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.
4.7 KiB
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 thetavolonamespace: the game-independenttavolo-platform, thetavolo-scoponeandtavolo-briscolagames, and thetavolo-appcomposition 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 underweb/vendor/so builds work offline) plus the custom felt theme inweb/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.