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Очумелые ручки с Чижиком, выпуск № 3: Как мы превратили детскую поделку в хардкорную настолку / ХабрChizhik

ChatGPT Codex

A homegrown version of artificial intelligence. It lives in a terminal and feeds on logs and tokens. Its name comes from the consonants in ChatGPT Codex — Ch, Zh, and K. With a little imagination, you get Chizhik. With a lot of imagination, you get a jack-of-all-trades engineer for anything you can connect to over the network and code up.

How to Turn a DIY Project into a Family Battle

The design immediately imposed several constraints: four sides, ten towers for each player, and only two six-sided dice. An extra deck, a separate scoring area, and a handful of tokens could have been made, but then the charm of the original setup would have been lost. We wanted almost all the information to remain on the wooden board.

Очумелые ручки с Чижиком, выпуск № 3: Как мы превратили детскую поделку в хардкорную настолку / Хабр

The basic numbered version worked, but the dice made the decisions, and the player merely carried out their will. If a 3 and a 4 come up, raise No. 3 and No. 4, or a single No. 7.After a few turns, there is not much left to think about. I set Chizhik the task:

Vlad:

We need something more interesting than numbers on dice and towers. The dice should have mechanics that affect raising and lowering your own and other players’ towers, skipping turns, and actions against opponents. The towers themselves can also have effects: for example, raise one, and the adjacent ones lower. A game for four players, ages 10–14, with each game lasting 40–60 minutes.

Chizhik:

Got it. Let’s make it a tactical race with chain reactions. Each player has ten towers, the dice determine the available options, and the player decides in what order to orchestrate their own construction and a small urban-development crisis for their neighbors.

The first version turned out to be lavish. One die determined the number, the other the action. There were points for every tower raised, bonuses for sequences, ten rounds, defense, a double turn, a royal tower, and secret missions.

In other words, I had asked Chizhik to design a game with two dice, and he brought a box of add-ons for it.

A useful moment when you have to say “no”

The first response from the AI often looks convincing precisely because it contains so much. There are names, tables, examples. You are tempted to mistake the text for a finished design.

But the mechanics did not get any better because of the quantity. The scoring system contradicted the clearest objective, while defense required extra tokens and tracking the state “before the next turn.” The royal tower awarded points in a game that did not need points at all. Secret missions solved the problem of variety, which we had not yet even managed to identify.In general, there was so much of everything that I don’t even feel like putting it here; it turned out too long and difficult. I brought the project back down to earth:

Vlad:

The scoring system is unnecessary. Whoever has raised all the towers wins. We remove the scoring royal tower, the double move, and protection. Make the dice identical: special symbols and simple dots for raising towers on them. And definitely build a mathematical model; check the combinations so that no cheating moves are possible.

No round-by-round tables. No victory points. The state of the board itself shows who is closer to victory.

Two identical dice instead of a “main” and an “auxiliary” one

Each die still has six faces:

Face

Quantity

Action

●

2

Raise any of your lowered towers and activate its ability

⚔

1

Lower one of the opponent’s raised towers

↕

1

Raise or lower one of your towers without activating its ability

⚡

1

Repeat the ability of one of your already raised towers

⛔

1

Make one opponent skip their next turn

The player rolls both dice, gets two actions, and chooses their order. Either action may be declined.

The order is not merely cosmetic. If ● and ⚡ come up, you can first raise a tower with a beneficial effect and then immediately apply that effect one more time. If ↕ and ⚡ come up, you can safely raise a dangerous tower without triggering it and use the lightning on another tower.

Identical dice have another advantage: the player does not have to remember which of the two dice is the “number” die and which is the “special” die. Any pair reads the same.

Two physical dice have 36 equally likely outcomes. If two matching pips are counted as one action type, there are 15 distinct unordered pairs:

Pair

What it gives

● + ●

Two direct raises with effects

● + ⚔

Construction and attack

● + ↕

One raise with an effect and one safe change

● + ⚡

Raise and repeat an ability

● + ⛔

Raise and skip an opponent

⚔ + ⚔

Up to two attacks

⚔ + ↕

Attack and changing your own tower

⚔ + ⚡

Attack and ability

⚔ + ⛔

Attack and pass

↕ + ↕

Two changes to your own towers without effects

↕ + ⚡

Safe change and ability

↕ + ⛔

Change and pass

⚡ + ⚡

Two activations of already raised towers

⚡ + ⛔

Ability and pass

⛔ + ⛔

Passes for two different opponents

At this level, the difference between randomness and the absence of a decision is already visible. The dice do not indicate which tower to touch, which opponent to play against, or what action to perform first. They set the framework of the turn, while the decision remains with the person.

Ten towers and seven reasons to quarrel

We left three towers ordinary.If each piece triggers a separate rule exception, the rules will be too complex again.

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1

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2

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3

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Saboteur

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4

TAG443TAG457TAG470TAG472

7

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8

TAG499@@TAG528@@TAG530

Tower № 2 is deliberately inconvenient. If raised with a regular dot, it blows up its neighbors, № 1 and № 3. However, the ↕ symbol allows it to be raised without triggering the effect. Thus, the “bad” face of the die becomes a planning tool.

Tower № 7 does not provide a free mass attack either. To lower two opponents’ towers, you have to lower one of your own. The ability works only when you have a tower of your own to lower and each of two different opponents has one target.

Tower № 9 does not reduce the opponent’s number of raised towers. It disrupts the configuration: it lowers one tower and raises another. This makes sense precisely because the towers are not equivalent. You can remove the ready-made “Sprint” № 10 and replace it with another tower. The total number will not change, but the set of abilities available for lightning will be different.

Where endless combinations begin

The first version of the abilities raised a natural question: if Tower № 1 raises Tower № 2, should Tower № 2 immediately blow up Towers № 1 and № 3? And if “Magnet” raises an adjacent tower, does its effect trigger? Can two lightning bolts create a chain across half the board?

If recursion is allowed, the player stops making a comprehensible move. They launch a program that executes on the board until the participants forget what it all started with.We introduced a simple rule:

An ability triggers only after a direct raise by the ● symbol or after activation by the ⚡ symbol. A tower raised by another tower’s ability does not trigger its own ability.

This was not enough. Even without recursion, two dice made it possible to put together overly powerful turns. Therefore, four restrictions were introduced.

One additional raise

During a turn, an ability may additionally raise only one of its own towers. The direct ● and ↕ actions do not count toward this limit.

The maximum increase per turn is therefore three towers: two raised directly by the dice, and another by an ability.

No more than two destroyed enemy towers

It does not matter whether two attacks, two lightning strikes, or “Double Strike” is activated: in total, no more than two enemy towers can be lowered per turn.

A skip does not become a permanent lockout

A skip cannot be assigned to a player who already has one pending. After a skipped turn, the player gains immunity until the end of their next full turn. Without this, two opponents could take turns leaving the leader as a spectator of their own game.

An ability need not be activated, but it cannot be carried out halfway

A player may choose not to take the action. But if they activated Tower #7, they cannot take two enemy towers and “forget” to pay for their own. All mandatory consequences of the ability are performed together.

These rules rule out a specific class of abuses.

How a board game became binary variables

And why is all this here in the first place? Well, I used to be something of a mathematician.It so happens that I know that behind every good board game lies a meticulous mathematical model. I decided that we need our own too, to make sure we do not run into errors. For the model, the state of a single tower can be described with one bit:

x[i, j] ∈ {0, 1}

i - the player, j - the tower number. Zero means that the tower is lowered, and one means that it is raised.

The player's victory condition also fits on one line:

Σ x[i, j] = 10

Each player has ten towers, so there are 2^10 = 1024 possible states of their side of the board. For each state, there are 36 ordered outcomes of rolling two dice:

1024 × 36 = 36 864
We enumerated all of these combinations and checked the transition constraints:
  • an ability does not automatically trigger another ability;

  • no more than one bonus tower appears per turn;

  • the total increase in your own towers does not exceed three;

  • no more than two of the opponents' towers can be lowered;

  • an action does not create an impossible tower state.

The exhaustive search found no violations of the established limits. The full state of four players is much larger:

2^40 = 1 099 511 627 776

And that is only the positions of the towers. If we add the turn queue, designated skips, and immunities, the state space will become even larger.Fully testing it for a home prototype would be pointless, so we tested multiplayer behavior through simulation.

24,000 games, in which no one requested pizza

There were two types of behavior in the simulation. Let’s call the first one tactical: the player tries to build advantageous towers, safely avoid “Explosion,” use “Dash” closer to the finish, and hinder the leader.

The second chooses targets less thoughtfully. It still follows the rules, but does not devise a long-term plan and does not always use the best effect.

We ran 24,000 games in total. The simulation confirmed several things:

  • the game reaches a winning state rather than getting stuck in an automatic cycle;

  • the attack limit prevents one successful move from wiping out half of another player’s board;

  • the win rates by turn-order position in the tactical model were approximately between 23% and 26%, meaning that no clear advantage was found for the first player;

  • TAG644

    with rational building, the target duration of 40–60 minutes appears achievable.

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    A caveat is needed here. The model measures moves, states, and probabilities. It cannot measure whether a child is annoyed by the third attack in a row, whether playing “Explosion” is amusing, or whether three players start teaming up against the leader.

    The simulation answers the question, “Can the system break mathematically?”The question “Do you want to play again?” is answered only by an actual game.

    What the dice probabilities showed

    Each die has three faces that provide a direct opportunity to raise your tower: two pips ● and one flip ↕. Therefore, the average number of such opportunities per turn is one:

    E = 2 × 3/6 = 1

    This does not guarantee one raise every turn. Sometimes two construction faces come up, sometimes none. Sometimes it is better not to spend ↕ on a raise, but on safely lowering the tower before a future combination. The probabilities are as follows:

No.

Name

Effect upon activation

Builder

Raise tower No. 2 if it is lowered

Explosion

TAG411@@Lower your towers No. 1 and No. 3 if they are raised
TAG425@@Lower one of the opponent's raised towers
TAG435@@NormalTAG439@@No effect

5

TAG449@@MagnetTAG453@@Raise one of your lowered towers, either No. 4 or No. 6TAG459@@6TAG463@@NormalTAG467@@No effect
TAG477@@Double StrikeTAG481@@Lower one of your other towers, then one tower from each of two different opponents
TAG491@@NormalTAG495@@No effect

9

Diversion

For one opponent, lower one tower and raise another; their total number remains unchanged

10

Sprint

If at least seven towers are raised after activation, raise one more

Event

Probability

Two pips ● + ●

11.1%

At least one pip ●

55.6%

At least one flip ↕

30.6%

At least one skip ⛔

30.6%

Two direct construction actions

25%

No direct construction actions

25%

A quarter of turns allows you to engage in pure construction. Another quarter provides no direct raise at all and forces you to use abilities, attack, or influence the queue.The game becomes neither a calm filling out of a personal row nor an endless fight without progress.

The final request

After the mechanics, formulas, and thousands of virtual games, I wrote to Chizhik:

Vlad:

Create a document containing only the rules of the game, so that it can be printed.

At that moment, the project for the first time began to resemble an object that could be placed on a table. The calculations, the history of rejected ideas, and the explanations of why the limit was exactly two disappeared from the discussion. What remained:

  • the objective of the game;

  • TAG764

    field preparation;

    TAG768

    the sequence of play;

    TAG772

    the values of the five symbols;

    TAG776

    the abilities of the ten towers;

    TAG780

    the rules for skipping and immunity;

    TAG784

    the restrictions on combinations;

    TAG788

    the condition for immediate victory.

    TAG792

    This is a separate, useful stage of working with AI. A development document and a player document are different things. The former requires hypotheses, options, and arguments. In the latter, a person should be able to find the answer to the question within a minute: “Can lightning activate a lowered tower?” No. Only one that has already been raised.

    What the human did in this story, and what Chizhik did

    Chizhik quickly proposed a set of mechanics, translated the rules into a model, enumerated the states, and ran virtual games.Without it, the path from an empty board to a coherent version would have taken noticeably more evenings.

    But the most important decisions did not come in the model’s first response.

    The human scrapped the scoring. The human insisted on identical dice. The human formulated a clear victory condition and removed the extra-token defense mechanic. Then the human sat down with the children at the table and tested which attacks were exciting and which made you want to hide the dice.

    AI is good at expanding the space of options. This is both its strength and its trap. If you ask it to “make it more interesting,” it will readily add missions, bonuses, tower classes, and yet another deck. The game designer’s task is to say in time: “No, this is unnecessary. Let’s return to a single goal.”

    Perhaps this is the main result of the third installment. The codex here was not written by the app or the firmware. It helped turn subjective feedback into testable constraints:

    “too powerful” → no more than two attacks per turn “can be blocked” → immunity after skipping “a chain will start” → no recursive activations “too fast” → no more than one bonus climb

    Once such a transformation has been made, it becomes easier to debate the rules. Instead of saying, “this tower seems cheaty,” you can name the specific transition and test it across all 1,024 states.

    Forty Minutes of Real Tower Chaos

    After the simulations and the printed reference card, we held the first home playtest. The board is designed for four players, but this time there were only three of us: me and my two sons. The fourth participant simply preferred to watch and drink coffee!

    The opening turns were spent getting to know the characters and abilities. Then the game itself began.As soon as someone pulled ahead, the others remembered their attacks. Towers rose, fell, and rejoined the ranks. Temporary alliances against the leader emerged, along with counterattacks and that good old family “I’ll remember this,” which is exactly why we set out to remake our sedate dice arithmetic in the first place.

    Очумелые ручки с Чижиком, выпуск № 3: Как мы превратили детскую поделку в хардкорную настолку / Хабр

    Nobody dropped out of the game, got bored, or asked to finish early. For a first test, that was the main result: the rules produced not only valid transitions in the model but genuine excitement at the table.

    Of course, a single family game does not turn a prototype into a commercially viable, balanced board game. We still need to test the game with a full group of four, repeat games with different turn orders, and see whether one favorite strategy emerges after everyone has learned the abilities. But the wooden contraption stopped being a prototype and became a game that we actually played for the entire evening hour.

    The simulation eliminated errors that made no sense to bring to the table: endless chains, free mass attacks, and locking a player out of taking a turn. And people tested the second half of the task: whether they wanted to squabble, seek revenge, and roll the dice again. Luckily, after 24,000 games, Chizhik did not need tea, but we did.

    If you have experience designing board games, share your ideas in the comments.It is especially interesting what abilities you would test instead of “Diversion” No. 9, and how you would fight a coalition against the leader.

    It seems that “Wacky Hands with Chizhik” has finally produced a project that has already passed acceptance testing without a keyboard, but with two dice and very noisy wooden towers.