Unimplemented Modules

This document tracks modules that are defined in the engine types but not yet fully implemented or integrated into gameplay.


Module Epsilon — Tactical Requisition (Drafting)

Status: Types defined, logic NOT implemented
Classification: Exhibition/Experimental
Greek Letter: Ε ε (Epsilon)

Concept

Pre-mission draft instead of random deal. Captains take turns selecting tiles from packs to build their starting hands.

What Exists

  • DraftingModule interface in libs/engine/src/lib/types/modules.ts
  • Configuration fields: enabled, packSize
  • Default values: packSize: 15 for 2-player W12

What’s Missing

  • dealRoundFromDraft() function - the actual drafting logic
  • Draft UI for tile selection
  • Turn order for drafting (e.g., snake draft)
  • Integration with round creation

Design Notes

  • Requires significant UI work (interactive tile selection)
  • Transforms round start from luck-based to skill-based
  • May significantly increase game length
  • Skill ordering impact unknown (needs calibration)

Module Zeta — Fleet Squadrons (Warp Crews)

Status: Types defined, logic NOT implemented
Classification: Exhibition/Experimental
Greek Letter: Ζ ζ (Zeta)

Concept

Team play mode where 2-3 captains form squadrons with shared trails and resources.

What Exists

  • SquadronsModule interface in libs/engine/src/lib/types/modules.ts
  • Configuration fields: enabled, squadronSize
  • Default values: squadronSize: 2

What’s Missing

  • Squadron formation logic
  • Shared trail mechanics
  • Team scoring system
  • Squadron coordination rules
  • UI for team indicators

Design Notes

  • Fundamentally changes game from competitive to cooperative
  • Requires 4+ players minimum (2 squadrons of 2)
  • Complex interaction with existing modules
  • Best suited for Warp 18 (18-captain sectors)

Module Eta — Temporal Debt (Draw Tax)

Status:IMPLEMENTED (January 2025)
Classification: Rated (pending calibration)
Greek Letter: Η η (Eta)

Concept

Each draw from Uncharted Sectors accumulates +1 debt token. Pay costPerToken points per token at round end.

Implementation Complete

  • ✅ Types defined (TemporalDebtModule)
  • ✅ Debt token tracking (debtTokens in RoundState)
  • ✅ Increment on DRAW_FROM_UNCHARTED
  • ✅ Scoring penalty applied at round end
  • ✅ Default cost: 2 points per token

Still Needed

  • UI checkbox in lobbies (local + online + charter)
  • HUD display showing debt tokens
  • Calibration testing (skill preservation)
  • RULES.md documentation
  • AI heuristics (optional)

Summary Table

ModuleLetterStatusEngineUICalibratedClassification
Alpha (Continuum)Α α✅ ShippedRated
Beta (Salamander)Β β✅ ShippedRated
Gamma (Sensor Grid)Γ γ✅ ShippedRated
Delta (Hot Potato)Δ δ✅ ShippedRated
Epsilon (Drafting)Ε ε❌ Not Implemented⚠️ Types onlyExhibition
Zeta (Squadrons)Ζ ζ❌ Not Implemented⚠️ Types onlyExhibition
Eta (Temporal Debt)Η η⚠️ Engine Done, UI PendingRated (predicted)
Theta (Longest Trail)Θ θ✅ ShippedRated
Iota (Double Down)Ι ι✅ ShippedRated
Kappa (Temporal Inversion)Κ κ✅ ShippedWarped
Lambda (Wormholes)Λ λ✅ Shipped⚠️ PendingWarped

Next Steps

Immediate (Module Eta)

  1. Add UI checkboxes to all lobbies
  2. Display debt tokens in Sector Status HUD
  3. Run calibration tests
  4. Document in RULES.md

Future (Epsilon & Zeta)

  1. Design detailed mechanics
  2. Implement engine logic
  3. Build UI components
  4. Extensive calibration (likely exhibition-only)

Last Updated: January 2025


Warp 12 — a Double-Twelve domino variant for the NX Epoch.