Underground 2 Revived
Play Need for Speed: Underground 2 (2004) in Chrome and Firefox with WebGPU graphics, Web Audio, up to 120 fps widescreen, controller support, free roam and Online races with friends. Fan project, not
TCG
Translation pending
GamesTypeScript · CSSGitHub @creedhandymanOnlineOwner unconfirmed
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A playable vertical slice of the War Element TCG: draw → resource → turn-based prep → speed-queue battle → win by elimination or slot capture. One local human (P1, bottom) vs. a rule-based AI (P2, top).Read the full README ↗
A playable vertical slice of the War Element TCG: draw → resource → turn-based prep → speed-queue battle → win by elimination or slot capture. One local human (P1, bottom) vs. a rule-based AI (P2, top).
npm install
npm run dev # → http://localhost:5173 (or --port N)
npm test # 86 engine unit tests, headless (Vitest, no React)
npm run build # tsc --noEmit + vite production build
src/engine pure TypeScript, zero React — types, state, rules (legality),
combat (damage pipeline + special-handler registry), phases
(round loop + intent reducer + advance() driver), ai, rng
src/data 78 alpha cards as plain data across all 8 elements, grouped
into four selectable decks (leaf_pyro, bore_dusk, aqua_dawn,
gale_bolt) via the DECKS table; each card once per game.
src/ui React only renders state and dispatches intents
src/engine/__tests__ Vitest suites for milestones 1–8, incl. full
AI-vs-AI matches, determinism replay, and both win paths
All randomness (shuffles, coin flips, SP tie-breaks, CRIT/EVASION/SLEEP
coins) flows through one seeded RNG in GameState.rngState, so any match
replays exactly from its seed.
src/data/cards.ts):
Alpha's conditional lifesteal → plain LIFESTEAL; Granite Armadillo's
Curl Up → BLOCK 2; Clubber's coin-flip reflect → REFLECT 1; Widowbite
gets STEALTH (as in the UI mockup) in place of its on-death passive;
Rhe's Rigid Smash → 5 DMG + SLEEP one target; conditional-buff passives
are dropped. Working passive surfaces: keywords, basic-attack status
riders (onHitStatus), on-death retaliation (onDeath), on-summon
effects (onSummon — free, fired through the same handler registry;
a spread param projects a forward corridor toward the enemy — spread
columns to each side, reaching one row for Melee or all the way to the
enemy battlefield for Ranged, via forwardAreaTargets. Flamehound's Fire
Blast = 3-wide far, Spitfire's Spit Shot = single-lane far, Fenrir's Fury
Unleashed = 3-wide one row), Pumpkin's Catapult
(ignoresHomeRule), Haunt's Jacked (drainMax handler), and Bearocks'
Hibernation (statusImmune — negative statuses fizzle). Not yet:
on-kill, on-being-hit, start-of-round spawns, token/minion spawning,
and auras beyond LEAF's. Legendary specials that spawn tokens (Efy,
Wraith) or move-and-strike (Skelider's charge) are simplified to their
damage/status core for alpha; the flavor returns with the spawn system.