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Mineforgian

Villager Checkers

Play checkers against villagers! A Play Checkers button on the trade screen starts a full game - their skill scales with trading level, from a Novice who walks into every trap to a Master who converts won endings.

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83
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1
Обновлён
26 июля 2026 г.
Лицензия
MIT

Опубликован 26 июля 2026 г.

⛀ Villager Checkers

That Master-level librarian drives a hard bargain. Can they see a two-for-one shot coming?

Open any villager's trade screen and hit Play Checkers. A full board opens right there - no items, no commands, no setup. You play red and move first.

How strong are they?

A villager's trading level sets its checkers strength - and each level thinks in a genuinely different way, not just deeper:

Villager level Checkers strength
Novice Walks into forced-capture traps
Apprentice Sees the traps, misses the shots
Journeyman Sets and finds 2-for-1 shots
Expert Understands the endgame - takes the opposition
Master Converts won endings; doesn't blunder

Because capture is compulsory, checkers is a game of shots - offering a piece so the forced recapture wins more back. The ladder is built on exactly that: how far into a forced chain the villager can see. A Novice literally cannot see that its move hands you a jump. A Journeyman will set one for you.

How to play

  • Click a piece, then click one of its highlighted squares.
  • Capture is compulsory. When a jump is available the pieces that can take are outlined; clicking anything else flashes red.
  • Multi-jumps are entered one hop at a time, with the next options highlighted and the doomed pieces faded. A chain with no branch plays itself. Right-click cancels a half-entered sequence.
  • Full American/English draughts rules - including the one people forget: a man crowned mid-jump stops there instead of continuing as a king.
  • Having no legal move loses. Draws come from the 40-move quiet rule and threefold repetition.
  • Resign with the button, or just close the board. Walking more than 16 blocks away, the villager dying, or disconnecting abandons the game.
  • No stakes, no rewards - just for fun (and bragging rights).

Under the hood

  • A from-scratch pure-Java checkers engine: 32-square packed board, whole jump chains as single atomic moves, Zobrist hashing - move generation verified against published perft counts to depth 8.
  • Search is negamax + alpha-beta + iterative deepening, with a per-level capture horizon that decides how much of a pending forced chain gets resolved.
  • Fully server-authoritative - the server owns the game; the client only sends hop paths.
  • The engine thinks on a background thread, so the server never stalls.
  • Zero piece art: discs are drawn procedurally and stay crisp at any board size.

Compatibility

Plays nicely with the other Villager Games mods - the trade-screen buttons stack instead of overlapping.

Requires Fabric API. Client and server both need the mod.

Ченджлог

0.1.0Релиз26.2 · 26 июля 2026 г.

Initial release.

Added

  • Play Checkers button on every villager's trade screen - challenge any villager to a full game of checkers (you play red and move first).
  • Difficulty scales with the villager's trading level, and each level thinks differently rather than just deeper: Novice walks into forced-capture traps → Apprentice sees the traps but misses the shots → Journeyman sets and finds 2-for-1 shots → Expert understands the endgame → Master converts won endings.
  • Full American/English draughts rules: compulsory capture with free choice, multi-jump chains played to exhaustion, kings, the 40-move quiet rule, and threefold repetition. A man crowned mid-jump stops immediately, as English rules require.
  • capture-rule=optional in config/villagercheckers.properties for anyone who would rather be able to decline a jump. Standard mandatory capture remains the default; a started chain must still be finished either way.
  • Hop-by-hop multi-jump entry with continuation highlights and faded doomed pieces. Picking a piece up only ever highlights its options - capture is compulsory, but choosing which capture to make is the player's call. Once the first hop is committed, remaining hops with no branch finish themselves. Right-click cancels a half-entered sequence.
  • Forced captures are shown, not just enforced: the pieces that can take are outlined, and clicking a piece that can't flashes it red.
  • Abandon handling: walking more than 16 blocks away, the villager dying, or disconnecting abandons the game; closing the board resigns.
  • From-scratch pure-Java checkers engine (negamax + alpha-beta + iterative deepening with a per-level capture horizon) running on a background thread; move generation is perft-verified to depth 8 against published reference counts.
  • Fully server-authoritative: the server owns all game state; clients only send hop paths.
  • Pieces are drawn procedurally rather than from a sprite sheet, so the board stays crisp at every size and the mod ships no piece art.
  • The trade-screen button stacks below other Villager Games mods' buttons instead of overlapping them.

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