# blind_chess > Web-based two-player chess where each player sees only their own pieces; the server acts as moderator. ## Start Here **Read the latest handoff first:** `.claude/handoffs/` (most recent file). Then check `DECISIONS.md` for settled choices, and the design specs: - `docs/superpowers/specs/2026-04-28-blind-chess-design.md` — original MVP spec (data model, protocol, FSM, testing). - `docs/superpowers/specs/2026-04-28-ai-player-design.md` — AI/computer player spec (Casual + gemma4 recon bots, two-phase plan). ## Project Identity A digitization of a battleship-style chess variant. Two players, separated; a moderator who sees both boards and announces a fixed vocabulary of events ("Black has moved and captured", "Moving that piece will not help you", "White is in check"). The physical version requires three people; this version replaces the moderator with a server. Ships with both **vanilla** mode (full reveal — normal chess) and **blind** mode (the variation) on day one. Mode is a per-player view filter on a shared engine, not a different game. The system's most distinctive property: highlighting in blind mode reveals **zero opponent information**. It's computed purely from `(piece type, position, own-piece set)` — a function whose signature literally cannot read opponent state. The moderator vocabulary is the only legitimate channel for opponent events. ## Current State - **Phase:** MVP **deployed and live** at https://chess.sethpc.xyz (2026-04-28). **AI/computer player feature spec written and approved** (2026-04-28); implementation pending. - **Repo:** `git.sethpc.xyz/Seth/blind_chess`. - **Stack:** Node 22 + TypeScript, Fastify + `ws`, Svelte 5 + Vite, `chess.js`. pnpm workspace with `packages/{server,client,shared}`. - **Deploy:** LXC **CT 690 on node-241** at 192.168.0.245, behind Caddy CT 600. Systemd unit `blind-chess.service`, port 3000. In-memory state only. - **Tests:** 43 passing — 21 in shared (geometric helper), 22 in server (FSM + view + 4 real-WS integration). - **Known gaps (deferred):** drag-and-drop input (click-to-move only), full integration coverage of every endgame path, mobile-specific polish, observability beyond `/api/health`. - **AI player (designed, not built):** Two-phase plan in `docs/superpowers/specs/2026-04-28-ai-player-design.md`. Phase 1 = Casual bot (algorithmic, ~200 LoC). Phase 2 = gemma4 recon bot (`gemma4:26b` chat agent on steel141 RTX 3090 Ti primary, pve197 V100 fallback). Bots play through the same view filter and FSM as humans — no oracle access. ## Key files - `IDEA.md` — original project brief (Seth's words) - `DECISIONS.md` — locked architectural and gameplay decisions - `docs/superpowers/specs/2026-04-28-blind-chess-design.md` — full design spec (data model, protocol, FSM, testing) - `docs/superpowers/specs/2026-04-28-ai-player-design.md` — AI/computer player spec (Casual + gemma4 recon, two-phase plan, endpoint priority list, acceptance bars) - `packages/shared/src/geometric.ts` — the zero-leak helper. The signature is the proof. - `packages/server/src/view.ts` — `buildView`, the security boundary. - `packages/server/src/commit.ts` — touch-move FSM (the spec's hierarchy decision table). - `packages/server/src/translator.ts` — chess.js `Move` → moderator-vocabulary enum. - `deploy/blind-chess.service` — systemd unit (canonical at `/etc/systemd/system/blind-chess.service` on the CT). - `deploy/Caddyfile.snippet` — block already added to `/etc/caddy/Caddyfile` on CT 600. ## Operations - **Logs:** `ssh root@192.168.0.245 'journalctl -u blind-chess -f'` - **Restart:** `ssh root@192.168.0.245 'systemctl restart blind-chess'` - **Health:** `curl https://chess.sethpc.xyz/api/health` - **Deploy update:** `pnpm -r build` → `pnpm --filter @blind-chess/server deploy --prod --legacy .deploy-server` → rsync server bundle to `/opt/blind-chess/server/` and client `dist/` to `/opt/blind-chess/client/dist/` → `chown -R blindchess:blindchess /opt/blind-chess` → `systemctl restart blind-chess`. Server restart drops in-memory games (acceptable for MVP). ## Conventions - Inherits global homelab conventions from `~/bin/CLAUDE.md` (gitea CLI, conventional commits, `.claude/handoffs/` for session state). - pnpm workspace; do not use npm/yarn lockfiles. - All inter-package types live in `packages/shared/`. Never duplicate protocol types in client or server. - Server is the single authority on game state. Client `commit` messages are requests, not facts. - The view filter (`buildView`) is the only egress for board state. Don't bypass it.