The Last Spike Online / 15 July 2026
Digitizing a board game is not a UI task: the rule engine had to come first
The first publishable version of The Last Spike quickly showed that the visual board was only the surface. The real product was a deterministic rules engine with a multilingual client built on top of it.

Situation
When digitizing a physical board game, it is very tempting to start with the board, animations and cards. The problem is that if rules become scattered across UI components, AI, save/load, multiplayer and replayability later begin reinterpreting the same logic independently. For The Last Spike, game state therefore had to be separated from presentation from the first serious build.
Approach
I modelled gameplay as deterministic state transitions: the same input from the same state had to produce the same result regardless of whether it came from a human click, an AI player or a network message. Multilingual copy stayed out of the rules engine as well; the engine exposed language-neutral identifiers and events to the client. Localization and UI could then evolve without changing the game rules themselves.
Outcome
The first publishable version became more than a disposable web demo. It became a foundation for online multiplayer, autosave, AI players and multiple country editions. The most important decision was not visual at all: the rules engine became the system's central source of truth.