Game review

Alquerque

3.5 / 10

Developer
Lakshman Kishore
Publisher
Self-published
Released
13 September 2023
Platforms
Web browser (desktop and mobile)
Genre
Board game
Monetisation
Free, no ads and no in-game purchases
Players
Local pass-and-play, plus a single-player mode against a computer opponent

The short version

Alquerque adapts the genuine 13th-century board game — the ancestor of draughts and Fanorona — into a handsome medieval-themed shell with a real single-player AI and local multiplayer. It looks the part: a parchment title screen, a proper blackletter font, and a clean connected-line board. None of that could be tested past the title screen, because in every mode tried on a simulated phone — single-player as Black, single-player as White, and local multiplayer — not one single piece on the board was ever selectable. This was confirmed as a game-logic failure rather than a touch-input failure: taps landed correctly on the right pieces and produced real browser click events every time, but the game itself never marked any piece as a legal move. That matches, closely and repeatedly, a rendering bug the author has publicly acknowledged across several comment threads on the game's own competition page.

Biggest strengths

  • The menu and title screen are genuinely well produced — a parchment background, a matching blackletter font, and clear Single Player / Multi Player and Black / White piece choices, all legible and correctly rendered (including the styled Unicode lettering, once a missing character-encoding declaration found during install was fixed)
  • The board itself renders correctly and attractively: a proper 5x5 connected-point grid with crown-topped pieces, matching the real historical game's layout
  • "The failure was diagnosed carefully rather than assumed: touch and click events were confirmed reaching the exact correct DOM elements every time (verified with a live event listener dump showing touchstart, touchend and click all firing on the tapped piece or cell), which rules out a touch-input problem and points squarely at the game's own move-validation logic never marking anything as selectable"

Biggest weaknesses

  • "In every one of three separate modes tested on a simulated phone — single-player as Black, single-player as White, and local multiplayer — zero cells were ever marked as a legal move at the start of the game, and no move could be made by any input method as a result. The game is not merely hard to learn; it is non-interactive as installed and tested"
  • No LICENSE file anywhere in the repository
  • "The author's own replies to player comments describe unresolved, unreproduced bugs around exactly this symptom — clicks being 'randomly interpreted,' pieces appearing to move on their own — and states plainly that the issue was still open after the competition closed"

Who it's for: Nobody, as currently shipped and tested — a strategy-game fan might still enjoy this at whatever specific browser width happened to work for the original competition's judges

Our recommendation: Do not add to the shelf. The board could not be played in any mode or on any of this shelf's required test sizes, and the failure is confirmed to be the game itself rather than the way it was tested

3.5 / 10

Alquerque is a real board game — older than chess, by most accounts the ancestor of both draughts and the Madagascan game Fanorona — and this adaptation dresses it up convincingly: a parchment title screen in a proper blackletter font, knight-themed pieces, a choice of single-player against a computer opponent or local two-player, and a clean, correctly-drawn 5x5 board of connected points. The presentation earns real credit, once a missing character-encoding declaration found during installation was fixed so that styled Unicode lettering renders correctly instead of as garbled symbols.

The board never became playable, in any mode

That's where this review has to stop being generous, because the actual game was never reachable. Three separate modes were tried on a simulated phone — single-player playing Black, single-player playing White, and local multiplayer — and in every single case, not one piece on the board was ever marked as a legal move at the start of the game. Tapping pieces did nothing, tapping the board's one empty point did nothing, and no sequence of taps produced any change in board state across repeated attempts.

Before concluding this was a game bug rather than a testing mistake, it was checked directly: a live event listener was attached to the page and dumped after each tap, confirming that real touchstart, touchend, mousedown, mouseup and click events fired correctly, every time, on exactly the DOM element that was tapped — the piece's own SVG graphic, or the target cell. The input pipeline works. What never happens is the game's own logic marking any piece as selectable, which its code requires before a click on that piece does anything at all.

This is not a fluke this review stumbled into alone. The author has replied to comments on the game's own competition page at least five separate times acknowledging essentially the same family of bug, reported independently by different judges: "the gameboard did not render properly," "so many have reported the rendering issue, I need to work more on media queries," "looks like there is some lag in setTimeout due to which the pieces are moving without user click." One judge described exactly the symptom found here in different words: "it seemed to randomly interpret clicks at times, and I was not able to identify why." The author's own reply to that comment: "I never faced that... but when I found this issue the entries were closed and I couldn't recreate the scenario." In other words, this is a known, unresolved reliability problem in the exact build this shelf would be shipping, not a one-off result of this review's specific setup.

For what it's worth, the game did place respectably in the original competition's judged gameplay and controls categories (37th and 44th of the field), which suggests it worked well enough on whatever specific browser and window size the judges who scored it happened to use — but that's exactly the problem for a shelf whose entire premise is working reliably on a phone.

Final verdict

A good-looking adaptation of a genuinely interesting historical game, undermined by a real, author-acknowledged interaction bug that made it completely non-functional in every mode tested at this shelf's required phone size. This isn't a case of unclear rules or an unfamiliar mechanic — no move of any kind could be made. Not ready for this shelf.

Pros and cons

Pros

  • The menu and title screen are genuinely well produced — a parchment background, a matching blackletter font, and clear Single Player / Multi Player and Black / White piece choices, all legible and correctly rendered (including the styled Unicode lettering, once a missing character-encoding declaration found during install was fixed)
  • The board itself renders correctly and attractively: a proper 5x5 connected-point grid with crown-topped pieces, matching the real historical game's layout
  • "The failure was diagnosed carefully rather than assumed: touch and click events were confirmed reaching the exact correct DOM elements every time (verified with a live event listener dump showing touchstart, touchend and click all firing on the tapped piece or cell), which rules out a touch-input problem and points squarely at the game's own move-validation logic never marking anything as selectable"
  • "This is not an isolated finding: the author has publicly and repeatedly acknowledged the same class of bug across at least five separate comment threads on the game's own competition page — 'the gameboard did not render properly,' 'so many have reported the rendering issue,' 'looks like there is some lag... due to which the pieces are moving without user click' — describing rendering and interaction failures independently reported by several different judges during the original competition"

Cons

  • "In every one of three separate modes tested on a simulated phone — single-player as Black, single-player as White, and local multiplayer — zero cells were ever marked as a legal move at the start of the game, and no move could be made by any input method as a result. The game is not merely hard to learn; it is non-interactive as installed and tested"
  • No LICENSE file anywhere in the repository
  • "The author's own replies to player comments describe unresolved, unreproduced bugs around exactly this symptom — clicks being 'randomly interpreted,' pieces appearing to move on their own — and states plainly that the issue was still open after the competition closed"
  • A live, updated version of the source exists on the author's own site, but it is a visibly unfinished development build (bare coordinate labels, no piece art, no menu) rather than a fixed replacement for the version actually entered into the competition and mirrored for installs like this one

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 1 / 10
  • Visuals 7 / 10
  • Originality 5 / 10
  • Replayability 3 / 10
  • Interface 6 / 10
  • Controls 2 / 10