AP Bo is a stockpile card game against computer opponents, for Archipelago. Items unlock tables and make you stronger; winning, finishing build piles and playing stockpile cards send checks.
- Download: latest release
(
apbo.apworldand a templateAP_Bo.yaml). Needs Archipelago 0.6.7 or newer. - Play in the browser: https://lighting8282.github.io/AP-Bo/ (works on phones)
The deck has 162 cards: twelve each of 1-12, plus 18 wild Bo cards.
- Build piles: four shared piles, each built from 1 up to 12. A wild counts as whatever number the pile needs next. A pile that reaches 12 is set aside, and set-aside piles are shuffled back in when the deck runs out.
- Your cards: a stockpile with its top card face up; a hand, refilled at the start of each turn and again whenever you play it empty; and discard piles you can play from the top of.
- Turns: a turn ends when you discard a hand card onto one of your discard piles.
- Winning: the first player to play their last stockpile card wins.
- Desktop client: put
apbo.apworldincustom_worlds, open AP_Bo Client from the Launcher, connect, and use the AP Bo tab. - Web client: use the link above. Just play plays without a server.
- It can only connect to secure (
wss://) rooms, such as archipelago.gg. A room hosted on your own PC needs the desktop client or a locally served copy of the page. - It shares its save with the desktop client, so you can switch between them on one slot.
- It can only connect to secure (
Each table is unlocked by its own item.
| Table | Opponents | Stockpile size | Power needed to win (in logic) |
|---|---|---|---|
| 1 | 1 easy | 10 | 0 |
| 2 | 2 easy | 10 | 0 |
| 3 | 1 normal | 10 | 2 |
| 4 | 3 easy | 15 | 0 |
| 5 | 2 normal | 15 | 4 |
| 6 | 1 hard | 15 | 2 |
| 7 | 3 normal | 20 | 4 |
| 8 | 2 hard | 20 | 4 |
| 9 | 3 hard | 25 | 6 |
| 10 | 3 hard | 30 | 6 |
- Opponent levels:
- Easy players play what fits and discard at random.
- Normal players look a few moves ahead for a way to play their stockpile card.
- Hard players look further ahead, save wilds, stack their discards in order, and avoid setting up the next player.
- Starting tables: you start with 1-3 of the easy tables (1, 2 and 4) unlocked,
depending on
starting_tables. Which ones is random. - Power is how many power items you hold in total, of any kind. Logic only asks for a count, not specific items. The Dominant check at a table needs 2 more power than winning there.
- Where the numbers come from: win rates measured by simulation, with the computer playing your seat. With no items, Table 9 is about 22% and Table 10 about 27%; with every item, both are around 76-79%.
| Item | Copies in pool (option) | Effect |
|---|---|---|
| Table 1-10 Unlocked | one each, minus your starting tables | Lets you sit at that table |
| Extra Discard Pile | 0-2 (default 2) | +1 discard pile. You start with 2; max 4. |
| Hand Size Upgrade | 0-2 (default 2) | +1 hand size. You start with 5; max 7. |
| Bo Card | 0-4 (default 3) | One wild dealt into your hand at the start of every game, on top of your hand size |
| Stockpile Shrink | 0-3 (default 3) | Your stockpile has 2 fewer cards, down to a minimum of 5. Opponents are unaffected. |
| AP Point | as many as the store needs | Spent in the store |
If the power-item options are set too low for logic to be beatable, generation raises them
automatically: to at least 8 power in total with checks_per_table: 3, otherwise at least 6.
- Mulligan: redraw your opening hand, before your first move. Any wilds you hold are kept.
- Spare Wild: add a wild to your hand at any point on your turn.
trap_chance (default 10%) is the chance of a trap replacing a filler item. Each trap hits
only your next game, then it is used up.
- Stacked Stockpile: +3 cards on your stockpile.
- Locked Discard: one of your discard piles is closed. It won't fire if you only have one pile.
- Rival Wild: every opponent starts with an extra wild.
Ten tables. checks_per_table sets how many of these each table has, in this order:
- Table N - Pile Completed: play a 12 that finishes a build pile at that table. This counts mid-game, even if you lose.
- Table N - Won: win at that table.
- Table N - Dominant: win while every opponent still holds at least half their stockpile.
Twenty checks, counted across all tables, with no requirements:
- Games Won: 1, 2, 3, 5, 8, 12, 16, 20
- Stockpile Cards Played: 10, 25, 50, 100, 150, 200
- Build Piles Completed: 1, 3, 6, 10, 15, 25
Store Slot 1-8 (store_slots, 0-8, default 4), bought with AP Points.
- Prices: 1, 1, 1, 1, 2, 2, 3, 3.
- When a slot opens: once you have received as many points as the cheapest slots up to that one would cost (for example, Slot 5 opens at 6 points received). This means you can buy slots in any order.
- Points in the pool: the slots' total price plus 2 spare.
The default settings give 44 locations (20 table checks, 20 milestones, 4 store slots). The
range is 30 (checks_per_table: 1, no store) to 58 (3 checks per table, 8 store slots).
Checks are sent the moment you earn them, including mid-game for piles and stockpile milestones, not only when a game ends.
- table_ten (default): win at Table 10.
- all_tables: win at all ten tables.
- games_won: win
games_to_wingames (3-20, default 10) at any tables.
| Option | Range | Default |
|---|---|---|
| goal | table_ten / all_tables / games_won | table_ten |
| games_to_win | 3-20 | 10 |
| starting_tables | 1-3 | 2 |
| checks_per_table | 1-3 | 2 |
| store_slots | 0-8 | 4 |
| discard_pile_items | 0-2 | 2 |
| hand_size_items | 0-2 | 2 |
| bo_card_items | 0-4 | 3 |
| stock_shrink_items | 0-3 | 3 |
| trap_chance | 0-100 | 10 |
| death_link | on/off | off |
Presets:
- quick: games_won goal with 5 wins, 1 check per table, 3 starting tables, 2 store slots, no traps.
- marathon: all tables, 3 checks per table, 1 starting table, 8 store slots, 30% traps.
A death is a lost game. When someone else dies, your current game is forfeited; if you are between games, nothing happens. When you lose a game, everyone linked dies. A game you lost because of an incoming death does not send one back.
Both the desktop client and the web client have these.
- Tap to play: tap a card and the piles it fits light up; tap a pile to play there. Tapping the selected card again sends it to the first pile it fits.
- Discard to end your turn: select a hand card, then tap one of your discard piles.
- Hint: the suggested move is highlighted.
- Undo: works within your turn, but not past newly drawn cards or a discard.
- Auto turn / Auto game: the computer plays your turn, or the rest of the game.
- Auto-stock: plays a stockpile number card automatically whenever it fits. Wilds on your stockpile still wait for you.
- Each table button shows P / W / D marks for the checks you have done there.
- The log shows every opponent move. The web client's log also shows items sent and received in the room.
- Your stats are saved on the Archipelago server, so they carry over between sessions and between the desktop and web clients.
1-9 select hand cards, S the stockpile, H hint, U or Ctrl+Z undo, A auto turn, Esc deselect.
AP Bo uses the rules of the card game Skip-Bo, a trademark of Mattel. This is an unofficial fan project, not affiliated with or endorsed by Mattel.