fix(backgammon): forced moves, variant rules, online sync, bot payouts
Rules: move generation is rewritten so both dice must be played when they
can be, otherwise the larger. 31 used a long-backgammon setup and allowed
pins; it now starts like mahbousa, a single checker closes a point and the
winner scores the loser's remaining checkers (lengths 1/11/21/31).
Mahbousa could freeze forever when both starting stacks were pinned; the
plakoto mother rule now settles it. Turning the cube off lasted one game,
taking the bot's double froze the game, and a player on black saw the
board upside down with a swapped score.
Online: a poll could wipe unsent moves, the cube never synced, 'opponent'
was sent as the winner id, and a refreshed tab rejoined as white. Online
is now a numbered move log plus a snapshot; the other side replays the log
with animation and checks it matches. Timers stop when the scene closes.
Bot games get a server match row (action start) and complete pays the
creator once; a row under 90 s old closes with no payout.
Look: flat teal board, red and white points, checkers on a lip, flat dice
and cube. backgammon-rules 659/659 (brute-force cross-check); browser
suite 122 + online 39/39 + layout 20/20, zero console errors.
Co-Authored-By:
Claude Opus 5.5 <noreply@anthropic.com>
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tests/play/backgammon.mjs
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