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Pim Bax
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Merge branch 'master' into multithreading
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META-INF/MANIFEST.MF

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Manifest-Version: 1.0
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Main-Class: core.LLMTest
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data/cantstop/ruleSummary.txt

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**Game Implementation Summary**
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**Game Rules:**
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1. **Dice Rolling:** Players roll four dice, split into two pairs to determine column movements.
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2. **Column Movement:** Each pair dictates movement in one column.
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3. **Turn End:** Players can stop rolling and end their turn at any time to secure progress.
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4. **Winning Columns:** Players win a column by reaching the top with a marker.
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5. **Loss Condition:** Rolling higher numbers after winning a column can cause loss of all placed markers.
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6. **Marker Placement:** Markers cannot be placed in already won columns.
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7. **Game Win:** The first player to claim any three columns wins.
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**Strategy:**
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1. **Focus Columns:** Prioritize columns with numbers 6, 7, or 8 due to higher probability.
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2. **Avoid Short Columns:** Columns with fewer steps are less advantageous.
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3. **Risk Management:** Stop rolling to secure progress and avoid losing all markers in a column.
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4. **Marker Interaction:** If a player's marker lands on another's, they must roll again until moving or losing their turn (blowing it).
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**Game Variant:**
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- **Four Players:** Encourages more risk-taking due to increased competition.
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**Developer Notes:**
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- Implement dice rolling mechanics with split pair results.
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- Include rules for column movement and marker placement.
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- Create logic for winning and losing conditions.
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- Add a focus on strategy with column prioritization.
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- Integrate the interaction rule for markers on the same space.
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- Consider enhancing the game with a four-player mode for increased challenge.

data/cantstop/rulebook.pdf

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data/coltexpress/rulebook.pdf

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data/connect4/ruleSummary.txt

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**"Connect Four" Game Rules and Strategy Summary:**
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- **Objective:** Align four checkers of your color vertically, horizontally, or diagonally on a 7x6 grid.
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- **Players:** Two players, taking turns.
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- **Gameplay:**
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- Players take turns dropping checkers into the top of the grid.
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- Checkers fall to the lowest available row.
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- The game ends when a player achieves a winning combination or the grid is full.
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- **Winning Condition:** First player to align four checkers in a row (vertical, horizontal, or diagonal) wins.
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- **Post-Game:** Winning player slides a lever to clear the grid, preparing for the next game.
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**Strategy:**
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- **Center Control:** Aim to control the center columns (3 and 4) to have the most line options.
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- **Block Opponent:** Prevent the opponent from getting three in a row, especially in the center.
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- **Forks:** Create opportunities where you can win in multiple lines in your next turn.
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- **Force Opponent:** Force the opponent into positions where they must block you, limiting their own opportunities.
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- **Corner Play:** Use corners strategically, especially for diagonals.
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**Development Notes:**
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- Implement a 7x6 grid.
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- Check for winning combinations after each turn.
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- Handle full grid (no more moves) scenario.
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- Include lever mechanism to clear the grid after a win.

data/connect4/rulebook.pdf

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data/diamant/ruleSummary.txt

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**Game Summary for Implementation**
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**Game Overview:**
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- 3-8 players, aged 8+
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- 30-minute playtime
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- Players explore a cave, collect diamonds and rubies, avoid traps
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- Goal: gather the most diamonds by the end of the game
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**Game Components:**
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- Board: 5 paths connecting camp to the cave
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- Cards: Decision, Treasure, Trap
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- Barricade tiles: track progress
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- Chests: store rubies and diamonds
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**Game Rules:**
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1. **Treasure Collection:** Players gather rubies from Treasure cards, sharing equally and keeping extras.
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2. **Traps:** Two Trap cards end the expedition.
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3. **Movement:** Players simultaneously reveal cards, gather treasure, and decide to continue or exit.
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4. **Exiting:** Exiting players share rubies, and the first to leave takes Relics for Diamonds.
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5. **Game End:** When all players return to camp or two Traps appear.
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6. **Rounds:** After each round, place a Barricade tile, reallocate Rubies and Relics, reshuffle the Expedition deck.
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**Strategy:**
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1. **Treasure Collection:** Continue the expedition to gather more treasure but be cautious of Trap cards.
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2. **Timing Exits:** Decide to exit when you have enough rubies to secure your score.
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3. **Leveraging Diamonds:** Maximize treasure collection and use diamonds for victory points.
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**Key Mechanics:**
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- Simultaneous card revelation
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- Resource sharing and management
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- Risk-reward decision-making
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- Progress tracking with Barricade tiles

data/diamant/rulebook.pdf

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data/dominion/ruleSummary.txt

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**Game Summary for Implementation**
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**Game Rules:**
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- Players build a deck (Dominion) using Treasure, Action, and Victory cards to gain victory points.
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- Players start with 7 Copper and 3 Estate cards.
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- Game ends when 3 supply piles or the Province pile is empty. Player with most victory points wins (fewest turns in case of a tie).
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- Turn structure: Draw 5 cards → Action phase (play Action cards) → Buy phase (acquire new cards) → Clean-up phase (discard down to 7 cards).
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- Players have 1 Action and 1 Buy per turn, but Action cards can modify these values.
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- Deck is shuffled when empty.
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**Card Types:**
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- Treasure: Copper, Silver, Gold
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- Victory: Estate, Duchy, Province
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- Curse
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- Kingdom: Action, Action-Attack, Action-Reaction, Victory
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**Strategy:**
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- Focus on acquiring powerful Action and Victory point cards.
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- Manage Treasure effectively to outpace opponents.
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- Efficiently use Action cards to draw more cards and perform additional actions.
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- Plan ahead for Action card restrictions (e.g., cannot play Action cards for first two turns).
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- Combine Treasure cards and Action-provided coins to buy multiple cards.
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- Use Action cards to alter game rules (e.g., drawing more cards, playing more Action cards, buying additional cards).
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- Understand specific card effects and timing (e.g., Throne Room, Village, Witch, Thief).
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- Manage hand size and card discarding/trashing strategically.
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- Recognize various strategic setups (e.g., "Big Money" with Market and Mine).
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**Notable Cards & Effects:**
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- Throne Room: Play an Action card twice without using extra Actions.
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- Village: Requires careful tracking of remaining Actions.
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- Witch: Discards cards, manage hand size carefully.
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- Thief: Reveal last card, discard one Treasure chosen by the attacker.
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- Moat: Protects against Attack cards.
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- Market, Laboratory: Allow additional card draws and plays.
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- Mine: Enables Treasure upgrades.
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- Gardens: Victory card with end-game scoring.
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- Militia: Forces players to discard down to three cards.
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**Special Actions & Rules:**
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- Trash Treasures to gain other Treasures or cheaper ones.
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- Use Moat to avoid Attack effects.
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- Specific conditions for Moneylender, Remodel, Smithy, Spy, and Thief.
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- Resolve 'Chancellor' before other turn actions.
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- Place gained cards directly into the Discard pile.

data/dominion/rulebook.pdf

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data/hearts/ruleSummary.txt

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**Game Rules:**
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1. **Objective:** Avoid taking tricks containing hearts or the queen of spades.
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2. **Deck:** Standard 52-card deck.
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3. **Players:** 4.
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4. **Scoring:**
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- Hearts: 1 point each.
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- Queen of Spades: 13 points.
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- Other cards: 0 points.
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- First player to reach 100 points loses. Lowest score wins.
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5. **Passing:**
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- Each player passes 3 cards to another player.
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- Passing direction rotates clockwise each round.
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**Strategies:**
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1. **Queen of Spades:**
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- Avoid leading with the queen of spades.
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- Pass low spades to avoid being stuck with high spades alone.
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2. **Hearts:**
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- Save high hearts (especially the queen, king, and ace of hearts) for late-game use to prevent opponents from shooting the moon.
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- Try to avoid leading with hearts early in the game.
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3. **Trick Avoidance:**
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- Avoid taking tricks with hearts or the queen of spades.
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- If you must take a trick with points, try to take it from an opponent with a higher score.
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4. **Shooting the Moon:**
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- Aim to take all hearts and the queen of spades in one hand to score 0 points and pass 26 points to each opponent.
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- Be cautious, as failing to shoot the moon results in a high score.

data/hearts/rulebook.pdf

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data/loveletter/ruleSummary.txt

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**"Love Letter" Game Summary for Developer Implementation:**
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**Objective:**
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- Be the last player standing or have the highest-value card when the deck runs out.
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**Player Count:**
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- 2-6 players (Classic version: 2-4 players)
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**Gameplay:**
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- Players draw and play one card per turn, each with unique effects.
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- Effects can eliminate players, trade hands, peek at cards, or grant temporary immunity.
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- The round ends when the deck is empty or one player remains.
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**Special Cards:**
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- **Princess & Guard:** Immediately eliminate players.
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- **Handmaid:** Provides temporary immunity.
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- **Countess:** Must be played if King or Prince is in hand.
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- **Spy:** Grants a favor token at round's end if played or discarded.
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**Strategy:**
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- Pay attention to played/discarded cards and other players' hands.
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- Manage your hand carefully, considering forced play conditions (Countess, Princess).
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- Use cards like Chancellor to draw and optimize your hand.
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- Protect yourself with Handmaid, eliminate low-card opponents with Baron, and bluff with Spy.
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**Winning:**
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- Win a set number of rounds to claim victory.
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**Classic Version:**
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- Excludes certain cards from the setup.
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- Supports 2-4 players.

data/loveletter/rulebook.pdf

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data/poker/ruleSummary.txt

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**Texas Hold'em Game Rules and Strategy Summary:**
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**Objective:** Form the best five-card hand using any combination of two hole cards and five community cards.
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**Game Flow:**
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1. **Button & Blinds:**
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- The button (dealer) moves clockwise.
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- Player left of the button posts the small blind; next player posts the big blind.
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2. **Hole Cards & Betting:**
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- Each player receives two hole cards.
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- Betting starts left of the big blind, with options to call, raise, or fold.
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- Betting continues clockwise, with all remaining players matching the highest bet.
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3. **Community Cards & Betting Rounds:**
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- **Flop:** Three community cards dealt, followed by a betting round.
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- **Turn:** One more community card dealt, followed by a betting round.
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- **River:** Final community card dealt, followed by the final betting round.
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4. **Hand Rankings (Best to Worst):**
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- Royal Flush, Four of a Kind, Full House, Flush, Straight, Three of a Kind, Two Pair, Pair, High Card.
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**Winning the Pot:**
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- The player with the highest-ranking hand wins the pot.
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- In case of a tie, the pot is split.
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**Strategy:**
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- Form a pair or a high card combination with more than one suit.
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- Use any combination of hole cards and community cards to make the best five-card hand.

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data/stratego/ruleSummary.txt

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**Stratego Game Rules and Strategy Summary**
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**Objective:** Capture the opponent's flag or render them unable to move.
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**Board:** 10x10 grid.
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**Pieces:** Each player has 40 pieces, each with a unique rank and movement ability.
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**Movement:**
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- Most pieces move one space at a time.
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- The Scout can move any distance.
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**Attacking:**
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- Pieces reveal their rank when attacking.
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- Higher ranked piece always captures the lower, except when equal ranks attack each other (both are removed).
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- Special rules:
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- Bomb: Captures adjacent pieces when attacked.
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- Spy: Captures Marshal or Flag, but loses to any other piece or when attacked.
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- Miner: Captures Bombs.
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**Endgame:**
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- Game ends in draw if both flags are protected and only non-Miner pieces remain.
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**Strategy:**
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- Concealment: Hide pieces' ranks to mislead the opponent.
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- Bluffing: Make moves to deceive the opponent about your pieces' identities.
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- Setup: Strategically place pieces at the start of the game for optimal defense and offense.
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**Pace:** Fast-paced, with no standard notation. Digital interfaces may record moves.
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**Unique Abilities:**
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- Marshal: Most powerful.
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- Spy: Weakest, but can capture Marshal or Flag.
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- Other pieces have distinct movement abilities and ranks.

data/stratego/rulebook.pdf

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data/sushigo/ruleSummary.txt

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**Game Summary for Developer Implementation**
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**Game Rules:**
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- Players draft cards simultaneously, keeping one and passing the rest to the left. This happens over three rounds.
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- Special cards include:
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- **Wasabi**: Boosts nigiri scores.
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- **Chopsticks**: Allows taking two sushi cards on future turns.
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- Pudding cards determine the game's end:
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- Most pudding cards: +6 points.
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- Least pudding cards: -6 points.
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- Ties for least are broken by most pudding cards.
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- Scoring is based on sets of:
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- **Tempura**: 2 cards for 5 points.
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- **Sashimi**: 3 cards for 10 points.
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- **Dumplings**: More is better, up to 15 points for 5+ dumplings.
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- **Nigiri**: 1-3 points, increased by wasabi.
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- **Maki Rolls**: 6 points.
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- **Pudding**: +6 for most, -6 for least.
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- **Chopsticks**: No points.
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- Two-player variant includes a third dummy player.
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**Strategy:**
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- Focus on collecting high-value sets:
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- **Sashimi**: Aim for sets of 3 for 10 points.
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- **Tempura**: Aim for sets of 2 for 5 points.
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- **Maki Rolls**: 6 points each.
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- Use special cards strategically:
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- **Wasabi**: Boost nigiri scores.
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- **Chopsticks**: Maximize card collection on future turns.
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- Manage pudding cards:
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- Avoid having the least to prevent point deduction.
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- Aim for having the most to gain points, but not at the expense of other high-scoring sets.
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- In two-player games, consider the dummy player's impact on pudding card distribution.
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**End of Game:**
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- The game ends after the final card is passed.
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- The player with the highest score wins. In case of a tie, the player with the most pudding cards wins.

data/sushigo/rulebook.pdf

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data/tictactoe/ruleSummary.txt

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## Tic-Tac-Toe: Core Game Rules
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Tic-Tac-Toe is a simple yet strategic game played on a 3x3 grid. Two players, typically designated "X" and "O," take turns placing their mark on an empty square. The goal is to be the first to achieve a line of three of your own marks – either horizontally, vertically, or diagonally.
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**Here's a breakdown of the core gameplay:**
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* **The Grid:** The game is played on a 3x3 grid, often drawn on paper or a whiteboard.
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* **Players:** Two players participate, one playing as "X" and the other as "O."
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* **Turns:** Players alternate turns, placing their mark in an empty square on the grid.
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* **Winning Condition:** The first player to achieve a line of three of their own marks (horizontally, vertically, or diagonally) wins the game.
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* **Tie Game:** If all squares are filled without a player achieving three in a row, the game ends in a tie.
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**Simple and Engaging:** Tic-Tac-Toe is a quick and engaging game that can be enjoyed by people of all ages. It's a great way to introduce strategic thinking and develop problem-solving skills.

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data/virus/ruleSummary.txt

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**"Virus" is a strategic card game for 2-6 players, aiming to collect four different colored organ cards to form a healthy body. Here are the key rules and strategies:**
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**Game Rules:**
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- Players draw three cards per turn.
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- To win, a player must collect four unique organ cards.
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- Card types: Healthy Organs, Viruses, Medicines, and Treatments/Actions.
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- Viruses can destroy or infect organs; Medicines protect or immunize organs.
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- Treatment/Action cards offer special effects, like Virus transfer ("Contagion") or organ swapping ("Organ Thief", "Organ Transplantation").
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- Multicolor cards can represent any color.
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- The game ends when a player has four healthy organs.
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- When the deck is empty, draw from the discard pile.
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**Strategy:**
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- Protect your organs with Medicine cards.
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- Use Virus cards strategically to target opponents' organs.
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- Leverage Treatment/Action cards for disruption or advantage.
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- Key strategies include:
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- Spreading viruses to hinder opponents.
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- Using "Medical Error" to swap bodies when an opponent is close to winning.
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- Immunizing organs as soon as possible.
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**Implementation Notes:**
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- Ensure each player has three cards in their hand at the start.
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- Include virus, medicine, treatment/action, and multicolor cards in the deck.
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- Implement special effects for Treatment/Action cards.
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- Allow drawing from the discard pile when the deck is empty.
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- End the game when a player collects four unique healthy organ cards.

data/virus/rulebook.pdf

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data/wonders7/ruleSummary.txt

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**Game Rules & Strategy Summary**
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**Game Rules:**
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- Players lead cities through three ages, each with 6 turns.
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- Players draft cards (structures, Wonders) and compare military strength with neighbors.
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- Victory points (VP) are awarded at the end of each age (1, 3, 5 VP respectively).
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- Cards have costs (coins, resources) and provide resources, points, coins, or military strength.
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- Players buy resources from neighbors for 2 coins each.
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- Players take turns playing cards, gaining coins, or advancing Wonders.
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- Military conflicts resolve at the end of each age.
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- Final score includes VP tokens, coins (3 coins = 1 VP), Wonder points, and structure points.
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- Scientific structures earn points for sets of symbols.
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- Two-player variant includes a shared "Free City."
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- Each Wonder has unique abilities and VP values.
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**Strategy:**
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- Focus on resource production, commerce, and military strength.
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- Prioritize structures that provide resources, points, and free builds.
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- Plan resource purchases and constructions carefully.
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- Use commercial structures to reduce resource costs.
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- Balance resource production, military strength, and coin management.
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- Optimize Free City resource purchases and constructions in the two-player variant.
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- Utilize each Wonder's unique abilities for resources, coins, or VP.
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- Optimize resource use, timing of Wonder stages, and Guild selection.
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- Build structures that provide market discounts or defensive bonuses.
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- Balance immediate gains with long-term VP from card colors and Guilds.
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- Build and manage your city to maximize VP and scientific symbols.
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**Key Points:**
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- Efficient resource production and management are crucial.
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- Balance immediate gains with long-term VP strategies.
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- Utilize each Wonder's unique abilities effectively.
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- Plan ahead for Free Constructions and coin income.
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- Optimize resource purchases and mandated constructions in the Free City (two-player variant).
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**Development Notes:**
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- Implement unique abilities for each Wonder.
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- Ensure each card's cost, benefits, and effects are clearly defined.
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- Incorporate military conflict resolution and VP awarding at the end of each age.
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- Implement the two-player variant with the Free City mechanics.
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- Ensure final scoring accurately reflects all VP sources (tokens, coins, Wonder points, structure points, scientific symbols).

data/wonders7/rulebook.pdf

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