Play Everdell Online
We highly recommend purchasing this board game for personal use and all of its expansions! This app is useful if you want to play with people online or play test community mods to the game.
Currently supports:
We designed this application with expansions in mind so it should be possible to add support for even more official expansions.
You can demo this web app here. If you find a bug or have a feature request, please add it as one in issues tab.
- This is a nextjs application.
- The core game models are located in
src/model/*. - UI components can be found in
src/components/*.
- Each
Gameis modeled as series ofGameState(the latest one representing the current state of the game) GameStates transition to the next state viaGameInputs (specified by the client)- The
GameStatealso holds things like a list ofPlayers, theDeck, discard pile, activeLocations,Events etc. - Most of the custom logic can be found in
card.ts,location.tsandevent.tswhere all the respective game objects are implemented. - Most objects implement a
toJSONandfromJSONmethod to allow them to be sent to the client.toJSONconditionally returns a public view of the object (eg. hides the cards in the player's hands and the cards in the deck).
Some important types that are used throughout the codebase:
| Type | Description |
|---|---|
CardName, LocationName, EventName |
String Enums of the various cards/locations & events. These alone are sufficient to encode a generic item. Eg. CardName[] models a Deck of cards with a specific ordering. |
ResourceType |
Enum of resources TWIG PEBBLE RESIN BERRY VP |
GameInput |
This describes all the available ways to transition from one GameState to another. The clientOptions key on GameInput types is reserved for client specific variability. Eg. The PLAY_CARD input has client options that specify the card to play. |
GameInputSimple vs. GameInputMultiStep |
Simple GameInputs are things that players can typically play at the start of their turn (if eligible). Eg. playing a card from their hand. GameInputMultiStep are special in that they can only be triggered after taking certain actions. Eg. Choosing a wild resource after placing a worker on a location. The list of valid multi-step inputs are stored as part of the GameState (see pendingGameInputs) to avoid any unexpected/out-of-turn actions being taken. |
GameText |
A way to describe in-game text (eg. on cards, in logs etc). This allows us to reference resources like berries, vp tokens and even cards/other players in the game in a consistent way across various parts of the UI |
The following test pages exist to make UI development easier:
| Path | Description |
|---|---|
/test/ui |
Listing of all cards, locations, events as rendered |
/test/inputs |
Preview of the various variants of the user input forms |
/test/log |
Preview of the game log ui |
/test/inputBoxLabel |
Preview of the input box labels |
/test/game |
Preview of an ongoing game (non-functional) |
/test/log and /test/inputBoxLabel are rendered from JSON data collected when running our unit tests.
To regenerate these, you can run npm run collect_test_data
The app uses sqlite or postgres for to store the game state across server restarts. Which dbms we use is determined by the environment variables. When deploying to Heroku, its recommended to use postgres so game state is persisted across deploys.
Install dependencies:
npm ciRun the development server:
npm run dev
open http://localhost:3000Running tests & checks:
npm run typecheck
npm run typecheck:watch
npm run format
npm run test
npm run test:watchThis project won't exist without the actual board game and was heavily inspired by the terraforming-mars repository.