

The rule that an edge tile only starts a route when its hand points away from its own side is a neat constraint, because it means the board border is doing as much design work as the tiles themselves. I also like that routes sharing tiles score extra, since that nudges players toward planning overlapping chains instead of just clearing the first line they spot. Using a bot player for balancing seems especially handy here, as it can quickly reveal whether certain hand directions end up far more valuable than others. When you tuned the spawn odds, did you weight the four directions evenly, or bias them based on where the bot kept getting stuck?



A text-based mafia game is a nice fit for the browser, since most of the depth lives in systems like smuggling routes and heist roles rather than in rendering. Heists with assigned roles sound like the hardest part to balance, because one weak role can make the whole crew feel stuck waiting. On mobile, I’d be curious how you handle long lists of crimes and routes without endless scrolling. Did you design the onboarding around one first crime loop, or let new players pick from everything right away?