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AP Bo: a stockpile card game for Archipelago. Play against computer opponents in the desktop client or the browser, with tables, power items and checks unlocked through the multiworld.

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AP_Bo

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.

The game

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.

How to play it

  • Desktop client: put apbo.apworld in custom_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.

Tables

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%.

Items

Progression

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.

Filler (single-use, kept until you use them)

  • 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.

Traps

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.

Locations

Per table

Ten tables. checks_per_table sets how many of these each table has, in this order:

  1. Table N - Pile Completed: play a 12 that finishes a build pile at that table. This counts mid-game, even if you lose.
  2. Table N - Won: win at that table.
  3. Table N - Dominant: win while every opponent still holds at least half their stockpile.

Milestones

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

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.

Counts

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.

Goals (goal)

  • table_ten (default): win at Table 10.
  • all_tables: win at all ten tables.
  • games_won: win games_to_win games (3-20, default 10) at any tables.

Options

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.

DeathLink

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.

Client features

Both the desktop client and the web client have these.

Playing

  • 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.

Screen and saves

  • 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.

Keyboard

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.

About

AP Bo: a stockpile card game for Archipelago. Play against computer opponents in the desktop client or the browser, with tables, power items and checks unlocked through the multiworld.

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