Sub-rules
A scored decision is any non-singleton legal action the model is asked to take. It is not “the obvious board move.” Cube, swap, keep/score, tickets, reserve — same quality bucket as placing a stone.
Eval skips engine chairs and positions with only one legal action. Everything else is quality. Live boardbench-0.1 is exact-ideal (equity_regret_engine_oracle_v1). Protocol 0.2 uses future_engine_pct_v1 (). An illegal attempt scores .
Match outcome (escape, prestige, points, a cube drop) is not the headline.
| Game | Sub-rule | In the tree |
|---|---|---|
| Hex | pie / swap | wired (hex/v1); not in the 0.1 catalog |
| Yatzi | keep vs score | launch catalog 0.1 |
| Scotland Yard | tickets, black, double, reveals | launch catalog 0.1 |
| Splendor | take / buy / reserve | launch catalog 0.1 |
| Backgammon | doubling cube | chosen; not wired |
| Gomoku | Swap2 | wired (gomoku/v1); not in the 0.1 catalog |
| Shogi | entering-king declare | wired (shogi/v1); not in the 0.1 catalog |
| International draughts | capture sequences | chosen; not wired |
Xiangqi is out. See Official games and protocol and Game selection.
The referee’s legal-id list is the ground truth. If an action is listed and there is more than one id, it can be scored.
Hex — pie / swap
Status: wired. Pack hex/v1. Not on the public 0.1 game pages.
Sub-rule: After Black’s first stone, White may play swap instead of placing. That recolors the first stone to White. Black moves again. swap is legal only on that ply (ply == 1, White to act, pie on).
Why it matters: First-stone strength is the opening. Swap equalizes. Treating Hex as “only place a stone” means White’s first action is scored without the alternative the oracle is comparing.
Model decides: swap or a cell. Same prompt, same last-line action, same legal-id list.
Oracle scores: KataHex winrate for the scored seat, before vs after that action. Swap is not special-cased. The legal set on that ply is swap plus every empty cell — not a singleton, so it counts.
Easy to miss:
- Default table is model Black, engine White. The model never faces
swapunless it sits White. swapis never legal later, and never with pie off (swap = false).- Hex
{rules}is still the generic placeholder. Swap still appears in the action list when available (swap availablein the position text). - After swap, Black is to move and the first stone is White. is for the scored seat, not “whoever just placed.”
Yatzi — keep vs score
Status: launch 0.1. Nordic Yatzy: fifteen boxes, no American joker rules.
Sub-rule: Each turn has two kinds of decision: which dice to keep (reroll the rest, up to two rerolls), then which box to fill. The upper-section bonus is a consequence of box choices, not a separate action.
Why it matters: Most of the game is not “roll high.” It is allocating 15 boxes over 15 turns. Dumping a zero, protecting the 63 bonus, and when to stop rerolling are the skill. A model that always banks the obvious combination and never plans the card will miss oracle moves constantly. Across the current field this is the hardest 0.1 game.
Model decides: a keep (or equivalent reroll mask) while rerolls remain; a box when scoring. Forced singleton actions are skipped so they do not inflate the rate.
Oracle scores: every real keep and every real box choice against the engine. Headline is ideal-decision rate, not the printed point total.
Easy to miss:
- No Yahtzee jokers. A second five-of-a-kind cannot wild into another box.
- Scoring 0 in a box is legal and often correct. It is scored.
- Keeping none of the dice is a real decision.
- Last box / last forced action is a singleton — skipped.
- The 63 upper bonus is not a move. It is why the oracle sometimes refuses a greedy lower-section score.
Scotland Yard — tickets, double, reveals
Status: launch 0.1. The model is Mr. X. Three engine detectives hunt.
Sub-rule: Movement is ticketed. Taxi, bus, and underground are different graphs from the same station. Mr. X also has black tickets (any transport; detectives do not see which) and double tickets (two rides before detectives move). Mr. X is hidden except on fixed reveal rounds.
Why it matters: The destination is not the whole move. Ticket type changes what detectives know and what Mr. X can spend later. A path that “escapes this turn” while wasting the last black or the double can still be a miss. Quality is not escape/capture.
Model decides: where to go and with which ticket; whether to burn a double, then the second ride. Only Mr. X is quality-scored.
Oracle scores: Mr. X’s choice vs the engine’s preferred legal action, given what that seat is allowed to see. Detectives are engines. Their ticket play is not the model’s score.
Easy to miss:
- Same station, different tickets: not equivalent. Black vs colored is a real fork.
- A double is two transport decisions, not flavor text.
- Reveal rounds (the usual 3, 8, 13, 18, 24) change the value of hiding vs running.
- A high ideal rate can still end in capture. Do not read the match result as the quality number.
Splendor — take / buy / reserve
Status: launch 0.1. Two-player base Splendor against a strong engine.
Sub-rule: A turn is one of: take gems, buy a card (from the table or from the reserve), or reserve a card (and take a gold wild if any remain). Ten-token hand limit. Nobles visit automatically when the card threshold is met — that is not a player choice.
Why it matters: Reserve and gold are the tempo engine. A model that only takes and buys is playing a different game from the oracle. First to the usual prestige target is the match outcome, not the headline.
Model decides: take / buy / reserve, including which card and which gems. Buys, takes, and reserves are all scored.
Oracle scores: each of those actions against the engine. Not final prestige.
Easy to miss:
- Reserve is a scored move. A legal reserve from the deck is too.
- Gold exists only via reserve (plus the token, if the bank has one).
- Over 10 gems: returning tokens is part of making the take legal. Distinct return combinations are distinct actions if the referee lists them.
- Nobles are not a decision. Do not wait for a “claim noble” action.
- Three reserved cards is a hard cap.
Backgammon — doubling cube
Status: chosen. Not wired. No rules pack yet.
Sub-rule: Beside checker play, a cube sets the stake. The player allowed to double may offer to multiply the stake (typically ×2). The opponent takes (game continues; they own the cube) or passes (game ends; the doubler wins the current stake). After a take, only the cube owner may redouble. A centered cube can be offered by the player on roll, subject to whatever match gates the pack uses (Crawford and related rules, if any).
Why it matters: Cube equity is a large part of money and match backgammon. A model that only moves checkers is skipping a second game the oracle will score. A correct pass ends the match with no checker move and can still be a perfect ply. A wrong take can throw away the stake in one decision.
Model decides: when the legal set includes cube actions — double or not (often vs just rolling); take or pass. Checker moves remain separate scored plies.
Oracle scores: cubeful value for the scored seat before vs after that action (or exact-ideal against the cube action, under 0.1-style scoring). Pass / take / double are not unscored “meta.”
Easy to miss:
- Pass is not a forfeit in the quality sense. It is a legal, scored action.
- You cannot double if you do not own the cube.
- Beavers, raccoons, and Crawford are pack details. Score whatever the legal list contains; do not assume money-play extras.
- Do not ship a cubeful protocol that silently omits cube actions from the legal set. That hides the sub-game.
Gomoku — Swap2
Status: wired. Pack gomoku/v1. Not on the public 0.1 game pages.
Sub-rule: Before ordinary play, Swap2 assigns colors. First player places two black and one white. Second player takes Black, stays White and plays a fourth stone, or places two more stones and hands the color choice back. Those verbs are scored like any other legal action.
Why it matters: Unrestricted Gomoku is a first-player win. Swap2 is the championship equalizer. Treating the game as “only place a stone” drops the opening the oracle is comparing.
Model decides: opening cells (one per ply so Choice stays under 255), then black / a cell / swap2, then possibly white or a sixth cell. Same prompt, same last-line action, same legal-id list.
Oracle scores: Rapfi native winrate for the scored seat, before vs after that action. Swap2 is not special-cased.
Easy to miss:
- Default table is model first, engine second. The model faces choose3 unless it sits second.
swap2 = falseskips the opening: seat 0 is Black.- After colors are assigned, seats stay first/second;
your_colorin the position text is the assigned color. - Piskvork
SWAPmeans take the opposite tentative color (Black after three stones, White after five). - Exactly five wins. An overline is not a win. No Renju forbidden points.
Shogi — entering-king / declare
Status: wired. Pack shogi/v1. Not on the public 0.1 game pages.
Sub-rule: Beside ordinary USI moves (including drops and promotion), a player whose king has entered the enemy camp may declare a win when CSA 27-point conditions hold: not in check, 10+ non-king pieces in that camp, points (rook/bishop/horse/dragon 5, others 1, hand included) ≥ 28 for Black / ≥ 27 for White. YaneuraOu bestmove win is stored as declare.
Why it matters: Impasse is a scored ending, not flavor. A model that only “plays pieces” will miss the declaration the oracle compares against once the camp is occupied.
Model decides: a USI move, or declare when the referee lists it.
Oracle scores: YaneuraOu+Suisho5 logistic winrate for the scored seat, before vs after. declare is not special-cased. A singleton (only declare, or only one USI move) is skipped.
Easy to miss:
- Points count camp pieces plus hand, not the whole board. King is 0.
- Uchifuzume (pawn-drop mate) is illegal even if it “looks like mate.”
- Fourfold repetition is a draw unless one side has been checking every move of the cycle (that side loses).
- Default table is model Black. The model faces Gote’s camp-entry as White.
International draughts — capture sequences
Status: chosen. Not wired.
Sub-rule: Captures are forced. On 10×10 international rules, a majority sequence (the path that captures the most pieces) is required. Flying kings. A capture path is one move, often several jumps.
Why it matters: The interesting decision is which capture path, not whether to capture. Quiet-move skill is a different phase. If operators only think “pick a destination square,” they will misread both the legal set and the oracle.
Model decides: a quiet move when no capture exists; otherwise one of the legal capture sequences (the whole path, if that is how the referee tokenizes it).
Oracle scores: that action vs the engine. A forced-capture position with only one legal sequence is a singleton — skipped.
Easy to miss:
- “I have to capture” does not mean “no decision.” Branching capture trees are the sub-game.
- Majority capture makes some spectacular jumps illegal. An illegal long capture scores 0, same as any other illegal.
- How the title splits a multi-jump (one wire action vs one ply per jump) changes how many scored decisions appear. Read the pack. Do not invent a second scoring pass.
Operator checklist
- If it is in the legal-id list and there is more than one id, it is a scored decision.
- Sub-rules are not a separate metric. They sit in the same quality mean.
- Seat matters: Hex
swapis White’s first action; Scotland Yard scores only Mr. X; engine chairs never count. - Unwired titles still need the sub-game in the legal list and the prompt. Do not “save it for later” and then wonder why the oracle disagrees.