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  • Factions and Scoring in Tsar – InsideGMT


    This is the fourth in a series of InsideGMT articles from Paul Hellyer about his board game Tsar, currently on GMT’s P500. You can view the previous article here.

    Tsarist Russia was supposedly ruled by one person, but this didn’t keep Nicholas II’s subjects from debating the faults and merits of their government and hatching ideas for the future of their country. Rivals jockeyed for official appointments and access to the Tsar, and they often grouped themselves into parties, unions, and informal networks to press for their policy preferences.

    In Tsar, each player plays one of four Factions based on these historical rivalries: the Dynasty, Autocracy, Pragmatism, and Reform Factions. Each comes with its own set of Characters and scoring objectives. In this article, we’ll look at these Factions, their objectives, and how scoring works in the game.

    The Dynasty Faction advances the interests of the Romanov Dynasty and favors conservatism. Most of its Characters are members of the Romanov family, for whom the title “Grand Duke” was reserved. In addition to its other scoring goals, this Faction scores an extra 1 VP per round when at least two Grand Dukes are on the game board. The Autocracy Faction seeks to preserve autocratic principles and favors governance through force and intimidation; it partners with the Dynasty Faction on political questions. The Pragmatism Faction features the game’s most capable Characters and aligns politically with the Reform Faction. The Reform Faction seeks to gradually transform Russia into a democracy, beginning with the Zemstvos movement in Era I and concluding with constitutional monarchy in Era IV. It favors a strategy of governance through popular consent. Aside from politics, all the Factions are interested in different aspects of economic development and all seek credit for military success. You might notice that revolutionary factions are missing from the list. That’s because Tsar is a simulation of government and includes only those factions that had a historical role in the Tsar’s government.

    Each Faction’s scoring objectives are conveyed through Scoring Cards, with two examples shown above. You’ll have a different Scoring Card for each Era. Each card sets forth your Primary VP Goal, Secondary VP Goal, and Action Phase Bonus; for the Dynasty Faction, you also get a reminder about the Grand Dukes Bonus. Anyone may view any of these cards at any time.

    The Primary and Secondary VP Goals each have three levels. Pragmatism’s Primary VP Goal is to put more Naval Squadrons into play and it begins scoring when there are four Squadrons. It scores at a higher level when there are six Squadrons and at the highest level when there are seven or more. These points aren’t scored immediately when you achieve your goals in the Action Phase—instead, players use their Influence Cubes in the Scoring Phase to trigger scoring. As shown on the Scoring Cards, you can use three cubes to trigger scoring for your Primary Goal or two cubes for your Secondary Goal; in solitaire games, you use four cubes to trigger scoring in both categories simultaneously. The number of times you trigger scoring is limited only by your Influence Cubes, which you gain in each round’s Setup Phase through the placement of your Characters, as well as through bonuses in the Action and Audience Phases that you can earn by pleasing the Tsar. You’ll use these cubes not only for scoring, but also to support your policy preferences in Council Decisions and to get your Characters on the game board and into Offices. 

    The Action Phase Bonus works differently. This features a one-time achievement, as opposed to the gradual buildups that you pursue for your Primary and Secondary Goals. In Era II, the Pragmatism and Autocracy Factions seek to gain control of the Turkish Straits. On the right, you can see one side of the Turkish Straits Card. This is a Council Decision, so in a multiplayer game, players might be bidding against each other with their Influence Cubes. As soon as you achieve your Action Phase Bonus, you trigger an automatic, one-time payout of VP, and it won’t be scored again.

    The Zemstvos Card is another example of a card that’s closely related to scoring. In Era I, this is Reform’s Primary VP Goal and Pragmatism’s Secondary VP Goal. The first stage is to create Zemstvos in rural areas, the second in towns, and the third in cities. As each of these goals are achieved, markers are placed in the game board’s Government Tracker. Because scoring for this goal is performed in the Scoring Phase, you’ll notice there are no VP icons on the card. You’ll refer to your Scoring Card and the conditions on the game board to calculate points.

    Although scoring is tracked individually for each player, you aren’t pursuing the named goals for yourself, but for Russia. The Squadrons that Pragmatism builds are placed on the board, where they belong to the government, which is to say, they belong to the players collectively. Likewise, seizing control of the Straits and advancing the Zemstvos movement affects everyone by changing the course of the country. Although players have their own separate supplies of Influence Cubes, the economic resources they need to achieve their goals are also shared collectively. The Gold, Industrial Cubes, and Transport Points that Pragmatism needs to build those Squadrons come from the game board, not from any personal supply. The Reform Faction would like to use those same resources to expand industry, and the two Factions will compete with each other to persuade the Tsar to approve their respective priorities.

    Tsar is a semi-cooperative game. You share not only effects and resources but also objectives. Each of your scoring goals overlaps with one other player, and your partners are marked for you on the Scoring Cards. Notice that you score slightly higher amounts for your Primary Goal as opposed to your Secondary, so while two Factions will share a goal, their interests are not identical. The players will have to decide the degree of cooperation between them, and this cooperation applies not only to achieving goals, but also to scoring them. When you trigger scoring in the Scoring Phase, you trigger it for yourself and your partner. So if the players have completed two stages of the Zemstvos movement, the Reform Faction could use three Influence Cubes to score three points for itself and two points for its partner, the Pragmatism Faction. Alternatively, the Pragmatism Faction could use only two Influence Cubes to trigger the same scoring. So players will need to consider their own gains as well as the gains of their partner. Aside from coordinating their use of Influence, players might also coordinate their control of certain Offices or agree to support a player’s position as the Favorite. Although the partnerships in the game are fixed, the way you handle them is very fluid, and you’re free to switch your cooperation from one potential partner to another. There are also opportunities to impede rivals, such as lowering the Favorite’s Favor level, withdrawing a Character from the Camarilla, removing a Character from an Office, or even allowing a rival Character to be assassinated by revolutionaries.

    On the Scoring Cards, you can see another scoring option that’s always available in multiplayer games: using five Influence to score 1 VP for yourself only. This is much less rewarding than the other scoring categories, but you can use it at any time and you don’t have to share it. It adds another layer of flexibility to the game. At the end of the Scoring Phase, each player has to discard down to five Influence Cubes, so hoarding all your Influence is not an option. Typically, players will use Influence to achieve goals early in the game, and then switch to using Influence to trigger scoring later in the game.

    If you avoid revolution, the last card you’ll play in each Era will be Final Scoring, which immediately concludes the game. During peacetime, the game engine always seeds this card in the 16th round; in wartime, it will appear when the war ends or in the 16th round, whichever comes first. As shown on the card, players automatically score triple VP for both their primary and secondary goals. Your Gold (which you would want if there’s a revolution) is a penalty in Final Scoring. There’s no Scoring Phase in the final Quarter, but your unused Influence Cubes are the first tiebreaker. The second tiebreaker is Player Order, which begins with the Tsar’s current Favorite.

    If you’re playing in legacy style, scores will be reset in the next Era, but there are some carryover effects based on victory rank: the winner becomes the initial Favorite in the next game and gets first dibs in drawing special bonus cards (the Order of St. Vladimir Cards) that reward you for avoiding revolution or penalize you if the regime collapses. In lieu of an Order of St. Vladimir Card, the player in last place gets to retain 10% of their VP score. Going into the next Era, this gives the players somewhat different incentives when it comes to avoiding revolution.

    In the next InsideGMT article in this series, we’ll take a closer look at decision mechanics.


    Previous Tsar InsideGMT Articles



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  • I am trying to find a specific Sci-Fi Board game I played once years ago


    I play many board games, this is not one of the obvious ones. I am trying to find the name of a game that I think went out of print.

    1. It is a sci-fi game.
    2. Every player is in charge of a faction.
    3. You are all trying to colonize/exploit the same planet.
    4. It is not Terra Forming Mars though the planet might be Mars. (There are fewer cards and more plastic pieces)
    5. I think every player had their own rectangular play mat that represented their stakes/claims on the planet.
    6. Trading resources was a critical part of the game. (The dynamic player influenced market is one of the biggest things I remember)
    7. It might be considered more of a worker placement game.

    My memory is getting less clear about details after this point

    1. Play took place mostly on your own mat. The "central board" was more a market where players exchanges resources and bought "units" (mostly excavators or androids?).
    2. I think the game initially came out in the 90s or earlier then got a reprint in the 2010s.
    3. The set I played was newly opened in the 2010ish and had bright plastic pieces.
    4. The theme/artistic style was slightly cartoonish.
    5. I think it was 4 player max.



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  • Just Don’t Huff Anything! – The TouchArcade Show #605 – TouchArcade


    In this week’s episode of The TouchArcade Show, it’s kind of a weird one! We kick things off talking about whip-its and huffing duster. Yeah. We then switch to an update on what’s going on with our Patreon and some of the new stuff we’ve posted there this past week. What do YOU think about it? Let us know! We also talk about Eli’s home audio woes, read a listener email with some key insight into the whole Roblox situation, and much more.

    Don’t forget to shoot us emails with any questions, feedback, or anything else relevant or irrelevant to [email protected]. We read ’em all, and love decoding messages written entirely in emoji. As always, you can listen to us with the links below… And if you like what you hear, please subscribe and/or drop us a review in iTunes. Much appreciated!

    As a companion to this audio podcast, we also do a video version of the same show that is exclusive to Patreon which allows you to see us playing the games we’re talking about. Backers can view the most recent video episodes of the TouchArcade show by clicking here. Be sure you’re logged in to see the latest content. For everyone else who is curious, you can check out our public patreon posts to see older episodes of the video podcast. If you like what you see, consider becoming a TouchArcade Patreon backer.

    Show Notes:

    VERY disturbing video of the guy addicted to computer duster, watch at your own risk!

    Matthew Struggles With Addiction to Inhaling Air Duster | Intervention | A&E [YouTube]


    Stitcher: The TouchArcade Show via Stitcher Radio for Podcasts
    RSS Feed: The TouchArcade Show

    Direct Link: TouchArcadeShow-605.mp3

     



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  • Your move, creep. More RoboCop fun incoming with standaline expansion

    Your move, creep. More RoboCop fun incoming with standaline expansion


    A rendered image of Robocop

    RoboCop: Rogue City took more than me by surprise when it came out. It was not only the RoboCop movie tie-in we always wanted, but it is easily one of the best “based on a movie character” games of all time. It felt like RoboCop and the devs really leant into the fact that RC is a clunky, slow-moving death machine, and didn’t attempt to speed everything up for all the Fortnite kiddies out there.

    Sure, there were a few edges that would have been more polished with a bigger budget – NPC voice acting for one was a bit grating, but the game was a blast.

    It’s also currently on sale on Steam for around $5 as well if you missed out. I highly advise a purchase there.

    More good news is that RoboCop: Rogue City is to get a standalone expansion (so, a new game then really) called Unfinished Business, which brings RoboCop into a new mission – to clear out the bad guys from OCP’s new tower block of apartments. Think Full Metal Die Hard.

    So the whole thing is set in the tower with you needing to ascend to complete the mission, the various floors will each throw different kinds of enemies at you, including jet-pack equipped baddies and katana-wielding cyborgs.

    To mix things up, there are even levels where you take control of the iconic ED-209 (You have 20 seconds to comply) in a wave shooter level, and, for the first time ever in a RoboCop game, a chance to step into the shoes of Alex Murphy before his transformation.

    I hope Unfinished Business offers enough new to get the same plaudits as the original. It’s nicely priced at under $30, but the word “expansion” suggests it may turn out to be on the shorter side. We will find out soon enough.

    When is RoboCop Unfinished Business released?

    RoboCop: Rogue City – Unfinished Business will be available on PlayStation®5, Xbox Series X|S and PC on July 17, in both physical (on consoles) and digital versions, priced at $29.99/€29.99/£24.99. A Mac release is also planned at a later date.

    RoboCop: Rogue City is not required to play RoboCop: Rogue City – Unfinished Business.


    The Escapist is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy



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  • Flashpoint Worlds Collide codes July 2025

    Flashpoint Worlds Collide codes July 2025


    July 6, 2025: More new Flashpoint Worlds Collide codes have arrived to make the game’s full release.

    What are the new Flashpoint Worlds Collide codes? Whether you’re low on cash, need more Ignition, or want to boost yourself to new heights with loads of easy XP, keeping an eye on the ever-growing list of Roblox FWC codes below is the best way to get loads of freebies at the speed of light.

    Can’t get enough of free in-game goodies? Roblox is full of them. Get started in some of the biggest titles around with the help of Grow a Garden codes, Blox Fruits codes, and Mugen codes, to name a few. They’re all massively different experiences compared to this.

    Flashpoint Worlds Collide codes

    The full list of working Flashpoint Worlds Collide codes is:

    • L1GHTN1NGTHR0W – 30K cash, 30k EXP, and a V-X (NEW)
    • d3layedp01nt – 50k Cash, 50k EXP, 3 V-X, a Rebirth Token, and a Verified Juice (NEW)
    • sorryforthebugs:( – 25k Cash, 25k EXP, 2 V-X, and 2 Verified Juice (NEW)
    • Velocity9 – A Velocity 9 can
    • jldownfall – Suicide Squad Kill the Justice League Flash
    • N3G4T1V3 – Negative Flash Rebirth

     Expired codes

    • 1MILINTERESTED
    • thankyoufor800klikes
    • yippee1milmembers
    • sorryforthewaitanddelaybutheyatleastbetaisherenow
    • holymolywehit150klikes
    • 100klikes!!
    • 50kinterestednext?
    • iwillrecommendflashpointtoallmyfriends
    • 300klikes!!
    • 30kplayers
    • 250klikes!!
    • thankyouguysfor200waitnoimean200klikes!!yeahthatsoundsaboutright
    • yay75kinterested
    • 14kPlayers
    • 69kLikes
    • UPDATESOON!!
    • wallywestgoat
    • 15kplayers
    • 20kplayers
    • getthegameto100klikesformorecoolcodes

    The flashpoint world collide code redemption screen.

    How do I use Flashpoint Worlds Collide codes?

    Using codes in Flashpoint Worlds Collide isn’t as straightforward as most other Roblox games. You won’t be claiming them as fast as the Flash, anyway. Follow these steps to speed things along:

    • Join the Varis Studios Roblox group through the Flashpoint Worlds Collide game page.
    • Launch Flashpoint Worlds Collide.
    • Click the codes button along the left cluster.
    • Enter a working FWC code from the list below.
    • Click the Redeem button.

    Rewards like cash and XP will be applied to your account as soon as you hit the redeem button.

    For things like Velocity-9, used to get a boost of speed for a little while, you’ll find them in the Inventory screen accessed via the button near the Codes menu.

    How do I get more Flashpoint Worlds Collide codes?

    Checking back here regularly is the best way to see the latest Flashpoint Worlds Collide codes, but new FWC codes are often tossed straight into the Flashpoint Worlds Collide Discord.

    These typically drop with new content updates, as an apology for downtime, or when the game hits big social milestones like game likes, record Discord members, and possible group member milestones.

    If you don’t have Discord or simply don’t want to set up notifications for yet another source of noise, we recommend simply checking back here when a new update drops. We’ll update the Flashpoint Worlds Collide codes list accordingly and remove any expired codes to save you the time of checking them yourself.

    Already used up the latest Flashpoint Worlds Collide codes? If the above recommendations aren’t for you, give our ever-growing list of the best Roblox games a go instead. And if you’re ready to move beyond the big creation platform, check out the best free PC games for some radically different experiences.



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  • Could using randomness to improve play count as a behaviour violation in 2012 magic?


    In the question Magic: The Gathering – Are there behavioral rules for sanctioned MTG games? one of the ‘serious violations’ listed is "influencing match outcomes", and a suggested method is ‘using randomness to decide the outcome of the match’. Interestingly, (and probably because of the problem I’m about to point out) this has since been removed from this document’s latest version.

    I understand the reason it’s there: if players were allowed to flip a coin to decide who wins and fix the match beforehand, that would be problematic: it could run into gambling laws.

    But in the interest of completeness, I’d still like to ask a historical question: Given the rules of the day, could it be possible that this ‘behavior violation’ could come up during the normal course of play if a player decided that using randomness was the best course of action, and did so?

    For example, consider a situation in which a player could ‘bluff’ having a counter-card in a combat. Gregory, playing green, attacks with a 2/2 bear into Bob’s 3/3 zombie. Normally, this would be a mistake, but Gregory has several unidentified cards in his hand.

    Greg should (to play optimally) bluff some percentage of the time in this situation (the exact amount is some complex game theory I won’t get into in this post). So he could covertly roll a d20 to decide, and do the same thing if he actually does have the buff in hand, but not use the result. (Or use any other method or source of randomness.) He could use the primary colour of the shirt of the player sitting across and to the side of him. Or any other thing that would be really hard to prove. If it is not allowed, then how would one even catch a player using such a covert random method?1

    Let’s say that the outcome of this play happens to decide the outcome of the match. If Greg loses his creature, he falls behind and can’t overcome Bob. But the same holds for Bob. If Greg gets in the two damage, that just so happens to be the two points he needs later on in the game. (If Bob was already at two life or below, he would obviously have to block).

    1: The reason to do so would be because people are bad at generating true randomness. Using a proxy prevents your opponents from reading a pattern and catching the bluff more often than by pure guess. A pair of sunglasses is also highly recommended.



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  • In Scrabble, what is the probability of not being able play a valid word using the NWL2023 (196,601 words) Scrabble dictionary to open the game?


    I know using the CSW2019 is known (0.572% (or 1 in 175)), but that has many strange words in it. This is regarding the first word of the game covering the center square of course. How many of the 3,199,724 racks are there with no playable word? I’m thinking the overall probability (out of 16,007,560,800) is near 1.000% or 1 in a 100.



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  • Gacha hit Solo Leveling: Arise gets the K-Pop tie in treatment but how do you get I-dle’s stars?

    Gacha hit Solo Leveling: Arise gets the K-Pop tie in treatment but how do you get I-dle’s stars?


    Promo image for the I-Dle collab in Solo Leveling: Arise

    Whatever your views on the behemoth gacha games such as Honkai Star Rail and Genshin Impact, there are countless others, such as Solo Leveling: Arise, that are worth squillions to their developers.

    If the figures are to be believed, Netmarble made over $100 million in the first three months of SLA alone. And that was the middle of last year.

    A little over one year on, and Solo Leveling: Arise welcomes K-Pop royalty I-dle to the game in its latest update. The South Korean group, consisting of Soyeon, Miyeon, Minnie, Yuqi, and Shuhua, is responsible for nearly eight million Spotify streams per month, and their debut album sold 83,000 copies within 24 hours. It’s not tough to see why Netmarble wants them involved.

    How to get Miyeon and Shuhua in Solo Leveling: Arise

    From today, Solo Leveling players can add Miyeon and Shuhua to their roster of playable hunters simply by playing the game during the I-dle event through the special Collaboration Pass. Completing the event story mode will unlock other rewards, including additional copies of both K-Pop stars.

    Other notable new stuff

    Also arriving in the update is a new Story Expert mode for those looking for a bigger challenge. Players who complete all chapters in this mode can earn up to 35,000 Essence Stones as a reward. In addition, players can challenge new Encore Mission bosses, Incaro and Helder, who will appear in a single dungeon.

    What is Solo Leveling: Arise

    The game version is based on the super-popular webtoon that has been viewed an astonishing 14.8 billion times – yep, that’s nearly twice the population of the planet – so two views each, can you remember when yours were?

    The game is free to play, and you can stick to that format if you choose, but most people will purchase in-game currency to customize their character and purchase better equipment, alongside the gacha element of pulling for new weapons and characters.

    Is it for you? Well if you are fan of gacha and haven’t checked it out yet and want to get away from the big hitters in the space, you will definitely appreciate what Soloe Leveling: Arise has to offer.


    The Escapist is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy



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  • All Star Tower Defense X codes July 2025

    All Star Tower Defense X codes July 2025


    What are the new All Star Tower Defense X codes? Of course you do. You won’t be pulling new units without them unless you’re speedrunning death on a low-level stage. This long-in-development sequel to Roblox tower defense legend All Star Tower Defense (or simply ASTD) brings new and old units together. Get the lot with ASTDX game codes.

    Returning to Roblox after the ASTD hiatus? Between updates to this one, consider checking out the competition with Anime Last Stand codes, Anime Vanguards codes, and SpongeBob Tower Defense codes. Or give Five Nights TD codes a go if you’re ready to welcome Halloween a little early.

    A character from all star tower defense x.

    All Star Tower Defense X codes

    Here are the All Star Tower Defense X codes for launch:

    • FOURTYFIVELIKES – (NEW)
    • somanylikes – Requires level 3 (NEW)
    • AFIRSTTIME3001 – 500 gems, 5 Basic Capsules, 20 Trait Burners, 2 Skill Orb Bags, and a Cloud Summon (NEW)
    • FREENIMBUSMOUNT – Requires level 10 (NEW)

    Expired codes

    • No ASTDX codes have expired yet.

    The code redemption page in all star tower defense x.

    How do I redeem ASTDX codes?

    Follow these steps to claim codes in All Star Tower Defense X:

    • Launch All Star Tower Defense X on Roblox.
    • Click the Twitter icon button in the bottom-left corner of the screen.
    • Type or paste a working ASTDX code in the box.
    • Click Redeem.

    Note that while codes can be redeemed without joining a Roblox group or liking the game page, some codes already have level requirements. You’ll need to get grinding to keep using ASTDX codes going forward.

    The code screen in all star tower defense x.

    What are the ASTDX social rewards?

    You can get 100 gems, a Crystal Summon, and ten Trait Burners through the ASTDX Social Rewards button. The steps are detailed in developer FruitySama’s YouTube video, but we’ll break them down into steps below for easy reading:

    • Subscribe to the FruitySama, Xeem, and NavyXFlame channels on YouTube.
    • Click your Channel/YouTube avatar.
    • Click Settings (or View Channel on mobile).
    • Click Privacy (or Edit on mobile).
    • Turn off ‘Keep all my subscriptions private’.
    • Repeat the second step, this time clicking YouTube Studio (go through Google on your browser for mobile).
    • Copy your URL.
    • Paste the URL into the Social Rewards button in the ASTDX code screen.
    • Click Redeem.

    Veterans of the old game can get extra ASTDX freebies by logging into the original All Star Tower Defense. Loading that up should boot you into All Star Tower Defense X with some bonuses for being a long-term fan of the franchise.

    How to get more All Star Tower Defense X codes

    According to the in-game code box, new ASTDX codes will come from users FruitySama, GakiRBLX, and NavyXFlame on Twitter.

    While Roblox developers have a pretty terrible record when it comes to sticking with dropping codes on traditional social media platforms these days, the ASTD team actually came through on their promise in the past. If they stick to tradition, they may very well post codes on their Twitter pages.

    Other than that, new codes for ASTDX are confirmed to drop on the old ASTD Discord. Join up and check the ‘game-announcements’ channel: especially around the launch period.

    After that, new updates are sure to see new ASTDX codes drop. Tag yourself as one of the ‘Code Campers’ to get pinged if they remember to tag the group in a code post.

    Not up for joining another Discord server? Not to worry: we list new All Star Tower Defense X codes here as they drop. We also test existing codes and shift them into an expired list to save you time otherwise wasted on expired promo codes.

    Feeling a little frustrated after a bad round? Hit a wall with your units? Take a break with some of the best Roblox games around right now. If you need some time away from the platform, give one of the best free PC games a go instead.



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  • How could an online Checkers player use AI to cheat in real-time? [closed]


    I’ve been playing Checkers on CardGames.io, and I’ve noticed some players make perfect moves instantly, almost as if they’re using a bot or AI to assist them.
    I understand that AI solvers for Checkers (like Chinook or web-based tools) require you to input the current board state before they return the optimal move. But this takes time — so how are these players seemingly:

    • Reading the board state immediately
    • Sending it to a solver
    • And executing the move without any delay

    How could a player be getting AI solver moves so quickly?

    For example, are they using browser extensions, scripts, or something else to automate the reading of the board and feeding it to an engine? How technically difficult would it be to pull off without the site detecting it?



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