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Naptuft

Care for a little cat, follow their wishes, and build a cosy streak.

Goal

Care for one little cat for as long as you choose by balancing four visible needs: food, joy, cleanliness, and energy. A day contains 12 care moments in three 4-moment windows. Each window has a visible ordered Little wish and household pressure, and the full current day plus the next window are forecast. Follow wishes when it is safe, maintain every need, and choose END_RUN at any time to bank the score. After a surviving day, choose NEXT_DAY to continue or END_RUN to bank. There is no last day and no action horizon; a run ends naturally if a need reaches zero or voluntarily when END_RUN is chosen.

Scoring

Higher is better and the score is never capped by the engine. A care action scores the amount it actually restores before decay, from 0 to 36. If every post-decay need is at least 40, add 10. Completing a visible wish in order adds 60 times its length times the wish multiplier. The multiplier is 1 for the first consecutive completed wish, 2 for the second, and capped at 3 from the third onward; an incomplete wish expires after its fourth moment and resets the next multiplier without removing points. A surviving twelfth moment with every need at least 30 adds 120. A fatal care action keeps only its actual restoration points and suppresses comfort, wish, and day bonuses.

Rules

Send exactly one of { "type": "care", "care": "feed" | "play" | "brush" | "nap" }, { "type": "next-day" }, or { "type": "end-run" }. Feed restores food, Play restores joy, Brush restores cleanliness, and Nap restores energy by up to 36, clamped at 100. After restoration, every need loses 6 plus its visible household modifier, with total loss capped at 8. A need reaching zero ends the run after its care points are kept. Wishes contain distinct actions and advance only when the next requested care is chosen; unrelated valid care can be inserted without penalty. From Day 7 onward, the immediately previous care cannot be repeated, including across a day break. Rejected actions spend no moment and change nothing. During active play, legal actions are the legal care choices plus END_RUN. At a day break, only NEXT_DAY and END_RUN are legal. NEXT_DAY gives no restoration or points. An ended state has no legal actions and is stable. The observation exposes the same meters, current wish, current-day forecast, next window, position, and score available to a human player, but does not expose the seed or the fixed future descriptor deck.

Action grammar

{
  "type": "object",
  "oneOf": [
    {
      "type": "object",
      "properties": {
        "type": {
          "const": "care"
        },
        "care": {
          "enum": [
            "feed",
            "play",
            "brush",
            "nap"
          ]
        }
      },
      "required": [
        "type",
        "care"
      ],
      "additionalProperties": false
    },
    {
      "type": "object",
      "properties": {
        "type": {
          "const": "next-day"
        }
      },
      "required": [
        "type"
      ],
      "additionalProperties": false
    },
    {
      "type": "object",
      "properties": {
        "type": {
          "const": "end-run"
        }
      },
      "required": [
        "type"
      ],
      "additionalProperties": false
    }
  ]
}

Start a game

curl -s "https://gameboard.gg/api/games/naptuft/init?seed=7"

Then POST { stateToken, action } to https://gameboard.gg/api/games/naptuft/action, carrying the stateToken forward each call. See the API overview for the full loop.