello, primiera, scope — plus napola and asso pigliatutto when enabled), briscola players see the deal's points and any patta; both see the running totals and must click "Understood" before the next hand is dealt. If someone is away the next hand is dealt automatically after HAND_ACK_TIMEOUT_SECONDS (default 30s). The match-ending hand is explained on the final screen. Briscola chiamata plays a single deal per match, so it goes straight from the last trick to the final scoring screen; a 60–60 patta is replayed immediately.

On your turn

Every turn shows a countdown (TURN_TIMEOUT_SECONDS, default 30s). If a player does not move — disconnected or fallen asleep — the server plays a random legal card for them (choosing among the legal captures when the rules require a capture), so one absent player cannot stall the table. Briscola chiamata arms the same countdown for its auction bids and for the auction winner's called-card choice (auto-bid or auto-pass, then a random suit of the won rank).

Watching

Anyone who has the game URL (/game/<id>) can watch, logged in or not: spectators see the table, the score and every player's captured cards (and scope for scopone), but never a hand and never the join code. In briscola chiamata they also see no role labels and no side totals until the called card is played, so the secret partner stays secret. The "Copy watch link" button in the waiting room and in the game HUD copies the URL to share. A spectator who opens the URL before the match starts sees a "game not started yet" waiting room.

Development

Backend (from server/):

cd server
python3 -m venv .venv
.venv/bin/pip install -r requirements.txt
.venv/bin/pip install -e ./packages/tavolo-platform -e ./packages/tavolo-scopone -e ./packages/tavolo-briscola -e './packages/tavolo-app[dev]'
.venv/bin/python -m unittest discover -s tests -t .
.venv/bin/python -m unittest discover -s packages/tavolo-platform/tests
.venv/bin/python -m unittest discover -s packages/tavolo-scopone/tests
.venv/bin/python -m unittest discover -s packages/tavolo-briscola/tests

Frontend (from web/), with the backend running on :8080:

cd web
trunk serve          # SPA on http://localhost:8000, /api /auth /ws proxied

Trunk proxies /api, /auth and /ws to 127.0.0.1:8080 (see web/Trunk.toml). For the login redirect to land back on the dev server, run the backend with:

OIDC_0_PROVIDER=default \
OIDC_0_ISSUER=http://localhost:8180/tavolo \
OIDC_0_CLIENT_ID=tavolo \
OIDC_0_REDIRECT_URI=http://localhost:8080/auth/default/callback \
OIDC_0_POST_LOGIN_REDIRECT=http://localhost:8000/ \
OIDC_0_POST_LOGOUT_REDIRECT=http://localhost:8000/ \
  .venv/bin/granian --host 127.0.0.1 --port 8080 tavolo.app:app

Card images are committed under web/assets/cards/; web/fetch-cards.sh re-downloads them if needed.

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Description
Scopone scientifico multiplayer backend built on the kaya framework
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