Pending friend requests now show as a pulsing badge on the Friends button itself, with a count \u2014 no reason to open it "just in case" anymore. Checked the moment you sign in, and updates immediately as requests come in or get resolved. Tested through the full range: zero requests, one arriving, a second arriving on top of it, and both clearing once handled.
v5.6Self-Healing Username Lookupplay2026-08-04
Fixed
Accounts that predate the current username system (anything that didn't go through the current Sign Up form specifically) could have a username set on the account itself with no matching entry in the lookup index friend-search depends on \u2014 making them impossible to find by name even though everything looked correct. Fixed by having every sign-in check for and repair a missing lookup entry automatically, rather than requiring a manual fix. No action needed \u2014 just signing in again (or refreshing while already signed in) resolves it for any account in this state.
v5.5Unique Names, Everywhere \u2014 and Friendsplay2026-08-04
Fixed
Adding a CPU opponent could randomly repeat a name already in use by another slot. Fixed \u2014 the picker now excludes every name already assigned before choosing, confirmed with 20 stress-test trials producing zero duplicates. CPU names are also no longer editable, matching how they're meant to work: auto-assigned, always distinct.
Added
Usernames are now genuinely unique across every account, not just within one game \u2014 enforced with a real Firestore transaction so two people can't claim the same name in the same instant, with the losing signup automatically rolled back rather than left as an orphaned account. Verified directly, including the actual race-condition case.
A real Friends system: search by username, send a request, accept or decline from the other side, see your current friends list. Privacy holds throughout \u2014 you can find someone and befriend them without ever seeing their stats, matching the original design intent. Verified with 10 direct tests covering the full request/accept/decline lifecycle, including that declining creates no side effects on either account.
v5.4Real "Welcome" vs "Welcome Back"play2026-08-04
Fixed
The sign-in toast said "Welcome back" every time, including someone's very first confirmed login \u2014 wrong for a first-timer. Now tracked properly: a first confirmed login shows "Welcome, [username]!", and every one after that says "Welcome back, [username]!" \u2014 verified directly across three logins in sequence, confirming it flips exactly once and stays correct from then on.
v5.3Forgot Passwordplay2026-08-04
Added
A "Forgot password?" link on the login form, using Firebase's built-in password reset email. Also fixes the specific case of an account that existed under the old email-link system and never had a password set \u2014 requesting a reset gives it one. Deliberately shows the same confirmation message whether or not the email actually has an account, so this can't be used to check which emails are registered.
Replaced last version's email-link sign-in with a real email + username + password account system. Email verification is mandatory \u2014 an account can't actually do anything (stats sync, the rest of what's coming) until the link in that first email is clicked. Signing in now shows "Welcome back, [username]!" and automatically plays under that name \u2014 no more typing it in separately.
Added
Actual stats sync: once signed in and verified, finishing a game writes your stats up to your account, not just this device's local storage. Signing in on a different device pulls those same stats back down, merging conservatively so a session that hasn't synced yet never gets silently overwritten by an older cloud copy.
The first piece of the real-accounts work: sign in with just an email \u2014 no password. Enter your email, get a link, click it, you're in. Backed by Firebase Authentication and Firestore. This is deliberately the foundation only: it creates your account and a cloud user record, nothing else yet. Cloud-synced stats and friends are still to come, built on top of this.
Built to fail safely: if Firebase can't be reached at all (offline, blocked, an outage), the sign-in button simply doesn't appear \u2014 the rest of the game is completely unaffected. Confirmed directly, since this exact scenario (no network path to Firebase) is also what building this involved.
v5.0Hover Labels & Trophy Descriptions Now Always Visibleplay2026-08-02
Fixed
The Quit and History buttons had accessibility labels but nothing a sighted user would actually see on hover \u2014 added visible tooltips to both.
The Trophy Case showed a name and a badge icon and nothing else \u2014 what each trophy was actually for was hidden behind a click most people had no reason to try. Rebuilt as a scrollable list instead of a tile grid: every trophy now shows its full description right there, locked or earned, with the earned date shown for ones you've actually unlocked. No click required.
v4.9A Full Overview Documentnew page2026-08-02
Added
Dreggs-Overview.html \u2014 not a rules page and not a change log, but a real "what this game is" account: the tabletop original, the digital build, how new players learn it, the stats/trophy system, leveling, the Daily Challenge, the smaller quality-of-life details, what got tried and pulled (sound), and what's still open. Linked from Quick Start's and Changelog's navigation, plus a low-key link from the setup screen itself.
v4.8Level Display Moved In-Game, Typing Bug Fixedplay2026-08-02
Fixed
The setup-screen name field couldn't be typed into reliably. Root cause: leaving the field (blur) triggered a full rebuild of the entire player-slots area, including recreating the very input you'd just been typing in. Removed that rebuild trigger entirely.
Changed
Rather than patch the old "type your name, then click away, to preview your level" flow, replaced it \u2014 your level, XP bar, and seal picker now live in-game instead, in a small tappable badge in the top bar, known automatically from who's actually playing. No typing required at all. CPU-personality unlocking on the setup screen now uses your level from the last game you actually finished, persisted automatically \u2014 also no typing needed.
v4.7Challenge Pairs Now Scale by Player Countplay2026-08-02
Changed
All four elemental Challenge types (Earth/Air/Fire/Water, 2 copies each) used to be in the deck regardless of player count. Now scales down: 2 players get 2 pairs (Earth, Air), 3 players get 3 pairs (adds Fire), 4 players get all 4 (unchanged). Same reasoning as the earlier Dreggon/Super Dreggon and Bank scaling \u2014 a smaller game shouldn't be as saturated with conflict-triggering cards as a full 4-player one. Verified directly against the actual shuffled deck at each player count, not just the formula on paper.
v4.6Daily Twist, Quit Button, and a Trophy Rewriteplay2026-08-02
Added
Daily Challenge now sometimes carries a small rule twist for the day \u2014 Small Hands (limit 4), Twin Windfall, Trigger Happy (triple-of-a-kind draws 5), Sprint to Eight (win at 8 coins instead of 10), No Debts Today, or Heavy Artillery (double Dreggon/Super Dreggon) \u2014 picked deterministically from the date, same for everyone, with plain Classic Rules some days too so it doesn't become the new normal. Shown in the Daily modal before you commit and as a small badge during play. Required actually parameterizing three previously-hardcoded engine constants (hand limit, win threshold, the triple-dice bonus) rather than just varying the deck.
A Quit button (\ud83d\udeaa, next to History) for abandoning a game in progress, with a confirmation prompt. Includes safety cleanup for quitting mid\u2013Daily Challenge specifically, so the seeded randomness gets properly turned back off instead of leaking into your next normal game.
Fixed
So Close's description read as a dry stat line instead of the humorous "bad luck, badge of honor" voice the rest of that trophy category has \u2014 rewritten to match.
v4.5Tutorial Now Shows an Actual Cardplay2026-08-02
Added
The "Your Hand" step said to tap a card's Rise or Ruin half without ever showing what that looks like \u2014 relying on whatever happened to be in the real hand at that moment, which could be empty, or all Special cards with no Rise/Ruin at all. Added a new step right after it, "Reading a Card," with a clear example card built from the same visual style as the real ones \u2014 Rise on top, Ruin on bottom, the wax seal between them \u2014 and a caption spelling out that only one half ever gets played. The seal shown matches whichever cosmetic you've unlocked, so it's consistent with what you'll actually see in hand.
Tutorial is 7 steps now, up from 6.
v4.4Tutorial Replay No Longer Strands You in a Gameplay2026-08-02
Fixed
Replaying the tutorial from the setup screen quietly starts a real game in the background so the highlights have something live to point at \u2014 but there was no way back out of it. Whether you finished all 6 steps or hit "Skip tutorial" partway through, you'd land in an actual game with whatever was (or wasn't) configured. Fixed: any tutorial replay, however it ends, now returns you cleanly to the setup screen instead \u2014 with whatever you'd already typed still there. The final step's button now honestly says "Return to Setup" during a replay instead of "Continue," since that's what it actually does.
The natural first-time-visitor flow is untouched \u2014 that one still proceeds into the real game after the tutorial, since you explicitly chose to hit Begin yourself.
v4.3Leveling, Unlockable Seals & CPU Personalitiesplay2026-08-02
Added
XP and levels \u2014 5 XP just for playing, +20 for a win, +1 per egg held at game end, +3 per Challenge win. On purpose, XP only ever unlocks cosmetics and opponents, never a mechanical edge: this is a hotseat family game, and a veteran having a real rules advantage over a first-timer would undermine the whole point of "let's play a round." 10 rank titles from Hatchling to Legend of the Hoard, shown next to your name in Stats.
5 unlockable seals (Dragon, Ember, Tide, Storm, Prismatic) \u2014 genuinely reskins the wax-seal icon and its color everywhere it appears, the card divider and the trophy medallions alike, not just a name change.
5 CPU personalities, unlocked by level, selectable per CPU slot in setup \u2014 and these are real behavioral differences, not reskins: Ember Wyrm rarely blocks and leans hard into Ruin actions, Iron Scale blocks almost everything, Coinwyrm leans hard into Rise, Wildspawn adds genuine randomness on top of the normal scoring. Verified directly against the live decision-making code, not just the data \u2014 same card, same game state, only the personality changed, and the outcome flipped completely.
A level-up banner on the end screen, same treatment as the trophy banner, plus two trophies tied to it: Creature of Habit and Daily Devotee already existed for the Daily Challenge streak, and now sit alongside real level progress too.
v4.2Daily Challengeplay2026-08-02
Added
One seeded game per calendar day, identical for everyone \u2014 same Main Deck shuffle, same Hatchery order, same dice, same CPU behavior. Solo vs. one fixed CPU opponent, one attempt, locked until tomorrow.
Built by temporarily swapping the global random-number source for a seeded one derived from the date, for the duration of a Daily game only \u2014 normal play is untouched and stays genuinely random. Verified by building the same day's deck from two completely independent page loads and confirming they're identical, byte for byte.
A daily streak (current + best), tracked the same way as everything else in the profile system \u2014 and two new trophies to go with it: Creature of Habit (7-day streak) and Daily Devotee (30-day streak).
A Wordle-style "Copy Result" share text (e.g. "Dreggs Daily #2 \ud83c\udfc6 Won in 26 turns") in place of a real cross-player leaderboard, which needs a backend that hasn't been built yet.
v4.115 More Trophies \u2014 Now 26 Totalplay2026-07-24
Added
All-Rounder, Machine Slayer, Iron Wall, Debt Free, Full Toolkit, Rainbow Den, Deep Pockets, So Close, and Lucky Break \u2014 fills the real gaps in the original 11, which leaned almost entirely on "won" and "won fast." These cover defense (Iron Wall), variety (All-Rounder, Full Toolkit, Rainbow Den), economy (Deep Pockets), and \u2014 the one that mattered most \u2014 rewarding a good loss instead of only a win (So Close).
A new humorous category, on purpose: Ouch!, Egg on Your Face, Snooze Button, Better Luck Next Time, Still Owe Ya, and Window Shopper all unlock from things going wrong \u2014 losing coins, losing eggs, missing a turn, losing a duel, ending a game still in debt, discarding to the hand limit. Framed as fun badges of honor, not marks against you.
All of it built on log-text parsing, the same approach already used for History and the old sound system \u2014 no engine changes needed.
v4.0Trophies & Achievementsplay2026-07-24
Added
11 curated trophies, built on the streak/challenge-win/fastest-win tracking that's been quietly accumulating for a while: First Blood, On a Roll, Unstoppable, Veteran, Duelist, Gladiator, Speedrunner (2p/3p/4p), Hoarder, and The Long Game.
Visual language matches the game's own card design instead of a generic trophy grid \u2014 unearned trophies are dim, locked wax seals; earned ones flare into the same gold dragon-seal medallion used throughout the cards. A "\ud83c\udfc6 Trophies" button on the setup screen opens the full case, filterable by All/Earned/Locked, with a name field since trophies are tracked per player.
Newly-earned trophies get a small celebration banner on the end screen the moment they're unlocked, naming who earned what.
v3.9Bank and Dreggon/Super Dreggon Now Scale by Player Countplay2026-07-24
Changed
The 37-coin bank was calibrated for exactly a 4-player physical game and never adjusted down. It now scales with however many players are actually in the game: 2p = 19, 3p = 28, 4p = 37 \u2014 the same formula extends cleanly if the player cap is ever raised (5p = 46, 6p = 55).
Dreggon and Super Dreggon counts had the same problem \u2014 12 Dreggon / 6 Super Dreggon is way too dense for a 2-player game's deck. Now scale too: 2p = 4/2, 3p = 8/4, 4p = 12/6 (unchanged from before). Every other Special card (the four Challenges, Payment Due, Windfall) stays fixed across player counts, as intended.
v3.8First-Time Guided Tutorialplay2026-07-24
Added
A six-step guided tour for first-time visitors — setup, Bank/Main/Hatchery, Your Den, Your Hand, how a turn works, and a final "you're ready." Each step highlights the real element on your actual screen with a soft glow rather than describing it in the abstract. Runs automatically once, ever, on this browser; a "🎓 Tutorial" button on the setup screen replays it anytime.
A "Skip tutorial" option is present on every single step, not just the first, so anyone who's already familiar can bail out immediately at any point.
Fixed
The tutorial's dim backdrop initially let clicks pass straight through to the page underneath — meaning a real user could tap Begin before dismissing the first step, leaving an orphaned, undismissable tutorial popup floating over a live game. Fixed so the backdrop genuinely blocks interaction until each step is acknowledged.
Found the actual cause of data not surviving on localhost: the storage layer only ever tried window.storage, which exists solely inside a live Claude.ai artifact preview — anywhere else (localhost, a real domain) it's undefined, so every save was silently falling through to an in-memory object that resets on every page load. Switched to localStorage as the primary backend, which is what actually persists in a real browser. window.storage is still used opportunistically if present; in-memory remains the last-resort fallback.
Added
Profiles now track win streaks (current + best), lifetime Challenge duel wins, and fastest win by turn count per player-count — laying the groundwork for Trophies without building the trophy UI yet.
High Scores became a fuller Stats board with the new columns, plus a "Save Now" button for an explicit confirmation your data is stored, and Export/Import buttons to back up or transfer your stats as a JSON file — real portability beyond just "did the browser remember it."
v3.6Sound & Music Removedplay2026-07-24
Changed
Pulled all sound effects, the ambient drone, and the mute toggle back out — shelved for a future pass rather than iterating live. Everything from v3.4 and v3.5 (the SFX module, per-event sound hooks, the duel spectacle's sound cues, the persistent mute button) is fully removed, not just disabled. The History button — a separate feature that happened to share the same floating-button style — is untouched.
v3.5Sound Redesign — Paper, Not Pinballplay2026-07-24
Changed
The first sound pass leaned on clean oscillator tones (square/sawtooth beeps) for everyday interactions — clicks, card plays, blocks — which read as arcade/pinball rather than a card game. Rebuilt around short filtered-noise bursts instead, which is what a real card flick or snap actually is acoustically. Coins and victory sounds keep a chime/bell character (now built from two detuned partials for a more metallic feel), since that convention genuinely fits; dice now clatter as several quick bursts instead of one smooth sweep; block sounds became a dull thud instead of a zap.
Added a discard sound, previously uncovered.
v3.4Sound Effects & Ambient Musicplay2026-07-24
Added
Sound effects for card plays, dice rolls, coin gains/losses, Dreggon blocks, Challenge duel wins/ties, and the win fanfare — all synthesized in real time via the Web Audio API, no external audio files.
A low ambient drone plays in the background — a generative, slowly-shifting texture rather than a composed track, built the same way (pure synthesis, no files).
A persistent mute toggle (bottom-left, on every screen) turns both off together and remembers your choice.
Everything degrades silently and safely wherever Web Audio isn't available — confirmed zero errors across the full test suite running in an environment with no audio support at all.
Quick Start was still written for a tabletop game — "what's in the box," manual dealing, rolling your own dice. Rewritten for what this version actually is: no box, no physical setup, cards are drawn and dice are rolled for you. Added a new "What you'll see" section describing the actual screen (player bar, Den, tap-to-explain counters, hand), since that was never mentioned before.
Bank / Main Deck / Hatchery are now the only thing in the in-game top bar — Quick Start and Changelog no longer appear anywhere during gameplay, only on the setup screen where they're actually relevant.
History moved out of the top bar into a floating button in the bottom corner — thumb-reachable on mobile, same reasoning as why hand cards live down there.
v3.2Tap-to-Explain Game Elementsplay2026-07-24
Added
Bank, Main Deck, Hatchery, and Your Den are now tappable — each shows a one-line plain-language explanation of what it is and where cards go to/from it, right at the moment a new player reads a confusing card and wonders where "the Hatchery" even is on their screen.
Built as a fully separate popup from the game's normal choice prompts, so tapping one mid-turn can never interfere with an in-progress decision (e.g. picking an opponent or a card to discard).
v3.1Rulebook Retired — Quick Start Is Now the Rules Docall documents2026-07-24
Changed
Comparing the slimmed rulebook (v3.0) against Quick Start showed they covered nearly identical ground — and Quick Start actually covered more, since it explains what each Special card does and the rulebook no longer did post-split. Folded the rulebook's two remaining unique bits (the exact card-count breakdown, and the table etiquette note) into Quick Start, then retired the rulebook as a player-facing document.
Removed every link to Dreggs-Rulebook.html from the game, Quick Start, and this changelog. Design Notes now points only to Quick Start for "the actual rules."
Dreggs-Quickstart.html is now the single player-facing rules document.
v3.0Rulebook Split — Design Notes Separated Outrulebook + new document2026-07-24
Changed
The card compendium (all 49 Regular + 8 Special + 5 Egg entries) and the Table Rulings section were originally a Q&A used to develop the game, not something a player needs before their first sitting. Split them out into a new document, Dreggs-DesignNotes.html, clearly marked as a creator reference — not part of the player-facing rules.
The public rulebook is now just components, setup, turn structure, dice combos, and the win condition — roughly 40% shorter, with all now-unused CSS and JS removed along with the sections.
v2.9Challenge Duels Reroll on a Tieplay2026-07-24
Changed
A tied Challenge duel used to end with no coin awarded to anyone. It now rerolls automatically until someone wins — shown as its own step in the duel spectacle ("Tie — rolling again!") rather than skipped silently.
v2.8Quick Start Guidenew document2026-07-24
Added
A new one-page Quick Start guide (Dreggs-Quickstart.html), separate from the full rulebook — just setup, how a turn works, a quick primer on the special cards, and the win condition. No rulings, no errata, no card-by-card compendium. Meant for someone who's never played and just wants to start.
Cross-linked into the game (setup screen), the rulebook (a fourth floating button), and the changelog nav — all four documents now link to each other.
The Prismatic egg's icon was passing a raw CSS gradient string as an SVG fill attribute, which isn't valid SVG — it likely wasn't rendering its color at all. Replaced with a proper SVG gradient definition.
Added
Prismatic now gets its own faceted, diamond-cut egg shape instead of reusing the same smooth silhouette as the four elemental eggs — angular facets and internal cut-lines make it read as visually distinct and "wild," matching its role in the rules.
v2.6Card Visuals for Never-Seen Cardsrulebook2026-07-24
Added
Payment Due, Windfall, the four Challenge cards, and all five Egg types resolve automatically in-game and are never actually shown as a card face to the player. The rulebook compendium now gives them a proper card treatment instead of a flat info panel — the same double-ring frame and corner pips as the in-game hand cards, with each Egg's ring colored to its element.
v2.5Mobile Card Text Clipping Fixplay2026-07-24
Fixed
Longer Rise/Ruin text was getting cut off on narrow (mobile) screens. The cause: both card halves were forced to equal height with overflow hidden, so a long half got squeezed into the same space as its shorter counterpart and clipped instead of wrapping. Cards now grow to fit their own content — no text is hidden, and no card text needed to change.
Removed the always-visible Table Log panel from the board — it was redundant once the turn recap and History button covered "what happened," and it was eating half the screen for something nobody needed to scroll anymore.
Your Den now takes the full width of the board with more breathing room — bigger cards, more padding, easier to scan at a glance.
The underlying log still exists and still feeds both the recap popups and the History modal exactly as before — only the redundant standing panel is gone.
v2.3Rulebook Visual Syncrulebook2026-07-24
Changed
The card compendium now carries the same visual DNA as the new in-game card design — a wax-seal dragon divider between Rise and Ruin instead of a plain line, a card-number pip on every Regular card, and matching icons + elemental accent colors on the Special cards (🐉 Dreggon, 🐲 Super Dreggon, 🧾 Payment Due, 💰 Windfall, 🌍🔥💨🌊 the four Challenges). Kept the compendium's scannable list layout rather than converting to individual card tiles, since 78 entries need to stay easy to search.
Fixed
Confirmed no rules-text updates were actually needed for the hand-limit timing or Dreggon Coin renaming — both were already correctly documented in the rulebook ahead of the game catching up to match.
v2.2Trading-Card Visual Redesignplay2026-07-24
Changed
Hand cards now look like actual cards instead of flat text panels — a double-border card frame, corner index pips (card number, or ★ for Specials), and a wax-seal-style dragon divider between the Rise and Ruin halves.
Special cards get their own icon and name treatment (🐉 Dreggon, 🐲 Super Dreggon, 🧾 Payment Due, 💰 Windfall), and the four elemental Challenge cards get their own accent color and icon (🌍🔥💨🌊) matching their element.
Cards in hand now fan out with a slight rotation and lift toward you on hover, like a real hand of cards, with a simplified flat layout on narrow/mobile screens.
v2.1Five-Issue Cleanupplay + rulebook2026-07-24
Changed
Renamed "Dragon Coin" to "Dreggon Coin" everywhere in both documents.
Added
Forced-choice prompts (discard a card, return an egg) caused by an opponent's action now explain why: e.g. "Beta played: 'All opponents must discard 2 cards.'" instead of just asking you to choose with no context.
Fixed
Clicking any player's chip was switching to their entire view, hand included — meaning any opponent's hand, CPU or human, could be freely inspected at any time. Chip clicks now only browse dens/coins (public info); a hand is only ever shown during that specific player's own legitimate turn or prompt.
Hand-limit discards were being enforced immediately after drawing, before you got to play your card for the turn. The limit is now checked once, at the true end of the turn — after your play and any dice/Hatchery bonus — so you can temporarily hold more than 6 cards mid-turn without being interrupted.
A Hatchery-triggered egg exchange was logging two lines for one coin ("collects 1 coin" immediately followed by "exchanges eggs for a coin"), reading like two separate coins were awarded. Consolidated into one line naming exactly what was traded.
v2.0Main Deck Search Filterplay2026-07-24
Added
The "search the Main Deck for a card of your choice" prompt now has a live search box instead of a long unfiltered list. Type a keyword like "coin," "egg," "opponent," or "discard" to narrow it down instantly — it matches full card text, plus what Special cards actually do (Windfall and Payment Due both match "coin," the four Challenges match "egg").
v1.9Final-Turn Recap Fixplay2026-07-24
Fixed
The turn recap was being explicitly skipped on the exact turn that won the game, so the game would end abruptly with no summary of what had just happened. The winning turn now gets its recap like every other turn before the end screen appears.
v1.8Challenge Duel Spectacleplay2026-07-24
Added
Challenge duels no longer resolve silently in the background. A full-screen event now announces the face-off by name and element, reveals each die roll one at a time, glows the winner's die, and bursts confetti on a win — with a Continue button so the moment isn't rushed past.
Applies to every Challenge duel regardless of whether either participant is human or CPU, since it's a spectacle for whoever's watching, not just the players involved.
v1.7Dreggon / Super Dreggon Waste-Not-Bank Fixplay + rulebook2026-07-24
Fixed
Playing Dreggon or Super Dreggon on your own turn with nothing to block was incorrectly banking it in your den for later use. It's now correctly discarded with no effect — holding it in hand is the only way to keep it available to block or counter.
CPU opponents now treat playing these proactively as a last resort, since it permanently wastes the card rather than just costing a turn.
v1.6Turn Pacingplay2026-07-24
Added
A recap card now appears after every turn — CPU or human — showing exactly what happened (draw, action played, dice roll, Hatchery bonus), and play pauses until you tap Continue.
Fixed
Solves CPU turns resolving too fast to read, and surfaces outcomes (like your own dice roll) that previously happened silently in the background even on your own turn.
v1.5Turn Historyplay2026-07-24
Added
A History popup grouping the whole game by turn (most recent first), with icon-tagged lines (🎴 draw, ▶️ play, 🎲 roll, 🥚 Hatchery, 🪙 coin, 🛡️ block, ⚔️ Challenge) instead of one flat scrolling feed.
Challenge went from 8 generic identical cards to 4 elemental pairs — Earth, Air, Fire, Water — matching the original physical deck. Only a matching element triggers a duel.
Challenge cards now bypass hand entirely: they resolve straight to the den (or a duel) the instant they're drawn, from any source. A replacement card is drawn immediately after, so a "draw 3" effect still nets 3 real cards.
The Dreggon → Super Dreggon block/counter window now covers every hostile effect (coin loss, forced discards, hand theft, missed turns, egg loss) instead of just egg-stealing, and genuinely pauses for the counter decision before anything resolves.
Super Dreggon can only counter from hand — a copy already banked in your den doesn't count.
Fixed
Matched Challenge cards were piling up in a player's den instead of both copies being spent by the duel.
Payment Due and Windfall were sitting in hand until played like a regular card, instead of resolving immediately on draw as the rulebook already specified.
v1.3Cross-Linked Pagesplay + rulebook2026-07-24
Added
A Rulebook link in the game's top bar and setup screen; a floating Play Dreggs button on the rulebook. Both open in a new tab so a live game is never lost.
v1.2Payment Due Debt Ruleplay + rulebook2026-07-24
Added
Drawing Payment Due with 0 coins now holds the card in your den as a visible debt (⚠ owes N coins on your player chip) instead of silently doing nothing.
The debt is automatically settled from the very next coin(s) you receive, from any source, before you keep the rest. Multiple stacked debts settle one at a time.
v1.1Card List Readabilityplay2026-07-24
Fixed
Discard lists, hand-limit prompts, hand-theft, and Main Deck searches were showing bare card numbers ("Card #32") instead of the actual card text — now every list shows the full Rise/Ruin wording.
v1.0Digital Prototype Launchplay2026-07-24
Added
A fully playable browser version of Dreggs: 2–4 players, any mix of human and CPU, full turn structure, all 49 Regular cards and 5 Special card types, dice combos, egg collecting and exchange, win at 10 coins.
A heuristic CPU opponent that targets the coin leader and adapts Rise/Ruin choices to its position in the game.
Returning-player profiles and a high-score board, saved via persistent storage across sessions.
v0.2Rise / Ruin Renamerulebook2026-07-24
Changed
Renamed the two card-action halves from Light/Dark to Rise/Ruin across all 49 Regular cards and every ruling, since "Light"/"Dark" also named the elemental egg types and the collision read as a contradiction at the table.
Confirmed no physical card reprint is needed — the cards were never printed with the words "Light"/"Dark," only a light-colored panel and a dark-colored panel. This was a documentation-only fix.
v0.1Rulebook Polishrulebook2026-07-24
Added
A print stylesheet and "Print rulebook" button for a physical table copy.
Meta description, theme color, and a favicon for shareability.
Keyboard focus states on links, buttons, and the search box.