Why this page exists
A concept document explains the why behind the game — the vision, the intended player experience, and the deliberate scope boundaries. Without this framing, individual decisions in the architecture or UI spec can look arbitrary. With it, they become obvious: of course validation is server-authoritative (fairness pillar), of course cards lift off the table in 3D (tactility pillar), of course there are no power-ups (scope boundary).Vision statement
SET: 3D Edition transforms a beloved analog pattern-recognition game into a premium, tactile digital board game — one where the tension of a real tabletop race is preserved, the strategic depth of pattern logic is celebrated, and every interaction feels physical, fair, and fast, whether you’re playing alone against AI, across the world against a stranger, or across the table from a friend.This is not a “card game skin on a puzzle engine.” It is a digital board game in the fullest sense — built with the presentation quality, social infrastructure, and competitive integrity that the genre demands.
Core loop
The fundamental loop never changes across any of the three game modes: A single loop iteration takes 5–30 seconds depending on player skill and board difficulty. A full match lasts 5–12 minutes — long enough to feel like a complete game, short enough to fit a commute or a coffee break.Why “digital board game” and not “puzzle app”
This distinction drives three concrete product decisions that run throughout the codebase:- Round Structure
- 3D Table Presence
Each Set claim is treated as a discrete round event — a clear beginning (cards selected), resolution (validation result), and scoring (score ledger update with animation). This is reflected in the
GameSession state machine, which moves through Validating → ValidSetAnim → RefillAnim rather than just toggling a flag. The pacing feels deliberate, not frantic.Design pillars
These four pillars are not aspirational — they are hard constraints that the GDD, architecture, and Hard Boundaries documents enforce explicitly.Target audience
- Casual puzzle gamers (10+) — fast sessions, satisfying feedback, gradual difficulty curve via Campaign Mode
- Board game enthusiasts — structured rounds, social features, competitive ranking
- Family game night users — Pass & Play mode for 2–8 players on a single device, no accounts required
Platform and orientation
Android is the primary (and only v1.0) platform. Phones are the primary form factor; tablets receive an enhanced layout with larger cards and more breathing room.What sets this apart
Three architectural decisions combine to create something genuinely distinctive:- Nakama server authority — In online play, no client can ever win a contested claim through exploitation. The server runs the exact same
SetValidatorlogic and resolves simultaneous claims by message timestamp. - R3 reactive feel — All state changes (board updates, opponent claims, AI decisions) propagate through a single reactive pipeline. Single Player, Pass & Play, and Multiplayer all feed into the same
GameSessionObservables; the Presentation layer never needs to know which mode is active. - One pure rules engine across all modes —
SetValidatoris a zero-dependency pure C# domain service. The same logic runs as the client’s local validator, as the AI’s decision engine, and (ported) as the server’s authoritative checker. There is no risk of client/server rules drift.
Scope non-goals (Hard Boundaries for v1.0)
The following items are explicitly out of scope at launch. Do not implement, prototype, or stub these unless a formal Change Request is approved:Out-of-scope features — click to expand
Out-of-scope features — click to expand
- iOS, Web, or any platform beyond Android
- Story mode, narrative cutscenes, or character backstories
- Power-ups, boosters, or any gameplay-altering consumables
- VR/AR support
- Real-money gambling or entry fees for tournaments
- User-created tournaments or custom rule modifiers beyond the settings toggle set
- Local Bluetooth/Wi-Fi multiplayer (no internet required)
- Spectator mode
- Voice chat
- Replay / match recording system
- Localization (strings may be externalized for future translation, but no multi-language support ships in v1.0)
- Adaptive neural-network AI opponents (rule-based only)
- Foldable device reflow
Common mistakes
Related pages
Complete SET Rules
The exact rules implemented in code — deck, validation algorithm, board logic, and edge cases.
Game Modes
All three top-level modes and their sub-modes in detail: AI tiers, matchmaking, Pass & Play mechanics.
Accessibility
Planned colorblind mode, shape assist, card sizing, and screen-reader support.
Architecture Overview
How Clean Architecture, R3, Nakama, and VContainer realize these design pillars in code.