Earlier quoted context omitted.
I tried my hand once or twice at (re-)implementing board games [0], so that I could run some common "AI" algorithms on the game trees. What tripped me up every time is that most board games have a lot of "if this happens, there is this specific rule that applies". Even relatively simple games (like Homeworlds) are pretty hard to nail down perfectly due to all the special cases. Do you, or somebody else, have any reco…
Dominion and Homeworlds are pretty complicated! Maybe you can start with a simpler game like Splendor. In my 2-player Splendor rules engine, the following actions are possible: 1. Purchase a holding. (90 possible actions, one for each holding) 2. If you do not have 3 reserved cards, reserve a card and take a gold chip if possible. (93 possible actions, one for each holding and one for each deck of facedown cards) 3.…
(At the same time that probably makes it a good choice for a game implementation)
Thing is that for all my examples above I had a "good" reason to implement that specific game:
1. Dominion (shortly after it came out) To evaluate strategies to best my friends (obviously). 2. Eclipse Has a nice rock-paper-scissors type of ship combat, where you can counter every enemy build (if you have enough time and resources). Calculating the odds of winning would be interesting. 3. Homeworlds Seems to be a very fascinating game. But without any players to compete with [0] ... AI to the rescue ;-)
[0] I am aware of SDG where I could play online, but that site is in decay mode. Getting an account involved mailing the maintainer and those times I tried to start a game no players showed up.