PROTOTYPE

The engine
came first.

Mekyra didn’t start as a landing page or a chat interface. It started as a deterministic rules engine, built to run a complex multiplayer card game from the first turn to the last. The rules engineering platform is being built on top of it.

PRIVATE PROTOTYPE TODAY

One engine,
one dense ruleset.

The engine’s first job was a private, rules-heavy multiplayer card game: structured card effects, triggered abilities, constrained targeting, effects that need several choices in a row, and matches with different numbers of players.

The point wasn’t the game. It was finding out whether one deterministic engine could carry a ruleset that dense without special cases piling up in the code. It could, and that result is what Mekyra is built on.

The prototype stays private, so the visuals on this site are original illustrations of how the engine works, not screenshots.

Working nowWorking
  • Deterministic rules runtimeSame state and same action always produce the same next state.
  • Structured effects and triggersCard effects are data the engine interprets, including triggered abilities.
  • Target selection with constraintsLegal targets are computed by the engine, not by the client.
  • Sequential choicesEffects that need several decisions in a row before they resolve.
  • Persistent multiplayer matchesMatch state is stored on the server, not held in a browser tab.
  • ReconnectPlayers can drop out and rejoin a running match.
  • Multiple player configurationsThe same ruleset runs with different numbers of players.
  • Seeded, replayable randomnessThe RNG seed lives in match state and random operations are logged, so a replay can confirm it drew the same results.
  • Automated engine testsIncluding complex interactions between several effects.
Running in the private prototype today.

HOW THE ENGINE HANDLES IT

A player drops out
in the middle of a choice.

One of the cases the prototype had to get right. The connection breaks; the match state doesn’t. An original illustration of the mechanism, with invented cards.

Pending choice across a reconnectIllustration
STEPPLAYER 2 CONNECTIONMATCH STATE · SERVER
01Card playedconnectedaction validated · state saved
02TriggerconnectedENTER_PLAY queued
03Target requestedprompt shownpending choice for player 2 · 2 legal targets
04Disconnectofflinepending choice kept in match state
05Reconnectrejoinedcurrent state sent to player 2
06Choice restoredsame promptsame 2 legal targets, rechecked
07Resolves onceconnectedeffect applied once · state saved
The connection breaks at step 4; the match state never does. Because the pending choice lives in state rather than in the player’s browser, the same decision is waiting on reconnect and the effect can’t resolve twice.

CONTACT

Working on a game
with a lot of rules?

Tell us what you’re building and where the rules get difficult.
Early conversations with designers decide what the general engine supports first.

Email Mekyra [email protected]Mekyra is in private development. Every email is read by the founder.