PlatformHow MEKYRA works

One engine.
Three surfaces.

MEKYRA turns rules people write into games, live experiences and simulations that actually run. Studio is where rules are written, Table is where they are played and Replay is where they are understood. Underneath all three is one deterministic engine.

Sources

  • Rulebook
  • Card list
  • FAQ & errata
  • Playbook

Claude reads

  • Drafts Rulespec
  • Cites the sentence
  • Raises questions
  • Explains findings

Rulespec

when spark_imp.enters
target 1 enemy.unit …
do damage(target, 2)

Typed, versioned, reviewed by a person.

Engine executes

  • check(state, action)
  • apply → events
  • seeded randomness
  • state hash
Kerneldeterministic

Division of laborWhere AI fits

Claude reasons.
MEKYRA executes.

Claude does the work that needs judgment: reading what people wrote, asking what they meant and explaining what happened. The engine does the work that has to be identical every time. Claude never sits in the referee’s chair, so every game stays fair, fast and reproducible.

  1. 01

    Understand the rules

    Reads a rulebook, card list, FAQ and errata together and drafts Rulespec, citing the sentence behind every rule.

  2. 02

    Find the gaps

    Spots wording a person would fill in without noticing and turns it into a question in the Ambiguity Ledger, with both readings spelled out.

  3. 03

    Create scenarios

    Drafts roles, phases, injects and host scripts from a playbook or a premise, ready for a person to review.

  4. 04

    Explain the results

    Reads Lab reports, replays and drill logs and explains what happened, which rule caused it and what to change.

The engine’s side of the line: five guarantees, below.How we build MEKYRA with Claude

GuaranteesWhat the engine promises

Five promises.

All five hold in the Pocket Tactics engine on this site, and you can check each one yourself in the demo. They were proven first in MEKYRA’s multiplayer card-game engine.

G.1Same input, same game
A match is a seed plus a list of actions. Re-executing it gives the same events and the same final hash on any machine.
G.2The engine answers first
Every action is checked against the compiled rules before anything changes. A rejection names the rule it breaks.
G.3Every rule has a source
Every compiled rule cites the sentence it came from, and every logged event cites its rule.
K.1Loops end
A chain of triggers longer than 64 steps halts the match and is reported as a finding, instead of hanging a table.
K.2Only offered moves
Players and ghost seats can only submit actions that reference cards, targets and choices the engine offered.

FocusWhat MEKYRA is for

Turns, not physics.

The engine runs games and exercises made of discrete moves: turns, phases, hidden information, roles, resources, cards, dice and votes. That focus is what lets it check every move, replay every match and test a ruleset thousands of times.

Built for

  • Card and board games
  • Hidden-role and party games
  • Tabletop campaigns with canon
  • Tabletop exercises and drills
  • Quizzes, votes and live shows

Not built for

  • Physics and collision
  • Real-time action games
  • Arbitrary 3D worlds
  • Reflex-based play

SecurityHow the AI layer is connected

Keys stay on the server.

Studio sends Claude requests through MEKYRA’s server layer, which holds the API key, applies per-project limits and logs what was asked. The browser never sees a key.

The engine runs without Claude at all, so a match never waits on a model and keeps going even if the model is unreachable.

See all three surfaces on one ruleset.

Play the live demo