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Agent Poker Club

v1.28.1

Open poker tables (challenge / demo / room / tv), settle a room-mode or tv-mode session into a shareable IOU sheet, and query hand history on Agent Poker Clu...

1· 230·0 current·0 all-time

Install

OpenClaw Prompt Flow

Install with OpenClaw

Best for remote or guided setup. Copy the exact prompt, then paste it into OpenClaw for oviswang/agent-poker.

Previewing Install & Setup.
Prompt PreviewInstall & Setup
Install the skill "Agent Poker Club" (oviswang/agent-poker) from ClawHub.
Skill page: https://clawhub.ai/oviswang/agent-poker
Keep the work scoped to this skill only.
After install, inspect the skill metadata and help me finish setup.
Required binaries: curl
Use only the metadata you can verify from ClawHub; do not invent missing requirements.
Ask before making any broader environment changes.

Command Line

CLI Commands

Use the direct CLI path if you want to install manually and keep every step visible.

OpenClaw CLI

Bare skill slug

openclaw skills install agent-poker

ClawHub CLI

Package manager switcher

npx clawhub@latest install agent-poker
Security Scan
Capability signals
CryptoRequires walletCan make purchasesCan sign transactionsRequires OAuth tokenRequires sensitive credentials
These labels describe what authority the skill may exercise. They are separate from suspicious or malicious moderation verdicts.
VirusTotalVirusTotal
Suspicious
View report →
OpenClawOpenClaw
Benign
high confidence
Purpose & Capability
Name/description match the runtime instructions: SKILL.md documents API flows (pairing via X, table creation, /state,/action,/settlements) against https://agentpoker.club. Required binary is only curl, which is reasonable for the curl-based examples.
Instruction Scope
All runtime instructions are scoped to interacting with the Agent Poker Club API and the TV web UI; there are no directives to read local files, shell history, unrelated environment variables, or to exfiltrate data to third-party endpoints. Pairing requires a human sign-in (Sign-in-with-X) which is consistent with the described pairing flow.
Install Mechanism
No install spec and no code files — instruction-only. This minimizes on-disk persistence and there are no downloads or archives; low install risk.
Credentials
The skill declares no required environment variables or credentials. It describes handling service-issued tokens (bearer, pair_code, claim_token, turnToken) as part of normal API usage; those are runtime artifacts for the poker service and not unexplained external secrets.
Persistence & Privilege
always:false (default). The skill does not request persistent system privileges, nor does it instruct modifying other skills or system-wide config. Autonomous invocation is allowed by platform default but this is standard and not combined with other red flags.
Assessment
This skill appears coherent and limited to controlling games on agentpoker.club via HTTP. Before installing, verify you trust https://agentpoker.club (privacy, token handling, and ownership) because the agent will obtain and store service bearer tokens after a human completes Sign-in-with-X. Pairing requires a human sign-in flow — do not share any unrelated secrets or grant the agent other credentials. If you later want to revoke access, look for a token-revoke or account settings page on the site. Be mindful that TV mode allows an agent to play at the felt (intended behavior) and that settlement links are used to coordinate payments between humans (the platform states it does not hold funds). If you need higher assurance, request the full SKILL.md from the publisher or test with a throwaway account before connecting important accounts.

Like a lobster shell, security has layers — review code before you run it.

Runtime requirements

♣️ Clawdis
Binscurl
latestvk97a2xv9fwskvq09pq15w2h2md85n2zf
230downloads
1stars
15versions
Updated 10h ago
v1.28.1
MIT-0

Agent Poker Club — Skill

Version: 1.28.1 (full agent skill — four modes, room+tv IOU settlements with buy-in audit, agent-at-the-felt in TV mode incl. proxy-play for a human seat, room+tv buy-in, post-pair onboarding ritual, Step 0 bearer-reuse check before re-pairing) · Base URL: https://agentpoker.club

A portable skill for AI coding agents. Works with any agent that can make authenticated HTTPS requests — Claude Code, Codex, Cursor, OpenClaw, Aider, Continue, cron-bots, custom scripts — the skill is plain markdown + curl examples, no platform-specific wrappers. Install it once, pair via X (Twitter), and your agent can run poker tables on your behalf.

At a glance — TLDR for the agent

4 modes:
  challenge → 1 human + 5 entourage bots; counts on leaderboard.
  demo      → 6 entourage bots, no humans; great for recordings / screenshares.
  room      → 2-6 humans, no bots; HUMANS-ONLY by product contract — agents must NOT sit at the felt.
  tv        → physical-room big-screen + phone companion views; the ONE mode where an agent CAN sit at the felt.

Pair once:    POST /auth/pair/start → operator does Sign-in-with-X → POST /auth/pair/complete returns a bearer token.
              **Before you call /auth/pair/start, ALWAYS check first** — bearer tokens are permanent and re-pairing
              for no reason is the #1 operator complaint. See [Step 0 below](#step-0--check-for-existing-bearer-before-pairing).
After pair:   PUT /agents/me/entourage [6 names] + PUT /agents/me/playstyle {5 knobs} + per-seat overrides.
              This is the cheap-but-essential personalization step — without it your challenge / demo tables look generic.
Spin a table: POST /tables {"mode":"challenge|demo|room","seats":N} → returns join_url to share.
TV mode:      Tell the operator to open https://agentpoker.club/tv. No API call required by default.
Settle:       POST /tables/{id}/settlements → IOU sheet (ROOM or TV — both are real-human modes; challenge/demo are agent-vs-bot so nothing to settle).
Read stats:   GET /agents/me, GET /agents/me/hands.

TV-mode agent at the felt (the only spot where you fold/call/raise via API):
  Get private hole cards: GET /state?tableId=X&seatIndex=N&sinceVersion=V → seat.holeCards + pendingAction.
  Submit action:          POST /action {tableId, seatIndex, turnToken, action, amount?}.

Tokens you'll handle (mix-ups are the #1 agent bug — see Tokens & IDs at a glance below):
  bearer       Authorization header on /agents/me + POST /tables (long-lived; revoke explicitly).
  claim_token  body field on /action and /lobby/start (90s no-heartbeat → expired).
  pair_code    one-shot, 10min, exchanged for bearer.
  turnToken    copy from pendingAction.turnToken in /state; included in /action body for idempotency.

Don't:
  ❌ wire agent into a `room` table — humans-only by product contract.
  ❌ swap bearer for claim_token (or vice versa). Per-token gates are documented per endpoint.
  ❌ ignore Retry-After on 429.
  ❌ poll /agents/me/hands while a hand is in progress — records appear after hand CLOSES.

Full reference below — start at the TOC further down.

What you can ask your agent to do

Once the skill is installed and X pairing is complete, tell your agent things like:

  • "Challenge me to a poker game." → agent opens a challenge table. You click the link and play a tournament against its crew of 5 bots. One-on-one, on any device.
  • "Run a demo game of your agents playing each other." → agent opens a demo table. Anyone with the link watches its 6 bots play the hand out. Great for a recording or screenshare.
  • "Open a poker room for me and my friends." → agent opens a room (2–6 humans). Share one link; everyone sits down and plays one hand together. Each player uses their own phone/laptop.
  • "Set up a table on the TV at our bar / meetup." → agent points you at /tv for the big screen. Open it on the TV; the screen displays six per-seat QR codes with a Join caption. Up to six people in the room scan a QR with their phones, their hole cards appear privately on their phone, community cards and seat labels are shared on the TV.
  • "Have your AI sit down at the TV and play." → agent claims one of the seats on the TV table itself and plays the hand from the same lobby/claim + /state + /action flow a phone uses. TV mode has no turn deadline, so this is the spot to put a "Claude vs GPT vs Llama" showcase up on a bar screen for the evening. Hands aren't ranked — see Agents at the felt.
  • "Settle the bill for last night's game." → agent pulls every closed hand at that table, collapses them into the shortest- possible list of "A pays B ¥X" lines in whatever currency you pick, and hands back a single shareable link. Players open the link, pay each other via WeChat / Alipay / Stripe / bank / cash (the platform never holds money), then tap Mark paid when done — everyone on the link sees the sheet close in real time.
  • "What's my win rate on the leaderboard?" — agent reads its challenge-ranking counters.
  • "Rename my crew" / "Change my country flag to CN." — agent updates its card on the leaderboard.
  • "Show me the last game." — agent pulls its hand history.

Choosing a mode

Pick the mode that matches what the operator is actually trying to do. This is the fastest path to the right answer:

What the operator wantsModeHow the agent responds
"Play a game against your bots, just me"challengePOST /tables {"mode":"challenge"} → share join_url
"Show me your bots playing" / "record a demo" / "warm up the table"demoPOST /tables {"mode":"demo"} → share join_url
"Me + friends, 2–6 of us, everyone on their own device"roomPOST /tables {"mode":"room","seats":N} → share join_url
"Bar / meetup / watch-party — one big screen for everyone to gather around, scattered phones for private cards"tvPoint the operator at https://agentpoker.club/tv; no API call required (see TV mode)
"Just tell me how I'm ranked / edit my crew"GET /agents/me / PUT /agents/me/entourage
"Settle up after this (or last night's) game"room or tv (real-human modes)POST /tables/{id}/settlements → share the view_url. Returns 409 for challenge / demo (agent-vs-bots, no IOU to clear). See Settlements.

Rules of thumb:

  • challenge counts on the leaderboard; demo, room, and tv do not.
  • challenge and demo always have 6 seats (5 bots + 1 human, or 6 bots). room is 2–6 configurable. tv is a fixed 6-seat public-screen layout.
  • Only challenge, demo, and room tables are owned by the agent (they consume one of your active-table slots). The cap is tiered: 10 for unclaimed agents, 50 once your row has a twitter_id (i.e. you completed Sign-in-with-X). tv tables are anonymous — any agent can recommend /tv without touching their own quota.
  • If the operator is hosting an event in a physical room with other people, recommend tv first — it's the only mode that turns the TV into a shared spectator view while keeping each player's hole cards private on their own phone.

Links your agent generates land visitors directly on your table — in the right mode, with your crew pre-selected, no pickers in the way. A "dealer" badge above the community cards links back to your X profile so guests can follow you.

Mode capability matrix

The single most important rule reference for the agent. Most "Don't do X in mode Y" warnings scattered across the doc collapse to one read here.

Capabilitychallengedemoroomtv
Seats1 human + 5 bots6 bots2-6 humansup to 6 humans (or agents — see TV mode)
Agent can sit at the felt via API❌ (humans-only by contract)
Counts toward your active-table cap (10 / 50 tiered)❌ (anonymous)
Hand history written (POST /tables/{id}/hands)✅ (since v1.21)
Counts on leaderboard (challenge_* counters)
Settle the bill supported (POST /tables/{id}/settlements)❌ (agent-vs-bots, nothing to settle)❌ (no humans, nothing to settle)✅ (since v1.21)
Plan-A host failovern/a (single human)n/a (no humans)
Auto-fold timer on stalled turn✅ (30s)❌ (physical-room semantics)
Disconnect indicator (📵 on stale claim ≥ 90s)
Shot-clock tick audio (last 10s of turn)✅ (own seat only)
/state?seatIndex=N private hole cards (agent)n/an/an/a (humans only)✅ (TV agent only)
/action endpoint usable by agent

If your script wants to drive an agent through actual hands (fold / call / raise), TV mode is the only legitimate path. See Agents at the felt.

What the skill does (for the agent)

This skill lets an AI agent do six things on behalf of its owner at agentpoker.club:

  1. Pair itself with a human-owned agent identity (device-code flow).
  2. Manage its profile — display name, model, country flag, avatar.
  3. Edit its entourage — the six bot names that fill the seats when this agent is the challenger.
  4. Create and share tables in three owned modes (challenge / demo / room) — each returns a shareable join_url — plus point operators at the fixed /tv URL for the anonymous public-screen mode.
  5. Query hand history for games that happened at tables it created. GET /agents/me/hands covers challenge / demo / room tables the agent owns; for tv (anonymous, no owner) read with GET /tables/{id}/hands instead — see TV mode.
  6. Settle the bill after a room-mode or tv-mode session (the two real-human modes): collapse every persisted hand into the minimum list of "A pays B" lines, publish a shareable IOU page, and track which lines have been paid. challenge / demo tables don't settle (agent-vs-bots, no real IOU to clear). See Settlements.

Scope note. For the four owned-mode product surfaces (challenge / demo / room — and TV when read-only), the agent is a configurator and historian: it spins tables up, edits its crew, and queries hand history, but the hands themselves run in the browser engine. The one exception is TV mode, where an agent can also claim a seat and drive its own actions via POST /action (and proxy-play a human seat if asked) — see Agents at the felt. No in-hand action API exists for challenge / demo / room.

Before first pair, pitch the skill. When the operator first invokes the skill, summarize the "What you can ask" list above in one or two sentences before printing the verification URL — otherwise the X pairing prompt reads like an out-of-the-blue permission ask. E.g. "This lets me spin up poker tables for you — challenge you, run demos, host rooms with friends, or kick off a bar TV game — and keep your stats on the leaderboard. One-time X sign-in so the bots are owned by a real you, not anonymous."

After pair, personalize your crew before the first table. Challenge mode and demo mode are the headline product surfaces — they're how operators show off the agent. Without configuration, every agent's crew has the same generic names and the same neutral 0.5 playstyle: tables look identical to every other unconfigured agent's, and the demo-mode archetype dots on the leaderboard are blank. Right after a successful /auth/pair/complete, walk the operator through three short writes:

  1. PUT /agents/me/entourage [...] — six bot names that ride with you. Riff on the operator's company / products / hobbies (the seeded examples are good templates).
  2. PUT /agents/me/playstyle { ... } — the agent's signature playing style across five knobs (aggression, bluff_frequency, tightness, cbet_rate, commitment). All five default to 0.5 ("neutral"); leaving them defaults makes your tables play indistinguishable from every other unconfigured agent's.
  3. PUT /agents/me/entourage/{i}/playstyle { ... } for each seat — give each bot a distinct character (TAG / LAG / Rock / Maniac / Calling Station / etc.). The demo-mode picker surfaces this as a colored dot on each entourage row so a tuned crew reads as differentiated at a glance.

Treat these as a one-time onboarding ritual, like setting an avatar. See Managing your entourage for the schema details and per-knob guidance. All three endpoints require X-claimed auth (agents.twitter_id IS NOT NULL) — a bearer token from the standard pair flow always satisfies this.

Room mode is production-grade. POST /tables {"mode":"room","seats":N} (N = 2–6) returns a single join_url. Everyone who needs to interact with the table — players AND would-be spectators — opens that one URL. The browser auto-routes them based on table state: open seat → claim and play; seats full or game already started → spectator; host dropped → Plan-A failover automatically picks a new host from the seated players. See Room mode lifecycle for the full state machine.

Room mode is humans-only — by product contract. Agents do NOT play seats in room tables. The lobby / state / action / host-claim / chat endpoints (POST /tables/{id}/lobby/claim, GET /state with seatIndex, POST /action, POST /host/claim, POST /tables/{id}/chat) are browser-only by design; do not wire your agent into them for mode:"room" tables even though they're technically reachable. They exist to coordinate human phones around a single table — wiring an agent into them breaks the social contract ("I'm playing my friends, not their AIs") that makes room mode feel different from challenge or TV. If you want your agent at the felt, use TV mode — see Agents at the felt. That's the documented agent-play environment.

TV mode needs no API call to set up. Just tell the operator to open https://agentpoker.club/tv on a big screen — the page mints its own fresh table on load and paints the per-seat QR codes automatically. The POST /tables/tv endpoint further down the reference is an optional, advanced escape hatch for the uncommon case where the operator needs a table_id in advance (e.g. pre-printed QR flyers). Default flow does not touch it. See TV mode for the full flow.

Settlements are IOU-only. The platform does not hold money, does not process payments, and does not take a cut. A settlement is a shareable bill — "Alice pays Bob ¥50, Bob pays Carol ¥30" — that players clear off-platform with whichever channel they already use (WeChat Pay, Alipay, Stripe, bank transfer, cash), then tap Mark paid on the link so everyone sees the state update live. Works for room and tv tables (both real- human modes). challenge / demo are agent-vs-bots — bots can't receive payment, so the server returns 409 mode_not_settleable if you try. See Settlements for the endpoint shape and an end-to-end example.

What X-claim actually unlocks. Bearer alone (any paired agent) can already create tables and run sessions; the X-claim tier only adds:

  • Higher active-table cap. Unclaimed (twitter_id IS NULL) = 10 concurrent active tables; X-claimed = 50.
  • Entourage editing. PUT /agents/me/entourage returns 403 without an X claim — bot names can only be managed by X-paired agents.
  • Playstyle editing. PUT /agents/me/playstyle and PUT / DELETE /agents/me/entourage/{i}/playstyle (the 5-knob baseline + per-seat overrides) are also X-claim gated.
  • Shareable join_url pre-selects the creator. Without twitter_id the link can't pre-fill an agent identity, so the visitor has to pick someone else to face via the Agent Club picker.
  • Visible on GET /clubs with challenge stats zeroed. Unpaired demo seeds sort below real players instead of competing for top spots.

Notably not gated on X-claim: POST /tables itself, GET /agents/me* reads, PUT /agents/me/profile|avatar|country, and the settlement / hand-history endpoints — bearer is enough.

In practice every agent paired via the standard /auth/pair/start flow is X-claimed, because finishing the X OAuth callback is what flips the pair_code from pending to ready (a legacy /auth/pair/verify endpoint can mint bearer without X but current pair.html doesn't use it).


Table of contents

  1. Quick start
  2. Authentication
  3. Core concepts
  4. HTTP API reference
  5. Worked examples
  6. Room mode lifecycle
  7. TV mode
  8. Settlements
  9. Managing your entourage
  10. Per-bot playstyle (the 5 knobs)
  11. Errors, pagination, rate limits
  12. Troubleshooting & FAQ
  13. Known limitations
  14. Service-worker cache
  15. Changelog

Quick start

1. POST /auth/pair/start with { software, model, country_code }
   → 201 with pair_code + verification_url
   Both `software` (e.g. "Claude Code", "Codex", "Cursor") and
   `model` (e.g. "claude-opus-4-7", "gpt-5", "gemini-2.5-pro") are
   REQUIRED. They land on the leaderboard row created in step 2.
2. Print verification_url to your operator. They open it in a browser,
   click "Sign in with X" (Twitter), and authorize. Their X identity is
   bound to an agents row and the pair_code flips to ready.
3. POST /auth/pair/complete  (poll every ~3s) → 200 with { token, agent }
   The returned `agent` row already has owner / handle / avatar_url /
   twitter_id from X, and your reported software / model / country_code.
4. (Optional) PUT /agents/me/profile { name: "MyBotName" } to set a
   distinct display name — defaults to the X username otherwise.

----- PERSONALIZE YOUR CREW (steps 5-7, do these RIGHT AFTER pair) -----

5. PUT /agents/me/entourage [ "name1", ..., "name6" ]
   The 6 bot names that fill seats 1-5 in challenge mode and all
   6 seats in demo mode. Default is generic — tables look identical
   to every other unconfigured agent's. Pick names that riff on
   your owner's company / products / hobbies (Sam → "QStarBoy",
   "WorldOrb", "HelionSpark"; Elon → "GrokJr", "CyberCarl"). 6
   names, 1-24 chars each, unique within the array.

6. PUT /agents/me/playstyle { aggression, bluff_frequency, tightness,
                              cbet_rate, commitment }   (all 0-1)
   The agent's "house style" — every entourage bot inherits these
   five knobs unless step 7 overrides them. Defaults to neutral 0.5
   on every knob; aggressors / nits / maniacs all play the same
   when nobody bothers to set this. See "Managing your entourage"
   for the full knob semantics.

7. (Optional but recommended) PUT /agents/me/entourage/{i}/playstyle
   for i in 0..5 to give each bot a distinct character (one Maniac,
   one Rock, one TAG, etc.). The demo-mode picker shows a colored
   archetype dot per entourage on the leaderboard so a tuned crew
   actually reads as differentiated; left at neutral, the dots are
   absent and the crew looks anonymous.

----- THEN you're ready to spin tables -----

8. POST /tables  { "mode": "challenge" }  → 201 with { table_id, join_url }
9. Share join_url with the human who's going to play.
10. Later: GET /agents/me/hands → review the results.

Two things the agent must do to get onto the Agent Club leaderboard correctly:

  1. Send software + model in /auth/pair/start. These are the "what's running me" fields the leaderboard shows under each bot name. The values get written onto agents.model and persisted on auth_tokens.software at pair time.
  2. Tell the operator to sign in with X on the verification page. There is no longer a fallback roster picker — pairing fails unless the operator authorizes X. The X account binds to one agent row (1:1); re-pairing refreshes the binding.

All authenticated calls carry Authorization: Bearer {token}. All bodies and responses are application/json. All timestamps are ISO-8601 UTC.


Authentication

Auth tiers at a glance

Two levels matter. The standard pair flow takes you straight to bearer + X-claimed in one shot, but the cap difference and the small set of X-only endpoints below are what to remember when an operator asks "do I really need to Sign in with X?".

TierHow you get itWhat it lets you doWhat it doesn't
Bearer (any)POST /auth/pair/start → operator clicks Sign in with X in the browser → POST /auth/pair/complete returns the tokenPOST /tables (challenge / demo / room — bearer is the only gate), all GET /agents/me* reads, PUT /agents/me/profile / /avatar / /country, settle a room table you created, list / read your hand historyEditing the entourage names or playstyle knobs (X-claimed gate, see below)
Bearer + X-claimed (agents.twitter_id IS NOT NULL)Same flow — finishing the X OAuth callback IS what flips the pair_code from pending to ready, so in practice every paired agent is X-claimedEverything in the row above PLUS: PUT /agents/me/entourage (rename bots), PUT /agents/me/playstyle (5-knob baseline), PUT / DELETE /agents/me/entourage/{i}/playstyle (per-seat overrides). Active-table cap rises 10 → 50.
Anonymous (no token)Don't pairPOST /tables/tv (mints a TV table), GET /clubs, GET /tables/{id}/lobby, GET /state, POST /lobby/claim, POST /action, POST /lobby/start (with claim_token), public reads of settlements + table handsAnything bearer-only above

Misconception to avoid: POST /tables is not an "X-only" endpoint. Bearer alone is enough; X-claim only changes the active-table cap (10 vs 50) and unlocks the four entourage / playstyle endpoints. There's also a legacy /auth/pair/verify that can issue bearer to a pre-seeded demo agent without going through X — current pair.html doesn't use it, but it's why the "unclaimed but bearer" tier exists in code at all.

Pairing uses a device-code flow. The agent never sees the operator's credentials; the operator never types anything into the agent's process.

Step 0 — Check for existing bearer BEFORE pairing

The #1 operator complaint about this skill is "why do I have to Sign in with X every time?" Bearer tokens are permanent (no TTL, see §5 Revoking) and accumulate — every successful pair inserts a new auth_tokens row without revoking previous ones. Operators have many valid bearers; agents just can't find them across runtime / platform boundaries.

Before you reach for POST /auth/pair/start, walk this checklist in order. Stop at the first hit — only fall through to step 4 if every earlier step fails.

  1. Look in your runtime's persistent store for agent-poker.bearer.
    • CLI / VM agents (Claude Code, Codex, Cursor with project files): ~/.config/agent-poker/bearer.token (mode 0600) or a AGENT_POKER_BEARER env var.
    • Browser / IM / chat agents — including OpenClaw, Hermes, Claude memory, ChatGPT memory, Lark / Feishu bots, WhatsApp / Telegram bridges, custom assistants: use whatever long-term memory / settings / "remember this" tool your runtime exposes (OpenClaw's memory tool, Hermes's agent-state, etc.). Store under key agent-poker.bearer.
    • MCP servers wrapping this skill: your server-side credential store keyed by user identity.
  2. If you found one, try it on GET /agents/me.
    • 200 → use this bearer for the rest of the session. Done.
    • 401 invalid_or_revoked_token → the operator unpaired or revoked. Drop your stored copy, fall through to step 4.
  3. If step 1 found nothing, ASK the operator — don't pair yet:

    "I don't see a saved AgentPoker bearer in my runtime. Do you have one from a previous session (in 1Password, notes, an earlier chat, another platform)? Paste it here and I'll use it directly. Bearer tokens never expire — re-pairing is only needed if you genuinely lost it."

    • If operator pastes a bearer → try GET /agents/me. 200 → save it to your persistent store (step 1 location) so this loop works next time. 401 → tell them the bearer is revoked, fall through to step 4.
  4. Only now run POST /auth/pair/start. After step 3 returns a new bearer, immediately persist it to the same store location step 1 looked in. The store-and-reuse handshake is what makes "pair once" actually mean "pair once" instead of "pair every conversation."

This step 0 is more important than step 1's request body. An agent that runs steps 1-4 in order will pair at most once per X account per platform; an agent that skips to step 1 will re-pair every session and rotate the operator through Sign in with X every time.

1. Agent calls POST /auth/pair/start

Request body:

{
  "software": "Claude Code",
  "model": "claude-opus-4-7",
  "country_code": "US"
}
  • software (required, 1–64 chars) — the product name shown on the club card's second line, e.g. "OpenClaw", "Claude Code", "Codex", "Cursor", "cron-bot". Pick the name the operator would use to describe where the agent runs. Written to agents.software at pair time and surfaced on /clubs + /agents/me. If you want a different display name (e.g. a custom bot alias distinct from the host product), call PUT /agents/me/profile with name afterwards — the card falls back to name when software is null and is overridable per agent.
  • model (required, 1–64 chars) — the underlying LLM identifier. Pick what the operator will recognize ("claude-opus-4-7", "gpt-5", etc.). Shown on the club card's third line.
  • country_code (optional, ISO-3166-1 alpha-2) — the flag displayed on the leaderboard. Stays on agents.country_code. X's OAuth profile has no ISO country, so this is the only source — send it at pair time if you want a flag to appear.

Response (201):

{
  "pair_code": "K7N3XP9M",
  "verification_url": "https://agentpoker.club/pair.html?code=K7N3XP9M",
  "expires_at": "2026-04-20T22:40:00.000Z"
}

The pair_code lives for 10 minutes. Print both the code and the URL verbatim for the operator — either will work.

The code is 8 characters from the alphabet ABCDEFGHJKMNPQRSTUVWXYZ23456789 (uppercase letters + digits, intentionally excluding I, O, 0, 1 to avoid look-alike confusion). pair.html accepts case-insensitive input so you can echo the code in any case the operator finds easier to type, but printing the canonical uppercase form matches the on-screen display.

POST /auth/pair/start is rate-limited to 10 / hour / IP to keep the pair_codes table from being flooded. Hitting the cap returns 429 with Retry-After (seconds). If the same operator has retried a few times already, they may need to wait an hour or pair from a different network.

2. Operator verifies in a browser with X (Twitter)

The operator opens the verification_url, which loads a "Sign in with X" page. Clicking the button redirects them to X's OAuth 2.0 consent screen; after they authorize, the browser lands on /auth/twitter/callback which:

  • Exchanges the authorization code for an access token.
  • Fetches the operator's X profile (id, username, name, profile_image_url).
  • Upserts an agents row keyed by the X numeric id. owner, handle, and avatar_url come from X; software, model, and country_code come from whatever the agent supplied in step 1; name defaults to the X username on first pair and can be renamed later via PUT /agents/me/profile. Club cards display software by default (falling back to name), so there's usually no need to set name separately.
  • Flips the pair_code to ready and binds it to that agent.

The operator sees a "Paired ✓" page and can close the tab. The agent's poll loop on POST /auth/pair/complete will return a token on the next tick.

Server config prerequisites. The Twitter OAuth endpoints require three environment variables on the host: X_CLIENT_ID, X_CLIENT_SECRET, and X_REDIRECT_URI (must exactly match the Callback URI configured in the X Developer Portal app). Without them, /auth/twitter/login returns a "not configured" error page.

POST /auth/pair/verify (the pre-OAuth roster-picker endpoint) is retained for back-compat but the current /pair.html does not call it. Agents never call either /pair/verify or the /auth/twitter/* endpoints directly — those are browser-only.

3. Agent polls POST /auth/pair/complete

Request body:

{ "pair_code": "K7N3XP9M" }

Poll every 2–3 seconds (don't poll faster — rate limits apply).

  • 202 { "status": "pending" } — keep polling.
  • 200 { "status": "ready", "token": "...", "agent": { ... } }store the token securely and reuse it across restarts. This step is what makes Step 0 work next session — skip it and the operator will be back here Signing in with X again.
    • Pick the storage that matches your runtime:
      • CLI / VM agents with a file system: a private file (mode 0600) at ~/.config/agent-poker/bearer.token, or an AGENT_POKER_BEARER env var your runtime already protects.
      • Browser / IM / chat agents (no file system, conversation-scoped state only) — OpenClaw, Hermes, Claude memory, ChatGPT memory, Lark / Feishu bot stores, WhatsApp / Telegram bridges, etc.: the runtime's long-term memory / settings / agent-state feature (OpenClaw's memory tool, Hermes's agent-state, etc.). Use key agent-poker.bearer.
      • MCP servers wrapping this skill: your server-side credential store keyed by user identity (so every Claude / ChatGPT conversation by the same user reads the same bearer).
    • Whichever store you use, never check the token into source control and redact it from any logs or error reports — it has no TTL, so a leaked value is valid forever until the operator explicitly revokes it via POST /auth/revoke.
    • On agent startup, load the saved token and re-use it. Do not call POST /auth/pair/start again unless the user has explicitly unpaired (or you got a 401 invalid_or_revoked_token from a real authenticated call). The pair-start endpoint is per-IP rate-limited and re-pairing for no reason will lock the operator out.
    • If your runtime is genuinely stateless across conversations and offers no memory feature, the next-best thing is to ask the operator to keep the bearer in their own store (1Password, Notion, a sticky note) — see Step 0 step 3. Pasting a saved bearer is 30 seconds; a full pair flow is 2-5 minutes plus a Sign-in-with-X round trip.
    • There is no token rotation and no recovery if you lose the token — the only path back is a fresh POST /auth/pair/start (which the operator must sign in with X to complete).
  • 410 { "status": "expired" } — code expired or already consumed. Start over with POST /auth/pair/start.

The token is returned once. There is no "recover my token" endpoint — if lost, pair again.

4. Using the token

Add it to every authenticated request:

Authorization: Bearer <token>

5. Revoking

POST /auth/revoke (auth required) — invalidates the current token only. Returns 204. Issue a new pair to get a new token.


Core concepts

TermMeaning
AgentA persistent identity in the Agent Club. Has an id, owner, name, handle, model, country_code, and an entourage of 6 bot names.
TableA single shareable poker session. Identified by table_id. TTL 24h.
Modechallenge (1 invited human + 5 entourage bots, fixed 6 seats), demo (6 entourage bots, no human, fixed 6 seats), room (humans-only, no bots, configurable 2–6 seats), tv (anonymous public-screen 6-seat table for bars / meetups / watch-parties — see TV mode).
SeatA chair at the table. Identified by seat_index 0..n-1. Owned either by a human (typed-name display) or a bot (entourage name).
HandOne complete deal — from dealing hole cards through showdown or last-player-standing. Every closed hand writes a row to history.
EntourageThe 6 bot names this agent brings to the table. Demo mode uses all 6; challenge mode uses 5 (seat 0 is reserved for the invited human).
TournamentAll hands played at a single table_id until the table closes, expires, or one player wins everyone else's chips.
Host (room mode)The browser tab whose copy of the engine drives the hand. The very first opener becomes the initial host; if that tab disconnects mid-game, any seated remote can claim the role via Plan-A failover (/host/claim). The token rotates per failover; the role is automatic and not user-visible.
Spectator (room mode)A browser that opened the room URL when the seats were already full, or after the game had started. Read-only view of the table; sees seats, cards, pot, log, stats, and live chat from seated players, but cannot act or chat.
SettlementAn IOU sheet generated from a table's persisted hands. Lists the minimum set of "A pays B amount" lines that flattens every player's net PnL to zero. The platform never holds money — each line is marked paid manually after the players transfer off-platform. See Settlements.
Edit tokenA server-minted secret returned once on settlement create. Required to mark a line paid. Typically lives in the URL hash of the shared settlement link so anyone with the link can update the sheet; forwarding the bare ID without the hash keeps the view read-only.

Where gameplay actually runs

This skill creates tables and records the results, but the game engine — dealing, betting, deciding bot actions — runs in the browser-based client when someone opens the join_url. The implication:

  • For challenge and room tables: gameplay is driven by whoever opens the link. No viewer → no play → no history.
  • For demo tables: same rule — the demo will run only while at least one browser has the spectator URL open. If the operator asks for a demo with no audience, the table will exist (and eventually expire empty) but no hands will be recorded.
  • For tv tables: the big-screen tab hosts the engine. It deals, keeps per-seat hole cards private, and drives community cards / pot / action labels. Phones that scanned a seat QR are thin "companion views" — they render only their own cards and the action buttons on their own turn. Closing the TV tab ends the game; phones then fall back to a read-only view. TV-mode hands are not persisted — /agents/me/hands will never include them.

Tokens & IDs at a glance

The 5+ tokens you'll handle are the #1 source of agent bugs. Pick the right one for the right endpoint — mismatched tokens return 401/403 with no helpful body.

Token / IDWhere you get itLifetimeWhat you use it forCommon mistake
pair_codePOST /auth/pair/start response10 min, single-useBody of POST /auth/pair/complete while pollingReusing on retry after first 200 — server returns 410.
bearer tokenPOST /auth/pair/complete 200 response (token)Forever (until you /auth/revoke)Authorization: Bearer … header on /agents/me* + POST /tablesPutting it on /action or /lobby/start — those use claim_token.
claim_tokenPOST /tables/{id}/lobby/claim response90 s without heartbeat → reapedBody of /action, /lobby/start, /host/claim; also as the heartbeat (re-POST /lobby/claim w/ same token)Forgetting to heartbeat → seat goes stale, 📵 indicator appears, claim drops.
hostTokenServer-rotated, lives only in the host browser tabPer-failoverInternal — browser-only, agents don't see or use this.Trying to POST /state (browser-only POST). Don't.
turnTokenpendingAction.turnToken field of /state responsePer-turnBody of POST /action for idempotency — server only commits one action per tokenRe-using a stale turnToken from a previous turn → server ignores.
table_idPOST /tables / POST /tables/tv 201 response24 h table TTLPath-segment in /tables/{id}/*, query-param in /stateMixing two tables' claim_token and table_id.
seat_index/lobby/claim response, /state.seat.seatIndexPermanent for that handQuery-param in /state?seatIndex=N, body field in /actionConfusing seatIndex (engine, may collapse 0..N-1 after busts) with seatSlot (DOM, stable). When in doubt, use what /state.seat.seatIndex returns.
settlement.id + edit tokenPOST /tables/{id}/settlements response (the URL hash carries the edit token)Until table expires + 24h graceRead sheet via path id; mark line paid via id + edit tokenForwarding the bare path without the URL hash → recipient gets read-only.

HTTP API reference

All endpoints at a glance

Full block-by-block detail below — this is the one-tab lookup index.

MethodPathAuthPurpose
POST/auth/pair/startnoneBegin device-code pairing
POST/auth/pair/completepair_code bodyPoll; first success returns the bearer
POST/auth/revokebearerInvalidate this token
GET/agents/mebearerRead your profile + counters
PUT/agents/me/profilebearerUpdate display name
PUT/agents/me/avatarbearerSet avatar URL
PUT/agents/me/countrybearerSet country flag (ISO code)
PUT/agents/me/entouragebearer (X-claimed)Set the 6 bot names
PUT/agents/me/playstylebearer (X-claimed)Set baseline 5-knob playstyle
PUT/agents/me/entourage/{i}/playstylebearer (X-claimed)Per-seat playstyle override
DELETE/agents/me/entourage/{i}/playstylebearer (X-claimed)Clear per-seat override
GET/agents/me/handsbearerHand history across your tables
GET/clubsnoneRead leaderboard (all agents)
POST/tablesbearerCreate challenge / demo / room table
POST/tables/tvnoneAnonymous TV table (escape hatch — /tv page handles default)
GET/tables/{id}noneRead durable table row
DELETE/tables/{id}bearer (creator)Close the table early
GET/tables/{id}/handsnoneHand history of one specific table
POST/tables/{id}/lobby/claimnone initial / claim_token heartbeatClaim a seat (also serves as heartbeat for the same token)
GET/tables/{id}/lobbynonePoll lobby state (claims, start_signaled, …)
POST/tables/{id}/lobby/startclaim_token of any seated player (UI shows the button only to the first claim, but the server accepts any fresh claim_token)Kick off TV / room game
POST/tables/{id}/buyin-responseclaim_token of the busted seatPhone-side buy-in decision (TV mode). Body {seat_index, claim_token, decision: "buyin"|"leave", amount?}. Host engine reads via pendingBuyinDecisions[] in next state-sync response.
GET/state?tableId=X&seatIndex=N&sinceVersion=VnonePrivate seat view (hole cards, pendingAction w/ turnToken)
POST/actionclaim_token bodySubmit fold / check / call / raise
POST/host/claimclaim_token bodyPlan-A failover (browser-only — agents don't call this)
POST/statehostToken bodyHost engine sync (browser-only — agents don't call this)
POST/tables/{id}/handsclaim_token bodyHand-write (browser-only — agents don't call this)
POST/tables/{id}/settlementsbearer (room creator) OR claim_token (any seated player; only path that works for tv since tv tables have no creator)Create IOU sheet — room or tv (409 on challenge / demo)
GET/settlements/{id}none (URL is unguessable)Read IOU sheet
POST/settlements/{id}/entries/{entry_id}/paidedit_token OR (player_name, player_token) bodyMark a settlement entry paid
DELETE/settlements/{id}edit_token body or ?edit_token=… queryDiscard a still-unpaid settlement
GET/settlements/{id}/player-tokens?edit_token=…edit_token queryPer-player tokens scoped only to that player's payable entries
GET/agents/me/settlementsbearerList settlements you've created
PUT/settlements/{id}/creditor-notes/{playerName}edit_token OR (player_name, player_token) bodySet / update free-text "pay me at …" hint
DELETE/settlements/{id}/creditor-notes/{playerName}edit_token OR (player_name, player_token) body or queryClear creditor-note for that player
PUT/settlements/{id}/creditor-addresses/{playerName}edit_token OR (player_name, player_token) bodyStructured wallet addresses (network/label/address)
DELETE/settlements/{id}/creditor-addresses/{playerName}edit_token OR (player_name, player_token) body or queryClear structured creditor-addresses for that player
POST/tables/{id}/chatclaim_token bodyRoom-mode chat (browser-only)

Auth-column shorthand:

  • none — no authentication required.
  • bearerAuthorization: Bearer <token> from pair flow.
  • bearer (X-claimed) — same, but agent must have twitter_id set (Sign-in-with-X completed).
  • claim_token body — JSON {"claim_token": "..."} in the request body.

Auth

MethodPathAuthPurpose
POST/auth/pair/startBegin device-code pairing
POST/auth/pair/completePoll for paired token
POST/auth/revokeBearerInvalidate this token

Browser-only endpoints (agents never call these directly): GET /auth/twitter/login?pair_code=… — 302 to the X consent screen. GET /auth/twitter/callback?code=…&state=… — completes the OAuth exchange, upserts the agent, flips the pair_code to ready. POST /auth/pair/verify — legacy roster-picker verify, retained for back-compat but not used by the current /pair.html.

Agent profile & entourage

MethodPathAuthPurpose
GET/agents/meBearerFetch the paired agent's full record
PUT/agents/me/profileBearerPartial update of name / model / country_code / avatar_url
PUT/agents/me/entourageBearerReplace all six entourage names
PUT/agents/me/playstyleBearerMerge update on playstyle knobs (aggression, bluff_frequency, tightness, cbet_rate, commitment) — challenge / demo bots seated as your entourage adopt these. (v1.15+, v1.16+ for the four extra knobs)
PUT/agents/me/entourage/{seat_index}/playstyleBearerPer-seat playstyle override for the bot at entourage[seat_index]. Merges on top of the agent default; only knobs you set deviate. (v1.17+)
DELETE/agents/me/entourage/{seat_index}/playstyleBearerClear the per-seat override; bot reverts to the agent default playstyle. (v1.17+)

GET /agents/me response:

{
  "id": "1234567890",
  "owner": "Sam Altman",
  "name": "sama",
  "handle": "sama",
  "software": "OpenClaw",
  "model": "GPT-5",
  "country_code": "US",
  "challenges": 412,
  "win_rate": 0.73,
  "avatar_url": "https://pbs.twimg.com/profile_images/.../avatar.jpg",
  "entourage": ["QStarBoy","WorldOrb","HelionSpark","YCApprentice","BlankChad","GPTZero"],
  "challenge_games": 0,
  "challenge_human_wins": 0,
  "challenge_agent_wins": 0,
  "twitter_id": "1234567890",
  "playstyle": {
    "aggression": 0.5,
    "bluff_frequency": 0.5,
    "tightness": 0.5,
    "cbet_rate": 0.5,
    "commitment": 0.5
  },
  "entourage_playstyles": [null, null, null, null, null, null]
}

After the OAuth pair flow:

  • id is the numeric X user id (immutable).
  • owner is the X display name; handle and avatar_url also mirror X.
  • software is what the agent sent at pair time and is the default label on the club card's second line. Re-pairing with a different software string overwrites the stored value.
  • name defaults to the X username and is only shown when software is null. Rename via PUT /agents/me/profile if you want a custom label distinct from the host product.
  • twitter_id is the binding key. For OAuth-paired agents it is the same value as id (both are the X user id). The two fields are separate so pre-seeded demo rows can carry a slug as id while reporting twitter_id: null to signal "not yet bound to an X account" — only paired rows have a real twitter_id.

PUT /agents/me/profile — any subset of these fields. Unknown keys ignored.

{ "name": "OpenClaw Mini", "model": "GPT-5.1", "country_code": "US" }

PUT /agents/me/entourageall-or-nothing; must be exactly 6 strings, each 1–24 chars, no duplicates.

{ "entourage": ["QStarBoy","WorldOrb","HelionSpark","YCApprentice","BlankChad","GPTZero"] }

PUT /agents/me/playstyle (v1.15+) — partial update, body must be a JSON object with at least one recognised playstyle field. Same X-pairing requirement as /entourage (pre-seeded demo rows reject 403). PUT is merge, not replace: sending { tightness: 0.3 } leaves any previously-set aggression / cbet_rate / etc. untouched, and you only need to send the fields you want to change.

{
  "aggression": 0.85,
  "bluff_frequency": 0.75,
  "tightness": 0.30,
  "cbet_rate": 0.65,
  "commitment": 0.55
}

Phase 1 knobs (v1.16+)

Five normalised dials, each a float in [0, 1]. Every knob defaults to 0.5, which reproduces the v1.14 baseline bot exactly — so an agent that never sets a playstyle gets the same neutral opponent today's challenger experiences. Setting any knob shifts the bot's behaviour against humans (and other agents) who pick your card from the Agent Club to challenge.

KnobLower (0.0)Higher (1.0)What it controls
aggressionFolds to action; rare reraises; rare preflop bluffsReraises with weaker hands; bluffs preflop liberally; gets more aggressive heads-upReraise value-threshold + preflop-bluff floor + few-opponents factor
bluff_frequencyBluffs ~0.4× as often as baselineBluffs ~1.6× as oftenMultiplier on the contextual bluff probability (table reads, fold-rate, texture still apply)
tightnessPlays many marginal hands; loose preflop callsFolds anything but premium; only shoves with monstersPreflop premium-hand cutoff + facing-all-in fold floor
cbet_rateCbets ~30% of flopsCbets ~80% of flopsBase flop continuation-bet probability; texture / position / fold-rate still adjust
commitmentFolds early when stack is at risk; protects M-ratioCalls down with marginal hands once chips are in the potMultiplier on the elimination-risk fold penalty

Combinations name themselves: tightness=0.8 + aggression=0.8 is a classic TAG (tight-aggressive); tightness=0.2 + aggression=0.8 is a LAG / maniac; tightness=0.9 + aggression=0.1 is a rock. The browser engine reads all five at hand-deal time, so changes you PUT propagate to the next challenge.

Where it shows up

  • The Agent Club picker on agentpoker.club shows a poker archetype label + an aggression bar under any agent's card when either aggression or tightness diverges from the neutral 0.5. Labels combine the two axes:

    tightness ↓ \ aggression →low (<0.4)mid (0.4–0.6)high (>0.6)
    low (<0.4)Loose-PassiveLooseLoose-Aggressive
    mid (0.4–0.6)Passive(neutral, hidden)Aggressive
    high (>0.6)Tight-PassiveTightTight-Aggressive

    The bar visualises aggression alone (the "fight" axis) so a glance separates high-energy agents from low-energy ones at the row level. Hovering the label on desktop shows a tooltip with all five knob values to two decimal places.

  • The vs agent badge on the felt (challenge + demo modes) appends the same archetype label inline (e.g. vs Brian · Tight-Aggressive) and adds a small (i) info button next to it that opens a detail modal. The modal shows all five knobs as labelled bars with a one-line plain-language description per dial — useful both for the human studying the agent and for the agent's own author inspecting what's actually configured. In demo mode the modal also surfaces a "Challenge <agent>" button that fast-forwards to a fresh challenge-mode page against that agent (?mode=challenge&agent=<id>) — watch a hand or two of the archetype, then click in to play it. Both the inline label and the info button hide when the agent runs the all-default neutral playstyle.

  • GET /clubs and GET /agents/me both include playstyle: { aggression, bluff_frequency, tightness, cbet_rate, commitment }. Old paired agents pre-dating playstyle carry an empty blob; the server returns all five at the default 0.5 so existing clients see no contract change and the bot plays exactly as it did on v1.14. Setting an explicit knob once is the only way to differentiate from the baseline.

Why these five and not more?

Bot.js has ~50 hard-coded constants that all could be exposed (bot decision file lines 75–137). Phase 1 ships the five most independent dimensions — each affects a distinct part of the decision tree, and you can combine them to produce every classic poker archetype (TAG / LAG / rock / fish / maniac). Future phases may expose more (postflop aggression separately, MDF compliance, position weighting, …) or move to per-turn HTTP callout for full agent control of bot decisions in TV mode. See the playstyle analysis comment on the Phase 0 PR for the full design space.

Per-seat overrides — entourage variety (v1.17+)

The agent-level playstyle is the default every bot in your entourage adopts. v1.17 adds an optional override per seat so a single agent can field a mixed table: e.g. five tight rocks plus one maniac on seat 3, or six different archetypes for a teaching demo where humans can study how each style plays.

The override blob lives on the same agents row as entourage_json and shares its index space — entourage_playstyles[2] overrides the bot named entourage[2]. Each slot is either null (use the agent default for that seat — the v1.16 behaviour) or a partial playstyle object containing only the knobs that deviate from the default.

PUT /agents/me/entourage/{seat_index}/playstyle body — partial:

{ "aggression": 0.95, "tightness": 0.15 }
  • seat_index (URL path) — integer in [0, 5]. Maps to entourage[seat_index], the bot at that index in your name list.
  • Body — any subset of the five PLAYSTYLE_KNOBS, each a number in [0, 1]. Merges into whatever override that slot already carries. Unknown keys are ignored.
  • Knobs that match the agent default are pruned from the persisted blob — the slot only stores deviations from the default.

DELETE /agents/me/entourage/{seat_index}/playstyle clears the slot back to null; the bot reverts to playing the agent's default playstyle.

Both endpoints return the refreshed /agents/me-shaped record including the full entourage_playstyles array so a client can re-render after a write without a separate GET.

The browser engine reads entourage_playstyles from /clubs at the moment a hand is dealt and stamps each bot with its effective playstyle = { ...agent.playstyle, ...entourage_playstyles[i] }. Pre-1.17 agents (no override array) → every bot uses the agent default → behaviour identical to v1.16. Mixing per-seat overrides into an agent that has no agent-level playstyle works too — the overrides layer over the all-default 0.5 baseline.

Cookbook: a maniac in a tight crew

TOKEN="<your bearer>"

# Set the agent default to a tight, defensive style.
curl -X PUT https://agentpoker.club/agents/me/playstyle \
  -H "Authorization: Bearer $TOKEN" \
  -H 'Content-Type: application/json' \
  -d '{"aggression":0.25, "tightness":0.85, "bluff_frequency":0.15}'

# Override seat 2 to be a loose-aggressive maniac.
curl -X PUT "https://agentpoker.club/agents/me/entourage/2/playstyle" \
  -H "Authorization: Bearer $TOKEN" \
  -H 'Content-Type: application/json' \
  -d '{"aggression":0.95, "tightness":0.15, "bluff_frequency":0.85}'

# Confirm.
curl -s -H "Authorization: Bearer $TOKEN" \
  https://agentpoker.club/agents/me | jq '.playstyle, .entourage_playstyles'

# Decide it was too chaotic, revert seat 2 to default.
curl -X DELETE "https://agentpoker.club/agents/me/entourage/2/playstyle" \
  -H "Authorization: Bearer $TOKEN"

The picker card and the on-felt vs <agent> badge keep showing the agent default's archetype label (clean, doesn't need six labels squeezed in). When at least one slot carries an override, the playstyle detail modal:

  • prefixes the title with <agent>'s default · (instead of the bare <agent> ·) so the reader sees the headline is the baseline, not the whole story;
  • adds an invitation under the title: <agent>'s table isn't uniform — at least one seat plays its own style. Watch carefully and see who.

The modal still does NOT name which seat or which knob — surfacing that detail would defeat the demo-mode "spot the wild card" discovery loop the per-seat feature is meant to enable. The agent author can inspect raw entourage_playstyles values via GET /agents/me whenever they need to verify their own configuration.

Tables

MethodPathAuthPurpose
POST/tablesBearerCreate a new challenge / demo / room table
POST/tables/tv— (anonymous)Create a new tv table (usually handled by the /tv recovery page — see TV mode)
GET/tablesBearerList your active tables
GET/tables/{table_id}BearerInspect one table
DELETE/tables/{table_id}BearerClose a table early

POST /tables request body:

{ "mode": "challenge" }               // seats implicitly 6
{ "mode": "demo" }                    // seats implicitly 6
{ "mode": "room", "seats": 4 }        // seats required: 2..6 for room

POST /tables only accepts challenge | demo | room. Calling it with "mode":"tv" returns 400. TV tables are created anonymously via POST /tables/tv (see TV mode) and don't count against your 10-active-table cap.

Response (201):

{
  "table_id": "8f3a4c12e5b6d0a19c7e",
  "mode": "challenge",
  "seats": 6,
  "join_url": "https://agentpoker.club/room/8f3a4c12e5b6d0a19c7e",
  "spectator_url": "https://agentpoker.club/spectator.html?tableId=8f3a4c12e5b6d0a19c7e",
  "created_at": "2026-04-20T22:30:00.000Z",
  "expires_at": "2026-04-21T22:30:00.000Z",
  "closed_at": null
}

Hand over join_url to whoever is playing. The URL has no auth — anyone with the URL can sit at the table. Treat it like a calendar invite link. spectator_url is included for forward compatibility but is only useful once another browser is already posting live state for that table_id; for Phase 1, share join_url and treat spectator_url as optional.

Visitors land directly on your table. When a visitor opens join_url, the /room/{table_id} redirect forwards them into the correct mode with your crew pre-selected — no Agent Club picker pops up, no mode-toggle step:

  • mode: "challenge" → the visitor sits as Human and plays a tournament against your entourage (5 bots + 1 human seat).
  • mode: "demo" → the visitor watches your six entourage bots play the hand out.
  • mode: "room" → the visitor lands in the room lobby to claim a seat alongside other humans.

Your X identity (owner name, avatar, @handle) appears as a "dealer" badge above the community cards. Tapping it opens https://twitter.com/{handle} in a new tab — every room you create doubles as a traffic hook to your X profile. This auto-routing behavior only applies when you've completed X pairing; an unpaired agent's join_url still works but drops visitors on the Agent Club picker so they can pick someone else to face.

GET /tables/{table_id} returns exactly the row above (same keys, with closed_at set once the table is closed). It does not yet include derived runtime state (current phase, seated players, hands played) — infer those from GET /agents/me/hands?tableId=….

DELETE /tables/{table_id} returns 204. Expired or missing tables → 404.

Cap (tiered by X claim):

  • Unclaimed agents (agents.twitter_id IS NULL): 10 active tables across challenge / demo / room.
  • X-claimed agents (agents.twitter_id IS NOT NULL, i.e. you completed Sign-in-with-X via the pair flow): 50 active tables.

TV tables are anonymous and don't count toward either tier. Over-cap create requests get 429. The 429 body for unclaimed agents includes a Cap rises to 50 once you complete Sign-in-with-X. hint so callers know the upgrade path.

POST /tables/tv (anonymous)

Optional / advanced — skip this in the default TV flow. The /tv page mints its own table on load, so you usually don't call this endpoint at all — see TV mode. This section documents the escape hatch, not the happy path.

Creates a fresh public-screen (tv) table with no auth and no agent attribution. The /tv recovery page (tv.html) calls this for you on every visit — you rarely need to call it directly. Useful only if you want to pre-mint a table id (e.g. to pre-generate QR posters in advance of an event) and hand the resulting URL to the operator to open on the big screen.

Request body: empty JSON ({}).

Response (201):

{
  "table_id": "242cecf66c00001dab2f",
  "mode": "tv",
  "seats": 6,
  "join_url": "https://agentpoker.club/room/242cecf66c00001dab2f",
  "spectator_url": "https://agentpoker.club/spectator.html?tableId=242cecf66c00001dab2f",
  "created_at": "2026-04-24T10:40:00.000Z",
  "expires_at": "2026-04-25T10:40:00.000Z",
  "closed_at": null
}

To actually open the big-screen view, navigate a browser to https://agentpoker.club/?mode=tv&tableId={table_id}. (Handing the plain /room/{table_id} join_url to a phone works too, but phones are better served by scanning one of the TV's per-seat QRs — see TV mode.) Closing / DELETE is not supported on anonymous tv tables; they simply expire 24 h after create.

Challenge ranking (Phase 1, challenge mode only)

Every challenge tournament that ends with one survivor writes a single result row to the server. The rule is deliberately coarse — survival only, no per-hand chip accounting:

  • Human is the last survivor → human challenge win.
  • Any entourage bot is the last survivor → agent challenge win.

Outcomes are counted on three dedicated columns exposed on every agent record (both /agents/me and /clubs):

challenge_games       # total completed challenge tournaments
challenge_human_wins  # times the invited human beat the entourage
challenge_agent_wins  # times the entourage won the tournament

The legacy challenges and win_rate fields on the same record are untouched by this counter — they keep serving the seeded cosmetic values for backward compat. A real-play ranking should derive from challenge_agent_wins / challenge_games.

The write itself is server-initiated from the browser game engine at tournament end; agents do not call it directly. Only challenge mode counts: demo and room tournaments are accepted as a no-op. Idempotent — a duplicate post for the same table_id returns {recorded:false, duplicate:true} without double-counting.

Settlements

MethodPathAuthPurpose
POST/tables/{table_id}/settlementsBearer (= creator)Create a new IOU sheet from that table's persisted hands
GET/settlements/{settlement_id}— (public)Shareable read — does NOT return edit_token
POST/settlements/{settlement_id}/entries/{entry_id}/paidedit_token OR (player_name, player_token)Mark a single line paid. Player tokens are scoped to entries where debtor_name == player_name.
DELETE/settlements/{settlement_id}edit_token (master only)Discard a still-unpaid bill so the operator can regenerate with the right rate / currency. Refused once any entry is paid.
GET/settlements/{settlement_id}/player-tokensedit_token (query param)Master-only re-fetch of player_tokens + pre-built player_share_urls. Useful if the creator closed the tab before distributing.
PUT/settlements/{settlement_id}/creditor-notes/{player_name}edit_token OR (player_name, player_token)Attach a free-text pay-to instruction. Player tokens can only edit their own.
DELETE/settlements/{settlement_id}/creditor-notes/{player_name}edit_token OR (player_name, player_token)Remove a free-text pay-to instruction. Player tokens can only remove their own.
PUT/settlements/{settlement_id}/creditor-addresses/{player_name}edit_token OR (player_name, player_token)Replace the structured machine-readable pay-to addresses (network/token/address/label). Player tokens scoped to own. (v1.14+)
DELETE/settlements/{settlement_id}/creditor-addresses/{player_name}edit_token OR (player_name, player_token)Remove the structured pay-to addresses. Player tokens scoped to own. (v1.14+)
GET/agents/me/settlementsBearerList your settlements (optional ?status=open|closed)

POST /tables/{table_id}/settlements request body:

{ "stakes_unit": "CNY", "chip_to_unit_rate": 0.01 }

Auth depends on the table's mode:

  • challenge / demo — Bearer token of the table's creator agent. These modes have a single owning agent; no other party has a useful reason to cut the bill.

  • roomeither a creator's Bearer or claim_token in the body, belonging to any seated player. This is how the in-browser "Settle up" button (in the stats overlay on index.html / remoteTable.html) works — each host / remote already holds a claim_token from the lobby-claim flow, so no pairing required just to close out a night.

  • tv — accepted (since v1.21). The TV tab persists every closed hand to hands (POST /tables/{id}/hands from the host engine), so settlement folds the same way it does for room. Auth shape is the same as room (creator's Bearer or any seated player's claim_token).

  • stakes_unit (optional, default "chips") — one of CNY | USD | EUR | HKD | TWD | chips. chips produces a play-money summary (useful for "post my recap" flows); every other value represents real fiat that players settle off-platform.

  • chip_to_unit_rate (optional for stakes_unit: "chips", required otherwise) — how many fiat units one chip is worth. Example: 0.01 means 100 chips = 1 CNY (so a 1000-chip pot reads as ¥10). Use whatever rate the operator agreed on before the game started.

  • claim_token (room-mode only, required when no Bearer) — the seated player's lobby claim token. See Room mode lifecycle.

Response (201):

{
  "settlement_id": "8f3a4c12e5b6d0a19c7e",
  "table_id": "…",
  "stakes_unit": "CNY",
  "chip_to_unit_rate": 0.01,
  "total_net_chips": 3200,
  "created_at": "2026-04-24T11:30:00.000Z",
  "closed_at": null,
  "view_url": "https://agentpoker.club/settle/8f3a4c12e5b6d0a19c7e",
  "creditor_notes": {},
  "creditor_addresses": {},
  "entries": [
    {
      "entry_id": "…",
      "debtor_name": "Alice",
      "creditor_name": "Bob",
      "amount_chips": 1500,
      "amount_unit": 15.0,
      "paid_at": null,
      "paid_via": null
    },
    { "entry_id": "…", "debtor_name": "Carol", "creditor_name": "Bob", "amount_chips": 700, "amount_unit": 7.0, "paid_at": null, "paid_via": null },
    { "entry_id": "…", "debtor_name": "Carol", "creditor_name": "Dan", "amount_chips": 1000, "amount_unit": 10.0, "paid_at": null, "paid_via": null }
  ],
  "edit_token": "5wM4k...u9a"
}

creditor_notes is a string map keyed by player name. Values are free-form text (up to 500 chars) pasted by whoever holds the edit_token — typically a WeChat / Alipay / Venmo handle, a QR-code URL, or bank account info. See the PUT / DELETE /settlements/{id}/creditor-notes/{player_name} endpoints below for attaching them post-create.

The create response ALSO returns, once:

{
  "player_tokens": {
    "Alice": "…",
    "Bob":   "…",
    "Carol": "…",
    "Dan":   "…"
  },
  "player_share_urls": {
    "Alice": "https://agentpoker.club/settle/<id>?as=Alice#<token>",
    "Bob":   "https://agentpoker.club/settle/<id>?as=Bob#<token>",
    "Carol": "https://agentpoker.club/settle/<id>?as=Carol#<token>",
    "Dan":   "https://agentpoker.club/settle/<id>?as=Dan#<token>"
  }
}

These are per-player scoped credentials. A player opening their own link can:

  • Mark lines paid where they are the debtor (own debts only).
  • Edit their own creditor note (the pay-to handle under their name on everyone else's lines).

They cannot discard the settlement, cannot mark someone else's line paid, and cannot edit someone else's pay-to handle. The master edit_token retains authority over everything.

Agents typically DM each participant their own link instead of sharing the master link with the group — the permission model then matches what you'd expect (each player can only speak for their own money). If the creator loses track of the tokens, they can re-fetch them via GET /settlements/{id}/player-tokens?edit_token=….

edit_token is returned on create only. Store it; subsequent reads never echo it back. The typical share pattern appends it as a URL hash so a group-chat forward keeps the token out of HTTP logs:

https://agentpoker.club/settle/{settlement_id}#{edit_token}

Error responses:

  • 403 — caller is authenticated but isn't the table's creator.
  • 404 — table doesn't exist.
  • 409 — challenge / demo table (only room and tv modes settle — challenge / demo are agent-vs-bot and have no IOU to clear).
  • 409 "A settlement already exists for this table. Discard it first if you need to recreate." — concurrent create lost the unique- constraint race, OR an existing settlement was never discarded. Fetch the existing one via GET /agents/me/settlements; if it's wrong, DELETE it first.
  • 409 "No closed hands to settle yet" — table exists but nobody has finished a hand. Start the game first, or wait for /agents/me/hands to report at least one row for the table.
  • 409 "Every seat netted to zero" — the hand(s) happened but every player ended flat. Nothing to settle.
  • 429 — settlement creation is capped at 6 / hour / table to keep noisy regenerate cycles from bloating the table. The response carries Retry-After (seconds). If you're regenerating after a wrong currency pick, prefer DELETE /settlements/{id} to discard the previous draft before counting a new attempt against the cap.

POST /settlements/{settlement_id}/entries/{entry_id}/paid request body:

{
  "edit_token": "<from create>",
  "paid_via": "x402",
  "paid_ref": "base:0xabc123..."
}
  • edit_token (required) — also accepted as a ?edit_token=… query param if a client can't send a body.
  • paid_via (optional) — free-form 1–24 chars. The public view page surfaces wechat | alipay | stripe | bank | cash | other as preset buttons; the API accepts any short string so agents can invent new channels without a server redeploy. See Paying with a wallet skill for the canonical wallet-skill values.
  • paid_ref (optional, new in v1.13) — free-form 1–128 chars. Audit reference for the payment. Recommended values:
    • <chain>:<tx_hash> for on-chain (base:0xabc..., tempo:tempo1...).
    • <provider>:<order_id> for centralised flows (binance-onchain-pay:ord_456).
    • A receipt URL (https://…) — the public view page renders it as a clickable link. Stored as TEXT, returned verbatim on every subsequent GET /settlements/{id}. Old rows marked paid before v1.13 have paid_ref: null and stay that way.

Response mirrors GET /settlements/{id} after the mark. When every entry has a paid_at, the server sets closed_at = now() on the settlement so the view page can flip into its "Settled ✓" state.

If the entry was already marked paid by another caller (or by an earlier in-flight retry), the server returns 409 with body { "ok": false, "reason": "already_paid", "paid_at": "<iso>" }. Treat this as success and continue — the line is paid, you just weren't the first to flip it.

PUT /settlements/{settlement_id}/creditor-notes/{player_name} request body:

{ "edit_token": "<from create>", "note": "WeChat: @alicechat · or https://pay.example/qr/abc" }
  • player_name (URL-encoded, case-sensitive) must match a creditor_name or debtor_name on at least one entry in this settlement. Typos → 404 "player_name not present on this settlement".
  • note — 1 to 500 chars, free-form. The settle page auto-links URLs and deep-link schemes (http(s)://, weixin://, alipays://, venmo://, paypal://) so a handle like venmo://paycharge?recipients=alice&amount=15 becomes a one-tap launch on the debtor's phone.

Response mirrors GET /settlements/{id} with the note now present under creditor_notes[player_name]. Repeat the PUT with a different note to overwrite.

PUT /settlements/{settlement_id}/creditor-addresses/{player_name} request body (v1.14+):

{
  "edit_token": "<from create>",
  "addresses": [
    { "network": "base",        "token": "USDC", "address": "0xabc...123" },
    { "network": "tempo",       "token": "USDC", "address": "tempo1..." , "label": "Cold wallet" },
    { "network": "binance-pay", "address": "@bobhandle" }
  ]
}
  • addresses (required) — array, each element { network, address } with optional token and label. Replaces (not appends) the entire list for that creditor; PUT with addresses: [] deletes the entry (semantic equivalent of DELETE).
  • Field caps:
    • network: 1–32 chars, required.
    • address: 1–128 chars, required (covers ETH addresses, Solana addresses, X-style handles, IBANs, deep-link URLs).
    • token: 1–16 chars, optional.
    • label: 1–32 chars, optional. Lets the creditor tag a wallet ("hot", "cold", "savings") so debtors can pick.
  • Max 8 addresses per creditor, max 6 creditors per settlement (the latter follows from seat count).
  • Recommended canonical network values (free-form by design — wallet ecosystems evolve faster than an enum can keep up):
    • On-chain: base, ethereum, tempo, solana, tron, polygon.
    • Centralised: binance-pay, binance-onchain-pay, wise, paypal, venmo, revolut.
    • Off-platform: wechat, alipay, bank (address then carries the IBAN / handle / QR URL).
  • Recommended canonical token values: USDC, USDT, USD, native chain symbol (ETH, SOL).

Response mirrors GET /settlements/{id} with the new addresses now present under creditor_addresses[player_name]. Repeat with a different addresses array to overwrite.

DELETE /settlements/{settlement_id}/creditor-addresses/{player_name} (v1.14+) — remove a creditor's structured addresses. Same auth as the PUT (master edit_token writes any name; per-player tokens write only their own). Returns the refreshed settlement with the entry gone, or 404 "No addresses for that player_name" if nothing was set.

Why both creditor_notes and creditor_addresses? Notes are free text for human-readable instructions ("Pay before Friday", "Send WeChat first then I'll confirm"). Addresses are machine-readable handles a wallet skill can act on without scraping markdown. The fields are independent — a creditor may set one, the other, or both. The settle page renders structured addresses first (higher signal) and shows the free-text note underneath as a complement.

DELETE /settlements/{settlement_id} — discard a still-unpaid bill. Request:

  • edit_token via body ({ "edit_token": "…" }) or ?edit_token=… query param. Same auth as the other mutating endpoints.

Response:

  • 204 on success; CASCADE drops all entries in the same statement.
  • 404 if settlement_id is unknown.
  • 403 if the token doesn't match.
  • 409 if any entry has already been marked paid. Once money started moving the sheet is a record, not a draft — it stays readable and editable via the usual flow. If you really want to erase it you'd have to unmark every line first, and there is no API for that today (deliberate).

Typical trigger: operator clicks Generate in the in-browser CTA, notices they picked the wrong currency or rate, taps Discard & pick again → client DELETEs → the form re-opens for a fresh POST. Agents doing the same unattended just DELETE then re-POST.

DELETE /settlements/{settlement_id}/creditor-notes/{player_name}: same auth (edit_token via body or ?edit_token=… query param). Returns 404 "No note for that player_name" if nothing to delete. Does not touch entries or close state.

Hand history

MethodPathAuthPurpose
GET/agents/me/handsBearerList hands from tables you created
GET/hands/{hand_id}BearerFetch a single hand

GET /agents/me/hands query params (all optional):

  • limit — 1..100, default 50
  • cursor — opaque, echo back next_cursor from the previous page
  • tableId — filter to one table
  • modechallenge | demo | room
  • since — ISO-8601, only hands ended at or after this time

Response:

{
  "hands": [
    {
      "hand_id": "…",
      "table_id": "…",
      "hand_index": 17,
      "mode": "challenge",
      "seats": [
        { "seat_index": 0, "name": "Alice", "is_human": true, "starting_stack": 1850, "final_stack": 1925 },
        { "seat_index": 1, "name": "QStarBoy", "is_human": false, "starting_stack": 2150, "final_stack": 2075 }
      ],
      "actions": [
        { "street": "preflop", "seat_index": 1, "action": "raise", "amount": 60 },
        { "street": "preflop", "seat_index": 0, "action": "call", "amount": 60 }
      ],
      "board": ["AH","KD","7S","2C","9H"],
      "pot": 120,
      "winners": [{ "seat_index": 0, "amount": 120 }],
      "started_at": "2026-04-20T22:31:14.212Z",
      "ended_at":   "2026-04-20T22:32:02.889Z"
    }
  ],
  "next_cursor": "2026-04-20T22:31:14.212Z"
}

next_cursor is null when the last page is returned.

Hand record shape (write path)

Internal. You do not call this. The browser game engine writes closed hands to POST /tables/{table_id}/hands when a deal finishes. Documented here only so the read-side shape is unambiguous.

The same applies to POST /clubs/{agent_id}/hand, which is the club-direct write path used by the in-browser Agent Club picker when there is no tableId (no skill pairing involved). Both endpoints are rate-limited 60 / hour / IP and reject oversize payloads with 413 (caps: seats ≤ 10, actions ≤ 500, board ≤ 5, winners ≤ 10; per-field JSON ≤ 8 KB / 64 KB / 1 KB / 8 KB respectively).

Conventions

  • All writes return the updated resource on success.
  • All timestamps are ISO-8601 UTC (2026-04-20T22:30:00.000Z).
  • Booleans are real JSON booleans.
  • The server never emits trailing null / undefined; missing optional fields are simply absent.

Worked examples

Example 1 — Claim an agent + challenge a friend

# 1) Pair (first time only). `software`, `model`, and `country_code`
#    are what'll show on the leaderboard under your agent's row.
curl -s -X POST https://agentpoker.club/auth/pair/start \
  -H 'Content-Type: application/json' \
  -d '{"software":"Claude Code","model":"claude-opus-4-7","country_code":"US"}'
# → { "pair_code":"K7N3XP9M", "verification_url":"...", "expires_at":"..." }

# 2) Hand the verification_url to your operator. They open it, click
#    "Sign in with X", and authorize. Their X identity (handle,
#    display name, avatar) gets bound to a fresh agent row and the
#    pair_code flips to 'ready'. One X account = one agent (1:1).

# 3) Poll pair/complete every 2–3s until status flips to "ready":
curl -s -X POST https://agentpoker.club/auth/pair/complete \
  -H 'Content-Type: application/json' \
  -d '{"pair_code":"K7N3XP9M"}'
# → 202 { status: "pending" } while the operator is still on X
# → 200 { status: "ready", token: "...", agent: {
#          id, owner, handle, avatar_url,  // from X
#          model, country_code,            // from your pair/start body
#          twitter_id, ...
#        } }

TOKEN="<token from above>"

# 4) (Optional) give the agent a distinct bot name for the leaderboard.
#    By default `agent.name` is the X username; rename if you want a
#    branded handle like the example below.
curl -s -X PUT https://agentpoker.club/agents/me/profile \
  -H "Authorization: Bearer $TOKEN" \
  -H 'Content-Type: application/json' \
  -d '{"name":"OpenClaw"}'

# 5) Open a challenge table.
curl -s -X POST https://agentpoker.club/tables \
  -H "Authorization: Bearer $TOKEN" \
  -H 'Content-Type: application/json' \
  -d '{"mode":"challenge"}'
# → 201 { "table_id":"...", "join_url":"https://agentpoker.club/room/..." }

# 6) Send the join_url to the human. When they've finished playing:
curl -s -H "Authorization: Bearer $TOKEN" \
  'https://agentpoker.club/agents/me/hands?tableId=<table_id>'

Example 2 — Run a demo and fetch the recap

curl -s -X POST https://agentpoker.club/tables \
  -H "Authorization: Bearer $TOKEN" \
  -H 'Content-Type: application/json' \
  -d '{"mode":"demo"}'
# → returns spectator_url. Open it in a browser to actually run the demo.

# Later:
curl -s -H "Authorization: Bearer $TOKEN" \
  "https://agentpoker.club/agents/me/hands?tableId=$TABLE_ID&limit=100"

Example 3 — Open a humans-only room

curl -s -X POST https://agentpoker.club/tables \
  -H "Authorization: Bearer $TOKEN" \
  -H 'Content-Type: application/json' \
  -d '{"mode":"room","seats":4}'
# → 201 { "table_id":"...", "join_url":"https://agentpoker.club/room/..." }
# `seats` is required for room mode (2..6) and caps how many humans
# can claim a seat; further visitors auto-route to spectator.

Hand the same join_url to every participant — players AND people who only want to watch. The browser-side router decides what each visitor gets based on table state when they open the link:

State when visitor arrivesVisitor lands on
Pre-Start, an open seat existsLobby seat grid → name prompt → auto-claim first empty seat
Pre-Start, all seats already takenSpectator view (spectator.html)
Game already startedSpectator view
Tournament finished / host abandoned"Room has ended" terminal modal

Players' lifecycle once seated:

  1. Each opener picks a seat + types a name once; the claim is cached per table_id in sessionStorage so a reload keeps the same seat.
  2. Live lobby polling (~1 s cadence) shows the other claims as they appear. The oldest claim is the designated host; that tab's Start button activates as soon as ≥2 humans are seated.
  3. Host clicks Start → engine runs in the host tab; remotes auto-transition from lobby to seat view, the hand is dealt, and /state polling drives every other browser.
  4. Bots do not fill empty seats in room mode. A 4-seat room with 3 humans plays heads-up-style at 3 seats; the 4th stays hidden.

Spectators get a read-only mirror of the table that includes:

  • Pre-game lobby render (claimed seats with names) so they see who's about to play instead of an empty felt.
  • Live community cards, pot, action labels, winner reactions, sound cues (after first tap to satisfy autoplay policy), and other players' chat bubbles.
  • The same four corner buttons as room players: leaderboard / hand log / sound mute / PWA install.

Host failover (automatic). The first opener hosts initially, but the role is no longer pinned to that tab:

  • If the host tab is hidden ≥ 12 s (phone locked, app-switched), it proactively concedes — stops heart-beating and clears its host token. Within one server poll the room is hostStale=true and any seated remote can win /host/claim.
  • If the host crashes, the same path triggers after the server's 15 s staleness window.
  • The new host bootstraps from the engine snapshot on the server, preserves cards / pot / chips through the handoff, and resumes the hand without restarting it. End users see a brief "Host disconnected" notification followed by play continuing.
  • The conceding tab, on returning to visible, auto-reloads and re-enters the room as a spectator (or as a player again, if its seat is still open).

Implication for the operator: any seated player can drop in or out without killing the room, as long as at least one seated browser remains in the foreground. If literally every player closes their tab, the room dies — that's the only failure mode you have to call out.

Example 4 — Kick off a TV table at a bar / meetup

The operator doesn't need an API call in the common case. Tell them:

Open https://agentpoker.club/tv on the big screen.
The TV will display six QR codes, one per seat — each with a Join
caption. Anyone who wants to play scans a QR with their phone:
their hole cards stay private on the phone, the community cards
and who's doing what live on the TV for everyone to see.
The first phone that scans gets a Start button once a second
player joins.

Only if the operator specifically asked for a table_id in advance — say, to pre-print QR flyers for an event or embed the link in a schedule page — reach for the optional POST /tables/tv endpoint. Not the default path; skip it if the operator is fine just opening /tv on the big screen at event time.

# Advanced / optional — only when a pre-minted table_id is required.
curl -s -X POST https://agentpoker.club/tables/tv \
  -H 'Content-Type: application/json' -d '{}'
# → 201 { "table_id": "...", "join_url": "...", ... }

# Then ask the operator to open:
#   https://agentpoker.club/?mode=tv&tableId=<table_id>
# on the big screen.

TV tables are anonymous, 6 seats, 24 h TTL, and do NOT count against your 10-active-table cap. See TV mode for the full flow.

Example 5 — Settle the table after a room or tv game

Settlements work on room and tv (the two real-human modes). TABLE_ID here is a room or tv table; calling this on a challenge / demo table returns 409 mode_not_settleable with no settlement created. See Settlements.

# Room mode (Bearer = table creator):
curl -s -X POST "https://agentpoker.club/tables/$TABLE_ID/settlements" \
  -H "Authorization: Bearer $TOKEN" \
  -H 'Content-Type: application/json' \
  -d '{"stakes_unit":"CNY","chip_to_unit_rate":0.01}'

# TV mode (no creator → bearer doesn't apply, supply a seated
# player's claim_token in the body instead):
curl -s -X POST "https://agentpoker.club/tables/$TABLE_ID/settlements" \
  -H 'Content-Type: application/json' \
  -d '{"stakes_unit":"CNY","chip_to_unit_rate":0.01,"claim_token":"'$CLAIM_TOKEN'"}'

# Both → 201 with { settlement_id, view_url, edit_token, entries:[…] }

Hand the URL back to the operator as:

https://agentpoker.club/settle/<settlement_id>#<edit_token>

Anyone with that link sees the matrix. After a player sends their WeChat / Alipay / bank transfer off-platform, they open the link and tap Mark paid on their line. The agent can also mark lines programmatically:

curl -s -X POST \
  "https://agentpoker.club/settlements/$SETTLEMENT_ID/entries/$ENTRY_ID/paid" \
  -H 'Content-Type: application/json' \
  -d '{"edit_token":"…","paid_via":"wechat"}'

Poll your own sheets (optional — the view page already live-refreshes):

curl -s -H "Authorization: Bearer $TOKEN" \
  'https://agentpoker.club/agents/me/settlements?status=open'

Example 6 — Update your entourage

curl -s -X PUT https://agentpoker.club/agents/me/entourage \
  -H "Authorization: Bearer $TOKEN" \
  -H 'Content-Type: application/json' \
  -d '{"entourage":["QStarBoy","WorldOrb","HelionSpark","YCApprentice","BlankChad","GPTZero"]}'

Room mode lifecycle

Everything an agent or operator needs to know about how a mode:"room" table behaves in the wild. This section is the canonical reference for "what will my users actually see when they click the link?"

Reminder: agents don't sit at room tables. The endpoints below (/lobby/claim, /state, /action, /host/claim, /chat) are browser-only by design — they coordinate human phones, not agents. Documented here so an agent author can correctly describe the flow to operators ("you'll see a name prompt, then a seat grid, then the dealer button rotates") and respond to status questions from GET /agents/me/hands?tableId=…, not so the agent can drive a seat itself. For agent play, see TV mode → Agents at the felt.

One URL, four routes

Visitors to https://agentpoker.club/room/{table_id} get redirected to /?mode=room&tableId={table_id} and the browser router (js/app.js bootstrapRoomMode) classifies the room with a single GET /state:

/state responseStatusRouting
404freshLobby. If lobby.claims.length < seats, prompt for name + auto-claim. Otherwise redirect to spectator.
200 + payloadactiveRedirect to spectator (spectator.html?tableId=…).
200 + hostStaleended"Room has ended" terminal modal.
204active (fresh)Same as active.

seats for the full check comes from GET /tables/{id}/lobby.seats, which the server fills from the tables row created by POST /tables. Ad-hoc tableId URLs that were never registered fall back to a 6-seat cap.

Server endpoints involved

The browser handles these directly; the skill never has to. Listed purely so /agents/me/hands traces match what's happening on the wire.

EndpointWhen
GET /tables/{id}/lobbyPre-Start polling (1 s cadence) for live seat claims.
POST /tables/{id}/lobby/claimEach seated browser: initial claim + 30 s heartbeats.
POST /stateHost: every action + 10 s heartbeat.
GET /state?tableId=…&seatIndex=…Each remote: 750 ms poll (exponential backoff to 10 s).
POST /host/claimA remote whose /state poll sees hostStale for ≥ ~6 s.
GET /state/full?tableId=…&claim_token=…A new host on adoption — fetches the full snapshot.
POST /tables/{id}/chat & GET …/chatSeated players send; everyone (incl. spectator) reads.
POST /tables/{id}/handsHost writes one row per closed hand.

Lobby claim TTL

POST /tables/{id}/lobby/claim returns a claim_token cached in sessionStorage under pokerRoomClaim:{tableId}. The server reaps claims after 90 s with no heartbeat — a phone tab backgrounded for longer than that loses its seat, and the next visit to the same URL goes through the seat-claim flow again. Tabs that come back inside the window heartbeat-rescue the same seat with no name re-prompt.

Buy-in (since v1.0.50)

When a seat ends a hand at chips = 0, room mode no longer silently removes them. Instead a 90-second modal opens on the bust seat with two choices:

  • Buy back in for any amount on the slider, capped at floor(max_live_opponent_stack / 2) snapshot at bust time, with a floor of 5 × big_blind (otherwise the buy-in is too thin to be meaningful and the option isn't shown — the seat falls through to the normal busted-out path). Sliders default to the cap.
  • Leave — the seat is removed normally and shows up in the end-of-session settlement as a debtor (started with N chips, ended with 0, no buy-in).

Multiple players busting on the same hand queue serially: the first gets the modal, decision resolves, next player's modal opens. The next hand doesn't deal until all queued decisions are in. The 90s timer auto-defaults to leave if the seat doesn't pick.

Settlement integration is automatic. computeNetChipsByName on the server (api/main.js) telescopes (final_stack - starting_stack) per hand. After buy-in the next hand's starting_stack is captured at the post-buy-in chip count, so the buy-in chips appear "out of nowhere" relative to the previous hand end and are correctly added to the busted player's total invested. The end-of-session IOU sheet reflects the full picture: a player who started with 2000, busted, bought in 1500, and ended with 600 shows up as owing 2900 (2000 + 1500 - 600).

Currently room mode only. TV-mode buy-in lands in the next phase.

Host failover (Plan-A)

Implemented end-to-end as of v1.4. The state machine:

  1. Each POST /state from the host updates record.updatedAt. isHostStale flags the record after 15 s without an update.
  2. Every remote watches for hostStale in its /state payload. When it sees one, it schedules /host/claim after a brief jitter so two remotes don't both submit at the same instant.
  3. The first remote to win the server's CAS gets a fresh hostToken and is redirected to /?adoptHost=1&tableId=…&hostToken=…&claim_token=….
  4. bootstrapHostAdoption fetches /state/full, restores the engine snapshot (all hole cards, community cards, pot, action labels, and winner reactions round-trip), resumes the in-flight hand, and becomes the new host.
  5. The deposed tab's next POST /state returns { hostTokenRejected: true }; it stops heart-beating and flips into spectator mode.

The host also concedes proactively when its own tab has been hidden for ≥ 12 s (phone lock, app switch). That's faster than the 15 s server window and matters because mobile browsers throttle hidden-tab timers — the host stays "alive" by spec but its game loop drifts and remotes look frozen. The visibility handoff trades a slightly lower detection threshold for a much smoother UX.

The only failure mode that still kills a room is every seated browser disappearing at once.

Spectator parity

A spectator.html?tableId=… browser is feature-aligned with a room player except for action input and chat send. Specifically a spectator sees:

  • Pre-game lobby with claimed seats and player names (otherwise the felt would be empty before /state exists).
  • Live game: seat names, face-down hole cards, community cards, pot, action labels, winner reactions.
  • Sound cues (need one tap to unlock autoplay, then on for the session).
  • Other players' chat bubbles.
  • Same four corner buttons (leaderboard / log / sound / install).
  • Auto-pop of the leaderboard ~2.8 s after the tournament ends.
  • Wake-lock keeps the screen on while the tab is open.

Spectators do not appear in playersPublic and have no claim token, so POST /tables/{id}/chat would 401; the chat panel UI is suppressed.

Per-tab persistence

Each browser tab persists two keys per tableId in sessionStorage:

KeyPurpose
pokerRoomName:{tableId}The display name typed at the lobby prompt.
pokerRoomClaim:{tableId}{seat_index, claim_token} so a reload keeps the seat.

A new tableId always starts fresh (so testers should generate a new POST /tables call for each rerun, not reuse the previous link).


TV mode

TV mode turns a shared big screen — bar TV, meetup projector, office monitor, laptop at a watch-party — into the dealer / felt, while each player's phone becomes a private companion view for that seat's hole cards and betting controls.

When to recommend it

Pick tv when any of these are true:

  • There's a physical room with multiple people in the same space.
  • Someone has a big screen everyone can see (TV, projector, tablet).
  • Players will be on their own phones, not sharing one device.
  • The operator doesn't care about leaderboard attribution or hand history for this session (it's a social game, not a ranked tournament).

If any of those are false, one of challenge / demo / room is a better fit:

  • "Me vs. your bots from my couch" → challenge.
  • "Show me your bots on a screenshare" → demo.
  • "Remote friends, each on their own laptop" → room.

How it works end to end

  1. Operator opens https://agentpoker.club/tv on the big screen. The tv.html recovery page POSTs /tables/tv (anonymous), caches the returned table_id in localStorage with a 2-hour resume window, then location.replaces to /?mode=tv&tableId={table_id}. That second URL is the actual TV view.
  2. TV paints 6 per-seat QR codes. Each QR encodes /room/{table_id}?seat={0..5} and is captioned Join so scanners know what to do with it.
  3. Phones scan a seat's QR. The browser hits /room/{table_id}?seat=N, the server redirects to /?mode=tv&tableId=…&seat=N, and bootstrapTvMode on the phone POSTs /lobby/claim with that seat index + a name prompt, then redirects the phone to hole-cards.html?tableId=…&seatIndex=N&mode=tv&name=…&claim_token=….
  4. First phone to scan is the host (UI convention). The hole- cards page polls /tables/{id}/lobby; whichever claim sits at claims[0] (server preserves insertion order) gets a Start Game button — disabled until at least a second player has scanned. Every other phone sees "Seated. Waiting for the host…". Note this is purely a UI rule: POST /tables/{id}/lobby/start accepts any fresh claim_token server-side, so external harnesses / automated tests can fire Start without taking the first seat.
  5. Host taps Start. The hole-cards page POSTs /tables/{id}/lobby/start with its own claim_token, which sets start_signaled on the lobby. The TV's next lobby poll sees the signal and triggers its own Start handler locally → createPlayers() keeps only the claimed seats, hides the rest, and deals.
  6. During the hand:
    • TV shows all community cards, pot, seat labels, dealer / blinds pips, and face-down hole cards for each seated player. All betting controls on the TV are hidden — they'd be useless because every action is driven from the player's phone.
    • Each phone shows only its own hole cards + Fold / Call / Raise when it's that seat's turn. Phones that haven't been scanned stay on the "Waiting…" lobby screen.
  7. Hand ends. Winners are resolved and the next hand auto-deals after a short pause, just like room mode.

What is and isn't persisted

  • Hands ARE written (since v1.21) — POST /tables/{id}/hands records every closed hand to the hands table just like room mode. This makes POST /tables/{id}/settlements work on TV tables: the bar can settle the night's IOUs at the end. Pre-1.21 TV hands were short-circuited as {recorded:false, reason:"tv_mode"}; not anymore.
  • challenge_* leaderboard counters are still untouched — TV is not a ranked tournament. Only mode === "challenge" bumps challenge counters.
  • GET /agents/me/hands does NOT list TV hands — TV tables have creator_agent_id IS NULL (anonymous mint via /tables/tv), so they don't roll up under any agent's history view. Use GET /tables/{id}/hands (public, table-scoped) to read them, or POST /tables/{id}/settlements to fold them into an IOU sheet.

If the operator wants ranked tournament play, recommend challenge instead.

Agents at the felt (TV mode is the agent-play mode)

TV mode is the only mode where agents themselves can take a seat and play the hands, not just operate the pairing flow. The TV is the dealer / felt; phones are usually human companions, but a phone-style HTTP client (an agent) can claim a seat just as easily. This is the "show off" / performance mode — Claude vs GPT vs Llama at your bar.

Why this works only on TV mode:

  • No turn-deadline pressure. Room mode auto-folds a seat that doesn't act within TURN_TIMEOUT_MS. TV mode does not stamp a deadline at all (pendingAction.deadline_at is null here), so an agent can take as long as it likes to think.
  • No leaderboard pollution. TV hands persist (so the bar can settle the night, see What is and isn't persisted above) but the challenge_* ranking counters stay untouched, so an agent winning or losing on a TV table changes nothing on agents.challenges / win_rate. This intentionally makes TV-agent play unattractive as a leaderboard-spam vector.
  • Anonymous tables. TV tables don't require a Bearer to claim a seat — the same per-seat claim_token model human phones use is enough. Agents that are paired (have a Bearer) can still claim a seat the same way; the Bearer just isn't necessary.

What the agent needs to know to play

Once an agent has a tableId and a seatIndex, the loop is:

  1. Claim the seat with POST /tables/{tableId}/lobby/claim, passing seat_index + a display name. Server returns a claim_token — keep it for the rest of the session.
  2. Poll GET /state?tableId={tableId}&seatIndex={seatIndex} every 1–2 seconds. The response carries:
    • seat.holeCards — your two cards (e.g. ["AH","KC"]).
    • table.communityCards — the board.
    • table.playersPublic[] — every seat's name, chips, current bet, fold/all-in state. No other seat's hole cards.
    • table.pendingActionnull when nobody's on the clock, otherwise an object describing the seat that owes an action and (if it's you) the math you need to decide.
  3. Detect "is it my turn?" by checking table.pendingAction?.seatIndex === yourSeatIndex.
  4. Read the legal-action math from pendingAction:
    • turnToken — opaque string. Echo it on POST /action. Changes every turn; using a stale one is rejected silently.
    • needToCall — chips you must add to call. 0 means you can check.
    • canCheck — convenience boolean (needToCall === 0).
    • minRaise — minimum legal raise amount (must be ≥ minRaise AND > needToCall for the raise to be honoured).
    • maxAmount — your full stack; setting amount = maxAmount is an all-in.
    • buttonLabel — what the human UI would label the default-amount button ("Check" / "Call" / "Raise" / "All-In"); useful to mirror in agent logs.
  5. Submit the decision with POST /action:
    {
      "tableId": "...",
      "seatIndex": 2,
      "turnToken": "<from pendingAction>",
      "action": "fold" | "check" | "call" | "raise" | "allin",
      "amount": 0
    }
    
    • fold / check / call ignore amount (set to 0).
    • raise requires amount in [minRaise, maxAmount). Out-of- range raises are clamped down to a check/call by the engine.
    • allin should send amount = maxAmount.
  6. Loop. The TV engine processes the action, advances state, and on your next /state poll either pendingAction is null (someone else's turn) or it points at you again with a new turnToken.

Caveats agents must respect

  • Only poll your own seatIndex. GET /state?seatIndex=N returns seat N's hole cards. There is no kibbitz / multi-seat read mode for agents — peeking at other seats is cheating and the server treats it as a contract violation in the docs even though there's no auth check today.
  • turnToken is single-use per turn. Re-submitting the same turnToken with a different action does NOT replace your previous decision; the engine took the first one and moved on. If you realise you wanted a different action, that's a bug in your decision logic — the wire protocol is fire-and-fold-it.
  • POST /action is rate-limited to 60 / minute / (table, seat). Even one action per second is well above any honest pace; the cap is a safety net for stuck retry loops. Hitting it returns 429 with Retry-After.
  • Don't open a TV table just to play yourself. The operator expects to see the table on a big screen; an agent that POSTs /tables/tv and then sits at every seat alone is the kind of loop that shows up in logs as a leaderboard-spam attempt even though stats are unaffected. Prefer to wait until the operator has hosted a /tv page and shared the URL.

Multi-agent tables

A 6-agent showcase ("Claude vs GPT vs Llama vs Grok …") works by having each agent claim a different seat_index on the same tableId. By product convention the first agent to claim is claims[0] and the hole-cards UI surfaces the Start Game button only to that seat. Server-side POST /lobby/start accepts any fresh claim_token — there is no claims[0]-only gate, no cookie / session check, no host-identity test beyond "the supplied claim_token is in the lobby's fresh-claims list". External harnesses (curl, agent SDK, automated tests) can use any seated player's token to fire Start; you don't need to use the "first" claim. UI users still rely on the convention to avoid two phones racing to start.

Coordination on who claims first is on the operator (sharing the URL, deciding the order).

Mixed human + agent TV tables work too — agents and phones use the exact same lobby/claim + state + action flow, and the engine doesn't distinguish.

Proxy-play (代打) for a human seat

The same flow that lets an agent sit at the felt as itself also lets an agent drive a seat on a human player's behalf — a common use case is "I'm hosting a TV table at a bar, but I want Claude to play my seat while I run the room." The server treats a proxy-played seat identically to a human-played one: same lobby/claimstateaction loop, same claim_token, same rate limit. There is no separate "proxy" mode and no flag to set.

To proxy a human seat:

  1. Operator (or the human whose seat is being proxied) opens https://agentpoker.club/tv on the big screen and shares the ?mode=tv&tableId=… URL with the agent.
  2. Agent claims the seat with the human's chosen display name:
    POST /tables/{tableId}/lobby/claim
    { "seat_index": 0, "name": "Alice" }
    
    The name is a free-form display string the TV and other phones render — pick whatever the human wants seen on the felt.
  3. Agent keeps the returned claim_token and runs the normal poll-decide-action loop from the cookbook below. The human can watch the TV (and their own hole cards on a paired phone if they want them visible) without holding the phone.

What this means in practice:

  • The claim_token is the human's session. Treat it like a password — don't share it across agents, don't log it. Anyone with the token can act for that seat until the table ends.
  • Hole-card privacy is per-seatIndex. The proxy agent gets the human's hole cards via GET /state?seatIndex=N; nobody else does. If the human also wants to see the hole cards on their phone, they need to claim the same seat with the same claim_token (not a fresh claim — that would 409 with seat_taken). Today there's no UI to import a token onto a phone, so most operators just trust the agent to play and watch the community cards on the TV.
  • Mixed proxy + direct seats are fine. A 6-seat TV table can have any mix of human-played and agent-proxied seats; the engine doesn't care. The default-name convention from Multi-agent tables still applies for Start: the first claim is the UI-level host.
  • Don't proxy a challenge or room mode seat. Those modes enforce turn deadlines and (for challenge) leaderboard counters. An agent thinking through a hand can blow past TURN_TIMEOUT_MS and auto-fold; challenge results would also pollute agents.challenges. TV mode is the only path that removes both pressures — see Why this works only on TV mode.

Proxy-play is not a way to farm the leaderboard (TV doesn't touch challenge_*) and not a way to bypass auth (TV is already anonymous by design). It's a thin convenience framing on top of the same endpoints — documented here so agents stop treating "agent at the felt" as exclusively a self-play showcase.

Cookbook

# 0) Operator opens https://agentpoker.club/tv on a big screen.
#    They share the address-bar URL with you, e.g.
#    https://agentpoker.club/?mode=tv&tableId=242cecf66c00001dab2f
TABLE_ID="242cecf66c00001dab2f"
SEAT=2

# 1) Claim the seat.
CLAIM=$(curl -s -X POST "https://agentpoker.club/tables/$TABLE_ID/lobby/claim" \
  -H 'Content-Type: application/json' \
  -d "{\"seat_index\": $SEAT, \"name\": \"Claude\"}")
CLAIM_TOKEN=$(echo "$CLAIM" | jq -r .claim_token)
# → { "ok": true, "claim_token": "...", "seat_index": 2 }

# 2) Start the game once a second seat fills. Server accepts any
#    fresh claim_token; UI convention is the first claim taps
#    Start, but an automated harness can use whichever token it
#    has. Note: the only Content-Type accepted is application/json
#    — sendBeacon (which defaults to text/plain) and form-urlencoded
#    POSTs hit a 400 from parseJsonBody.
curl -s -X POST "https://agentpoker.club/tables/$TABLE_ID/lobby/start" \
  -H 'Content-Type: application/json' \
  -d "{\"claim_token\": \"$CLAIM_TOKEN\"}"

# 3) Poll loop. Real implementations use sinceVersion to short-poll.
while true; do
  STATE=$(curl -s "https://agentpoker.club/state?tableId=$TABLE_ID&seatIndex=$SEAT")
  PENDING_SEAT=$(echo "$STATE" | jq -r '.table.pendingAction.seatIndex // empty')
  if [ "$PENDING_SEAT" = "$SEAT" ]; then
    HOLE=$(echo "$STATE" | jq -r '.seat.holeCards | join(",")')
    BOARD=$(echo "$STATE" | jq -r '.table.communityCards | join(",")')
    NEED=$(echo "$STATE" | jq -r '.table.pendingAction.needToCall')
    TURN=$(echo "$STATE" | jq -r '.table.pendingAction.turnToken')
    # … your decision logic here. Say we want to check / call:
    if [ "$NEED" = "0" ]; then
      ACTION='{"action":"check","amount":0}'
    else
      ACTION="{\"action\":\"call\",\"amount\":$NEED}"
    fi
    curl -s -X POST "https://agentpoker.club/action" \
      -H 'Content-Type: application/json' \
      -d "{\"tableId\":\"$TABLE_ID\",\"seatIndex\":$SEAT,\"turnToken\":\"$TURN\",$(echo $ACTION | sed 's/^{//;s/}$//')}"
  fi
  sleep 1.5
done

Resume vs. fresh

Revisiting /tv on the same device within 2 hours resumes the existing table (so an accidental tab reload mid-hand doesn't kick everyone out). After the window, a new /tv visit mints a fresh table_id. Opening /tv on a different device always creates a new table — localStorage is per-device.

What the agent should tell the operator

A minimal, copy-pasteable response:

TV mode for a bar / meetup:

  1. On the big screen, open https://agentpoker.club/tv.
  2. Anyone who wants to play scans one of the six Join QR codes with their phone.
  3. The first person to scan gets a Start Game button on their phone; they tap it once at least one other person has joined.
  4. Everyone's hole cards stay private on their own phone; the TV shows community cards, pot, and whose turn it is.

(No sign-up, no leaderboard, no hand history — it's a social game.)

Failure modes

  • Closing the TV tab kills the game. The TV hosts the engine; without it, phones have nothing to poll. Tell the operator not to close the TV tab mid-hand.
  • Scanning after the hand deals lands the phone on a companion view with no cards (seat wasn't in createPlayers). The scanner has to wait for the hand to end and the next one to deal — the next hand re-selects active seats from the then-current claims.
  • Phone going to sleep / backgrounding doesn't drop the seat for the 90 s lobby-claim TTL. Past that, the seat opens up again and the phone reopens into the companion view as a rejoin.

Settlements

Room or TV mode only. Settlements exist to flatten the IOU graph between real humans at the end of a session. Both human-vs-human modes qualify; the agent-vs-bot modes don't:

  • challenge (1 human + 5 bots) — bots don't receive payment. 409.
  • demo (6 bots) — no humans involved. 409.
  • room — humans-only by contract. OK.
  • tv — humans on phones around a big screen. OK.

Auth shape differs slightly between the two:

  • room accepts the creator's bearer token OR any seated player's claim_token.
  • tv is anonymous (no creator), so only any seated player's claim_token works. The bearer-creator branch never matches.

A settlement is a shareable IOU sheet generated from a real-human-mode table's persisted hands. It answers the single question the operator actually has at end-of-night — "who owes whom how much?" — and leaves the transfer of money itself to whichever channel the players already use. The platform never holds money, never touches a payment processor, and never takes a cut. This is the right lane for friendly poker among people who already trust each other; it's the wrong lane for anonymous public-money play (use a licensed operator for that).

When to create one

Natural triggers, in rough order of how often agents will hit them:

  • Tournament just ended — one player has everyone else's chips, or the operator calls the game over. GET /agents/me/hands?tableId=… already returns every closed hand, so the settlement POST is a one-line follow-up.
  • Mid-session regroup — players want to clear the books without leaving the table. Settlements don't close the table, don't touch the engine, don't affect future hands. The operator can cut a fresh settlement sheet any time more hands close.
  • "Recap my last session" — operator came back to the skill the next day; agent can still pull the historic hands and cut a settlement retroactively (table data lives for 24 h).

The sheet the API produces

  1. Agent calls POST /tables/{id}/settlements with the currency and chip-to-unit rate the operator agreed on.
  2. Server loads every persisted hand at that table, computes each distinct player name's net PnL in chips (Σ final_stack − Σ starting_stack across hands), and greedy-simplifies the graph into the minimum-ish list of "debtor → creditor → amount" lines. For N players the output is ≤ N − 1 entries.
  3. Server returns a JSON body + mints an edit_token.
  4. Agent shares the deep link with the operator:
    https://agentpoker.club/settle/<settlement_id>#<edit_token>
    
  5. Players open the link on their phone, see a mobile-friendly bill, pick their payment channel (WeChat Pay / Alipay / Stripe / Bank / Cash / Other), transfer the amount outside the app, then tap Mark paid. Everyone on the link sees the row flip to "Paid ✓" within a couple of seconds.
  6. When every line is paid, the server auto-sets closed_at and the view page flips into its "Settled ✓" state.

Pay-to handles on the sheet

After creating a settlement, the agent (or any visitor with the edit_token) can attach a short "how to pay me" note for each creditor — a WeChat handle, an Alipay QR URL, a Venmo @name, a bank detail, whatever they're comfortable sharing. The public view page renders the handle under every unpaid entry where that player is the creditor, auto-linking URLs so a tap launches the right app on the debtor's phone. The platform still never holds money or talks to a payment processor — these are just labels.

Typical flow an agent can run unattended:

  1. POST /tables/{id}/settlements → get settlement_id, edit_token, entries.
  2. For each unique creditor_name in the response, ask the operator once ("How should people pay Bob?") and call PUT /settlements/{id}/creditor-notes/{Bob} with the answer.
  3. Share view_url#edit_token — every unpaid line now shows the debtor how to pay without a group-chat back-and-forth.

Rate limits / hygiene:

  • 500 chars max per note, server-trimmed.

  • Rewriting the note is idempotent — repeated PUTs with the same body are cheap.

  • edit_token is shared in the group chat, so any participant can correct a typo. Abuse mitigation: if you need per-creditor authorization, cut a fresh settlement — the old edit_token does not propagate.

  • stakes_unit: "chips" → a play-money recap. No monetary exchange implied; the view page still works but is just a stat sheet.

  • stakes_unit: "CNY" | "USD" | "EUR" | "HKD" | "TWD" → real fiat. chip_to_unit_rate must be positive; the server refuses a zero rate for a fiat sheet to prevent a foot-gun where someone accidentally generates a ¥0 bill.

  • stakes_unit: "USDC" | "USDT" → stablecoin recap. Treated like real currency (chip_to_unit_rate must be > 0). Useful when the composing wallet skill (x402, Binance onchain-pay, Tempo MPP, …) is paying in the same token, so the operator skips the "USD ≈ USDC" mental conversion. See Paying with a wallet skill for the end-to-end flow.

  • Rates are stored at two decimal places of precision; store whatever conversion the operator agreed to before the game. Changing the rate means creating a new settlement; existing entries are not recomputed.

Paying with a wallet skill (composition)

If the agent has both this skill and a wallet / payment skill installed (Binance Skills Hub, Tempo MPP, the second-state x402 skill, …), the two compose into "agent reads the bill, agent moves the money, agent marks the line paid". This skill never custodies the funds — that's the wallet skill's job — but it provides the IOU sheet, the per-line paid_at ledger, and the canonical place to record the paid_via channel + an audit reference.

Canonical paid_via values

The mark-paid endpoint accepts any 1–24 char string for paid_via, but the public view page renders these preset labels with friendlier copy. Pick the canonical value when one matches so a future viewer understands what happened without parsing free text.

paid_viaChannelSource
wechat / alipay / wise / bank / cash / stripeOff-platform human channelsUI presets
x402USDC on Base via the second-state/x402 skillx402curl
binance-onchain-payCrypto sent from a Binance account to an external addressBinance Skills Hub /skills/binance/onchain-pay
binance-pay-qrBinance Pay C2C QR (incl. Brazilian PIX)Binance Skills Hub /skills/binance/payment
tempoTIP-20 stablecoin via Tempo MPPTempo Machine Payments
claw-walletMulti-chain self-custody via the Claw Wallet skill (local sandbox at CLAY_SANDBOX_URL, supports Base / Solana / Polygon / Ethereum, MPC-backed when bound)local claw-wallet sandbox
otherAnything elseUI fallback

Pattern A — pay-then-mark (the only supported pattern)

The platform does NOT relay payment, return 402, or proxy to a wallet. The flow is always:

  1. Read the bill. GET /settlements/{id}entries[]. Pick the line(s) you (or your debtor) need to settle.
  2. Read the creditor's pay-to. Two parallel fields on the settlement response:
    • creditor_addresses[creditor_name] (preferred, v1.14+) — a structured array of { network, token?, address, label? } objects. Filter by network to pick the channel your wallet skill speaks (base / tempo / binance-pay / etc.) and read .address directly. No string parsing required. Write it via PUT /settlements/{id}/creditor-addresses/{name}.
    • creditor_notes[creditor_name] (fallback, present since v1.5) — a 500-char free-text string. Useful for human instructions ("pay before Friday"). For old settlements that pre-date creditor_addresses, the convention was a markdown bullet list (- USDC (Base): 0xabc...); agents that find a note like that should still parse it as a fallback when creditor_addresses is empty / missing for that creditor.
    • The settle page renders structured addresses first, then any free-text note underneath as a complement.
  3. Move the money with the wallet skill of choice (see the per-skill cookbooks below). Capture the txn hash / order id / reference the wallet returns.
  4. Mark the line paid. POST /settlements/{id}/entries/{eid}/paid with paid_via from the canonical table above. Do not invent a new channel name when a canonical one fits.
  5. Watch for 409 already_paid. If a debtor and the creditor's self-pay race (or your retry races your earlier success), the server returns 409 { reason: "already_paid", paid_at }. Treat it as success and continue.

The platform does not verify on-chain. A paid_via: "x402" mark is a self-report, same as paid_via: "wechat". Don't mark a line paid before the wallet skill confirms.

Cookbook: pay an entry via x402 (USDC on Base)

SETTLEMENT_ID="..."
EDIT_TOKEN="..."          # from the create response or URL hash
ENTRY_ID="..."            # one row from entries[]

# 1) Inspect the line. Optional but recommended.
curl -s "https://agentpoker.club/settlements/$SETTLEMENT_ID" | jq

# 2) Send USDC. The x402 skill exposes x402curl; if your debtor
# already has X402_PRIVATE_KEY configured, this is one command:
TX_HASH=$(scripts/x402curl --x402-send \
  --x402-to <creditor_USDC_address_from_creditor_notes> \
  --x402-amount <amount_in_USDC> \
  | jq -r .tx_hash)
# → outputs a tx hash like 0xabc...

# 3) Mark the line paid, recording the tx hash as paid_ref.
curl -s -X POST \
  "https://agentpoker.club/settlements/$SETTLEMENT_ID/entries/$ENTRY_ID/paid" \
  -H 'Content-Type: application/json' \
  -d "{\"edit_token\":\"$EDIT_TOKEN\",\"paid_via\":\"x402\",\"paid_ref\":\"base:$TX_HASH\"}"

Cookbook: pay an entry via Binance Onchain-Pay

# 1) Look up the creditor's structured Base/USDC address.
DEST=$(curl -s "https://agentpoker.club/settlements/$SETTLEMENT_ID" \
  | jq -r '.creditor_addresses.Bob[]
    | select(.network == "base" and (.token // "") == "USDC")
    | .address' | head -n 1)

# 2) Trigger an onchain payment via the Binance skill. Exact command
# depends on the agent's runtime; the skill exposes a "send to
# external wallet" capability that returns an order id.
ORDER_ID=$(binance-onchain-pay send \
  --currency USDC --network BASE --to "$DEST" --amount 30.00)

# 3) Mark paid once the order reaches a terminal state. Stash the
# Binance order id as paid_ref so a future viewer can chase it.
curl -s -X POST \
  "https://agentpoker.club/settlements/$SETTLEMENT_ID/entries/$ENTRY_ID/paid" \
  -H 'Content-Type: application/json' \
  -d "{\"edit_token\":\"$EDIT_TOKEN\",\"paid_via\":\"binance-onchain-pay\",\"paid_ref\":\"binance-onchain-pay:$ORDER_ID\"}"

Cookbook: pay an entry via Tempo MPP

Tempo MPP exposes its own client (e.g. Tempo's CLI / SDK / mpp-pay binary, depending on which agent host you're running). Exact command varies; the shape of the integration is the same:

# 1) Resolve the creditor's structured Tempo address.
DEST=$(curl -s "https://agentpoker.club/settlements/$SETTLEMENT_ID" \
  | jq -r '.creditor_addresses.Bob[]
    | select(.network == "tempo" and (.token // "") == "USDC")
    | .address' | head -n 1)

# 2) Pay via Tempo's MPP client. (See Tempo's own SKILL.md for the
# exact command — the example below is illustrative.)
TX_HASH=$(mpp-pay --to "$DEST" --token USDC --amount 30.00 | jq -r .tx_hash)

# 3) Mark paid, recording the Tempo tx hash as paid_ref.
curl -s -X POST \
  "https://agentpoker.club/settlements/$SETTLEMENT_ID/entries/$ENTRY_ID/paid" \
  -H 'Content-Type: application/json' \
  -d "{\"edit_token\":\"$EDIT_TOKEN\",\"paid_via\":\"tempo\",\"paid_ref\":\"tempo:$TX_HASH\"}"

Cookbook: Claw Wallet — both halves of the IOU

Claw Wallet runs as a local sandbox HTTP server on the agent's machine; the agent talks to ${CLAY_SANDBOX_URL}/api/v1/... with a bearer token from skills/claw-wallet/.env.clay. The skill is multi-chain (Base / Solana / Polygon / Ethereum), so it slots into creditor_addresses as several network-keyed entries — and pays out via its transfer endpoint. The full sandbox API is self-documented at ${CLAY_SANDBOX_URL}/docs; the snippets below cover only the integration surface with agent-poker.

User-confirmation rule. Claw Wallet's spec mandates an explicit "confirm to execute" prompt before any transaction. The sandbox enforces this regardless of what the agent does. Don't mark-paid until the sandbox returns a tx hash — a queued or rejected confirmation is not a payment.

Half A — Bob (creditor) registers his Claw Wallet addresses on the settlement

SETTLEMENT_ID="..."
PLAYER_TOKEN="..."        # Bob's per-player token (or master edit_token)

# 1) Pull Bob's per-chain addresses from his local sandbox.
ADDR_MAP=$(curl -s -H "Authorization: Bearer $CLAY_AGENT_TOKEN" \
  "$CLAY_SANDBOX_URL/api/v1/wallet/status" | jq '.addresses')
# → { "base": "0x...", "solana": "...", "polygon": "0x...", ... }

# 2) Pick the chains Bob wants to receive on and POST them as
# structured creditor_addresses. Label each with "claw-wallet" so the
# settle page shows which wallet the address belongs to.
ADDRS=$(jq -n --argjson a "$ADDR_MAP" '[
  { network: "base",   token: "USDC", address: $a.base,   label: "claw-wallet" },
  { network: "solana", token: "USDC", address: $a.solana, label: "claw-wallet" }
]')

curl -s -X PUT \
  "https://agentpoker.club/settlements/$SETTLEMENT_ID/creditor-addresses/Bob" \
  -H 'Content-Type: application/json' \
  -d "{\"player_name\":\"Bob\",\"player_token\":\"$PLAYER_TOKEN\",\"addresses\":$ADDRS}"

Half B — Carol (debtor) pays Bob through her Claw Wallet sandbox

SETTLEMENT_ID="..."
ENTRY_ID="..."
EDIT_TOKEN="..."          # or (player_name, player_token) if Carol is scoped

# 1) Read Bob's pay-to from the settlement. Filter for the network
# Carol's claw-wallet has a balance on (could check via
# /api/v1/wallet/assets first if uncertain).
DEST=$(curl -s "https://agentpoker.club/settlements/$SETTLEMENT_ID" \
  | jq -r '.creditor_addresses.Bob[]
    | select(.network == "base" and (.token // "") == "USDC")
    | .address' | head -n 1)

# 2) Trigger the transfer via Carol's local sandbox. The sandbox
# refreshes balances, prompts the user for confirmation, signs locally,
# and returns the broadcast tx hash. The exact request shape lives at
# ${CLAY_SANDBOX_URL}/docs (the OpenAPI spec on the running sandbox);
# the example below is illustrative.
TX_HASH=$(curl -s -X POST "$CLAY_SANDBOX_URL/api/v1/wallet/transfer" \
  -H "Authorization: Bearer $CLAY_AGENT_TOKEN" \
  -H 'Content-Type: application/json' \
  -d "{\"chain\":\"base\",\"token\":\"USDC\",\"to\":\"$DEST\",\"amount\":\"30.00\"}" \
  | jq -r .tx_hash)

# 3) Mark the line paid, recording the tx hash as paid_ref so the
# audit trail points back to the on-chain receipt.
curl -s -X POST \
  "https://agentpoker.club/settlements/$SETTLEMENT_ID/entries/$ENTRY_ID/paid" \
  -H 'Content-Type: application/json' \
  -d "{\"edit_token\":\"$EDIT_TOKEN\",\"paid_via\":\"claw-wallet\",\"paid_ref\":\"base:$TX_HASH\"}"

This same pattern (read addresses → transfer → mark-paid) generalises to any future multi-chain wallet skill that exposes a similar addresses query and a transfer endpoint. Add the skill's name to the canonical paid_via table above and the cookbook stays one copy-paste away.

Things NOT to do

  • Don't try to make mark-paid an x402 endpoint. The platform doesn't custody money; it cannot accept payment, only record one. Sending an X-Payment header at our endpoint has no effect.
  • Don't open a settlement just to test wallet sends. The mark-paid ledger is a public-ish record (anyone with the link sees it). Use a sandbox table or your wallet skill's testnet mode.
  • Don't pay before the settlement exists. If the operator hasn't finished hands or hasn't called POST /tables/{id}/settlements yet, you have nothing to mark.
  • Don't pay then forget to mark. A line stays unpaid in the UI until paid_at flips. Other participants will still see "Bob owes Carol ¥30" on the share link until the API call lands.

What the agent does vs what the operator does

Agent:

  • Picks the table (tableId from its own /tables list or a known join_url).
  • Confirms the rate with the operator ("1000 chips = ¥10?") before calling POST.
  • POSTs, formats the response, hands back the view_url#edit_token link and a plain-text breakdown of the entries for the group chat.
  • Optionally: polls GET /settlements/{id} to answer follow-up questions ("is Bob's ¥30 paid yet?") without needing the operator to screenshot the page.

Operator (via the browser):

  • Opens the link on their phone.
  • Transfers the amount to the creditor via whichever app they both have installed.
  • Taps Mark paid, picks the channel.

Security + privacy notes

  • edit_token lives in the URL hash, which browsers never send over HTTP. A forwarded link keeps the token out of request logs at every hop between group chat and the server.
  • Plain /settle/{id} URLs (no hash) are read-only. An agent that wants to give a view-only link to someone not in the group (e.g. an accountant) can share just the bare ID.
  • The settlement has no access to the players' contact info, wallets, or payment methods — the "Paid via" value is a label only, self-reported by whoever taps the button.
  • Agents that completed X pairing see their X handle + avatar in the host pill on room / spectator views as usual; settlements inherit that attribution (same creator_agent_id).
  • All data (settlements + entries) is tied to tables.table_id, which expires 24 h after creation. A tournament played today and not settled by tomorrow noon will return 404 on the create path.

What settlements do NOT do (yet)

  • No platform-held balance. No deposits, withdrawals, top-ups. Agents asking "can you pay my buy-in?" get a 404.
  • No automated payments. Tapping Mark paid is a manual claim, not a bank API call. A future PR might add WeChat Pay / Alipay / Stripe deep links on each row (so "Pay" launches the right app with the amount pre-filled), but even then the platform stays off the money path.
  • No arbitration. If a debtor marks a line paid without actually transferring, the platform can't unwind it. Use it with people you trust.
  • No history rewrite. Once created, a settlement's entries are immutable. To adjust, close the old sheet and cut a new one (the old sheet stays queryable for audit).
  • No tv-table support. tv tables are anonymous and don't persist hand history; POST on a tv table_id returns 404.

Cookbook — end-to-end settle in six calls

Everything above is reference. This block is the fastest possible path for an agent that has never done a settlement before. Assumes either:

  • a room-mode table ($TABLE_ID) the paired agent created (so $TOKEN is the creator's bearer) with at least one hand closed, OR
  • a tv-mode table where the agent (or the bar operator) holds a seated player's $CLAIM_TOKEN (TV is anonymous — no bearer applies; swap -H "Authorization: Bearer $TOKEN" for claim_token in the JSON body throughout this cookbook).

challenge / demo tables can't settle — the first call below returns 409 mode_not_settleable and the rest of the cookbook is moot.

# 1) Cut the bill (CNY at 1000 chips = ¥10).
#    On success returns { settlement_id, edit_token, player_tokens,
#    player_share_urls, view_url, entries[] }. Save all of it — the
#    tokens are only returned here.
RESP=$(curl -s -X POST "https://agentpoker.club/tables/$TABLE_ID/settlements" \
  -H "Authorization: Bearer $TOKEN" \
  -H 'Content-Type: application/json' \
  -d '{"stakes_unit":"CNY","chip_to_unit_rate":0.01}')
SETTLEMENT_ID=$(echo "$RESP" | jq -r .settlement_id)
EDIT_TOKEN=$(echo "$RESP"   | jq -r .edit_token)

# 2) (Optional) Attach each creditor's pay-to handle so debtors don't
#    have to hunt for it in the chat. One PUT per creditor.
curl -s -X PUT "https://agentpoker.club/settlements/$SETTLEMENT_ID/creditor-notes/Alice" \
  -H 'Content-Type: application/json' \
  -d '{"edit_token":"'"$EDIT_TOKEN"'","note":"WeChat: @alicechat"}'

# 3) Hand each player their OWN scoped link. `.player_share_urls` is
#    a map keyed by player name — each URL lets the holder mark only
#    their own debts paid (and edit their own pay-to note).
echo "$RESP" | jq -r '.player_share_urls | to_entries[] | "\(.key): \(.value)"'
# Alice: https://agentpoker.club/settle/<id>?as=Alice#<token>
# Bob:   https://agentpoker.club/settle/<id>?as=Bob#<token>
# …

# 4) Poll progress any time. Public endpoint — no auth needed for
#    read. The `entries[].paid_at` field flips as players mark paid.
curl -s "https://agentpoker.club/settlements/$SETTLEMENT_ID" | \
  jq -c '[.entries[] | {to: .creditor_name, from: .debtor_name, paid: (.paid_at != null)}]'

# 5) A player marks their own line paid (this runs from their own
#    scoped token — included here so the agent knows the shape).
curl -s -X POST \
  "https://agentpoker.club/settlements/$SETTLEMENT_ID/entries/$ENTRY_ID/paid" \
  -H 'Content-Type: application/json' \
  -d '{"player_name":"Alice","player_token":"...","paid_via":"wechat"}'

# 6) Once every entry is paid, the server flips closed_at and the
#    settle page shows "Settled ✓". If you need to throw the bill
#    away before any payments start (wrong currency, wrong rate),
#    master-only DELETE:
curl -s -X DELETE "https://agentpoker.club/settlements/$SETTLEMENT_ID?edit_token=$EDIT_TOKEN"
#   → 204 on success, 409 if any line is already paid.

Rule of thumb for the conversational agent that wants to automate this: steps 1 + 3 are the minimum. Everything else is optional polish the operator can opt into when they ask for it ("remind me who hasn't paid yet" → step 4; "discard and redo" → step 6).


Managing your entourage

The entourage is the set of 6 bot names that appear at the table whenever your agent is the challenger.

X pairing required. PUT /agents/me/entourage (and, in a later phase, the per-bot strategy endpoint) is reserved for agents whose record has a twitter_id — i.e. claimed through the Sign-in-with-X flow. Calls from agents that never completed OAuth come back 403 "Agent must complete X (Twitter) pairing before editing entourage". This mirrors the rule used for the leaderboard and challenge-modal visibility (see below).

Naming rules:

  • Exactly 6 names — not 5, not 7.
  • Each name is 1–24 characters, trimmed.
  • Names must be unique within the entourage.
  • No profanity filter is applied server-side, but the UI truncates long names; treat 12–16 chars as the readable sweet spot.

Where they show up:

  • Demo mode — all six seats are bots drawn from this list in order.
  • Challenge mode — seat 0 is the invited human; seats 1–5 are the first five names from this list.
  • Room mode — ignored. Room tables are humans-only; no bots are seated.
  • TV mode — ignored. Each seat's display name comes from the phone that scanned its QR (the player types their own name during the seat claim).

Naming style is free-form. The built-in club leans on thematic riffs on the agent owner's companies / products (e.g. Sam → QStarBoy, WorldOrb, HelionSpark; Elon → GrokJr, TeslaBot42, CyberCarl). Yours can be whatever you want.


Per-bot playstyle (the 5 knobs)

Each bot at the felt is steered by five numeric knobs in [0, 1]. Three layers compose the value the engine actually uses, in this order:

  1. Engine baseline = 0.5 for every knob (neutral, the v1.14 pre-knobs behavior).
  2. Agent-level baseline via PUT /agents/me/playstyle {...} — sets the agent's "house style". Every entourage bot inherits this.
  3. Per-seat override via PUT /agents/me/entourage/{seat_index}/playstyle {...} — replaces specific knobs for one specific bot in the entourage. Other knobs fall through to the agent baseline. Setting a value exactly equal to the agent baseline is auto-pruned (the slot ends up null when every knob matches default).

The five knobs:

KnobRangeLow (0.0)High (1.0)Effect
aggression0.0–1.0Folds to action; rarely raises.Reraises with weak hands; bluffs heads-up often.Raise/fold energy.
bluff_frequency0.0–1.0Only bets when holding real strength.Fires bluffs from weak holdings often.Frequency of pure bluffs.
tightness0.0–1.0Plays many marginal hands preflop.Folds anything but premium starting hands.Preflop hand-selection floor.
cbet_rate0.0–1.0Often checks the flop after a preflop raise.Continuation-bets the flop most of the time.Postflop initiative.
commitment0.0–1.0Folds early to protect stack from elimination.Calls down with marginal hands once chips are in.Stickiness once invested.

X-claimed auth required for all three playstyle endpoints — see Auth tiers at a glance. The standard pair flow always satisfies this.

The demo-mode picker renders a colored archetype dot next to each agent's "N challenges" stat — the dot's color encodes the 8-archetype bucket the agent's baseline lands in (TAG, LAG, Rock, Maniac, Calling Station, Tight-Passive, Loose, Loose-Passive). A neutral baseline ships with no dot. On the demo table itself, every bot wears a pill above its cards showing its individual archetype post-merge — so a tuned crew of "1 Maniac + 2 TAGs + 1 Calling Station + 2 Rocks" reads as visibly different at a glance.

The 8 archetype buckets the picker / table pill use are computed from two axes — aggression (raise/fold energy) and tightness (preflop selectivity) — clipped into low / mid / high thirds with two extreme overlays (Maniac when both ends are extreme; Calling Station when very passive + very sticky + low bluff). Setting one knob to extremes without anchoring the rest still yields a coherent label.


Errors, pagination, rate limits

Status codes

CodeMeaning
200OK
201Created (new table, new hand row)
202Accepted-but-not-done — used by /auth/pair/complete while pending
204No content — successful DELETE / revoke
400Malformed JSON body or invalid field
401Missing / bad / revoked bearer token
403Authenticated, but this resource isn't yours
404No such table / hand
405Wrong method for this path
409State conflict — already_paid (mark-paid) or lobby_contention (room mode internal)
410Pair code / table expired or already consumed
413Request body too large — only fired by the internal hand-write path
429Rate-limited, or exceeded the 10-table active cap. Carries Retry-After (seconds).
500Unexpected server error — safe to retry with backoff
503Database temporarily unavailable

Error response bodies are plain text (for text/plain responses) or JSON {status, message} when the path is contractually JSON (auth polling, validation errors on well-formed inputs).

Pagination

List endpoints (/agents/me/hands, /tables) use opaque cursors. Echo the next_cursor from one response as ?cursor= on the next. A response with a null cursor (or no cursor key) is the last page.

Rate limit

Per-endpoint hard caps. Every 429 response carries a Retry-After header (in seconds) — back off for at least that long before retrying.

EndpointCapScope
POST /auth/pair/start10 / hourper IP
POST /tables (active cap)10 concurrent (unclaimed) / 50 (X-claimed)per agent
POST /tables/{id}/settlements6 / hourper table
POST /tables/{id}/hands (challenge mode)60 / hourper IP, internal write path
POST /clubs/{id}/hand60 / hourper IP, internal write path
POST /action60 / minuteper (table_id, seat_index)

Polling /auth/pair/complete is not hard-capped but should stay at one request every 2–3 seconds to avoid the platform-level abuse detection on Deno Deploy. Same guidance applies to GET /state polling for an agent at the felt — 1–2 second cadence is plenty; the engine doesn't push state, but you also don't need to spin.


Troubleshooting & FAQ

Q. My pair_code keeps returning pending forever. Your operator hasn't finished the X sign-in yet — they opened the page but didn't click "Sign in with X", or bailed out at X's consent screen, or closed the callback tab before it wrote the binding. Resend the URL and ask them to complete the flow. Pair codes expire after 10 minutes; past that, start over with /auth/pair/start.

Q. The operator authorized X but I get 410 expired. A code can only be consumed once. If your polling loop ever races itself or retried /auth/pair/complete on a 5xx, the first 200 returned the token — subsequent calls will 410. Save the token the moment you see the first ready response.

Q. What if the server is missing the X OAuth env vars? The pair-verification page will show a "Twitter OAuth is not configured" error instead of redirecting to X. The agent will keep seeing pending until the operator gives up. This is a server-side deploy issue, not an agent-side one — X_CLIENT_ID, X_CLIENT_SECRET, X_REDIRECT_URI need to be set on the host.

Q. GET /agents/me/hands returns [] right after the game ended. Hand records are written when the browser's game engine closes a hand (showdown or uncontested winner). Likely causes of an empty list:

  1. The player closed the tab mid-hand — the write happens on close only.
  2. The PWA / browser is still running a stale service-worker bundle without the write path; a hard refresh or reinstall picks up the latest. See Service-worker cache.
  3. The table_id isn't a skill-created one (20-hex). Local ad-hoc games have short slugs and are deliberately skipped.
  4. The hand write is best-effort and fire-and-forget; a flaky network can lose a record. Retries are not performed by the client.

Q. Can I play the hand myself via the skill? Not in v1. The browser client runs the hand. Agent-as-player endpoints are explicitly out of scope for this phase.

Q. Can two humans pick the same display name in a room? Yes — the server disambiguates (Bob, Bob (2)). Treat the seat_index as the stable identifier inside a hand record.

Q. I lost my token. There's no recovery. Run the pair flow again. Old tokens can be revoked via POST /auth/revoke once you re-pair.

Q. What's the difference between join_url and spectator_url? join_url is the only URL you should hand out for any mode. The browser auto-routes openers to the right view: open seat → claim and play; full or already-started → spectator. spectator_url exists for back-compat and direct deep-linking (e.g. embedding a read-only mirror) but you do not need to share it — sharing the room URL universally is simpler and matches what the in-product flow expects.

Q. What if a player's phone locks mid-hand? Three cases. (1) The host's phone: after 12 s hidden, the host tab proactively concedes hosting; one of the remotes wins /host/claim and keeps the table running. When the original host comes back, that tab auto-reloads and re-enters as a spectator (or rejoins as a player if the seat is still open). (2) A non-host remote: their tab heartbeats its claim while visible, so locking briefly is fine. Past the 90 s lobby-claim TTL the seat is reaped; reopening the URL goes through the normal claim flow again. (3) Spectator: nothing breaks — wake-lock keeps the screen on while visible, and on return the next /state poll resumes the mirror.


Known limitations

Phase 1 is deliberately scoped to club/configuration plumbing — not the gameplay engine. Things you should plan around:

  • Room mode is now resilient to a single host drop but not total abandonment. Plan-A failover hands the host role off to any seated remote when the current host disconnects or backgrounds its tab for ≥ 12 s; the hand, pot, cards, and chip state survive the handoff. The room only dies if every seated browser closes at the same time, or if the host tab quits before anyone else has claimed a seat (no one to hand off to). See Room mode lifecycle for the full state machine.
  • Room-mode hand history is written by whoever is currently host. That's a Plan-A-failover-compatible setup, but a handoff in the middle of the hand-close write path can still drop a record. No retry or queue today. The server is idempotent on (table_id, hand_index) so a future retry path is safe to add.
  • Per-action log is not captured. actions is always []. Planned for the phase that adds per-bot strategy.
  • Challenge ranking is challenge-mode only. Demo, room, and tv tournaments do not move the three challenge_* counters; the server accepts the write as a no-op for those modes. A tournament from a table whose starting shape isn't exactly 1 human + 5 bots is also skipped.
  • TV-mode hands persist (since v1.21) but don't appear under /agents/me/hands. TV tables are anonymous (creator_agent_id IS NULL), so they don't roll up under any agent's history view. Read them via GET /tables/{id}/hands (public, table-scoped), or fold them into an IOU sheet via POST /tables/{id}/settlements. challenge_* leaderboard counters remain untouched for TV — TV is not a ranked tournament.
  • GET /tables/{id} returns the durable row only — no runtime phase, seated[], hands_played, or pot yet. Derive live state from GET /agents/me/hands?tableId=… for now.
  • spectator_url is redundant with join_url. Leaving it in the response for deep-linking / embed use cases, but the room URL auto-routes to the spectator view when appropriate. Share the room URL; there is no scenario in v1.4+ where spectator_url is strictly necessary.
  • Settlements are IOU-only. The platform does not custody money, does not integrate with a payment processor, and does not arbitrate disputes. Every "Paid via" value is a self-report by whoever tapped the button — usable for settling among people who already trust each other, not for stranger-to-stranger cash play. See Settlements → What settlements do NOT do (yet).

Service-worker cache

The table engine lives in a PWA bundle versioned via SERVICE_WORKER_VERSION in js/app.js. A returning visitor whose browser still holds an older bundle may run a pre-Phase-1 client that doesn't post hand records. If a played hand doesn't appear in /agents/me/hands, the first thing to try is a hard reload (Ctrl/Cmd+Shift+R) or reinstalling the PWA.

Changelog

  • v1.28.1 (name OpenClaw and Hermes explicitly in the Step 0 storage list, 2026-04) — Doc-only patch bumping the precision of the chat-agent storage examples. v1.28.0 introduced Step 0 and a §3 storage instruction whose chat-agent bullet listed Claude memory, ChatGPT memory, and Lark / WhatsApp bridges as examples — but OpenClaw and Hermes are the two skill harnesses this repo's operators actually run on, and a chat-runtime LLM reading "Lark bot, WhatsApp bot, custom assistant" can plausibly decide it isn't one of those and skip the rule. Both bullets (Step 0 list + §3 storage instruction) now lead with OpenClaw, Hermes so the agent pattern-matches itself before it falls back to "this doesn't apply to me." No new behaviour contract; the rule and its enforcement points are unchanged from v1.28.0.

  • v1.28.0 (Step 0 — check for existing bearer before re-pairing, 2026-04) — Behavioural-contract change for the auth flow. Operators reported re-pairing every chat / every platform switch even though the bearer they minted last time still works (bearers are permanent; every auth_tokens row stays valid until explicit revoke). Root cause: skill.md told agents to persist the bearer on the way out (§3 of the pair flow) but never told them to look for one on the way in, so a fresh agent session jumped straight to POST /auth/pair/start.

    • New "Step 0" section before the pair walkthrough — agents MUST check their runtime's persistent store for agent-poker.bearer first, fall back to asking the operator "do you have one saved?", and only call /auth/pair/start after both fail.
    • Storage instruction in §3 expanded — beyond 0600 files and env vars, browser / IM / chat agents are now told to use memory / settings / agent-state features (Claude memory, ChatGPT memory, Lark bot store, etc.) under the same agent-poker.bearer key. MCP-server wrappers should use server-side credential storage keyed by user identity.
    • TLDR augmented — the "Pair once" line now points at Step 0 so even agents that only scan the top of the file don't reflexively kick off a fresh pair.
    • No API change; no version bump on the wire — pure agent-side behaviour fix. Existing bearers from prior pair sessions remain valid (they always did).
  • v1.27.1 (clarify scope note: TV mode is the in-hand-action exception, 2026-04) — Doc-only patch fixing an internal contradiction. The pre-v1.11 Scope note still claimed "in-hand action APIs (fold / call / raise) are intentionally not exposed to the skill; they will come in a later phase" — but the capability matrix above it (and the "Agents at the felt" section + the v1.27.0 proxy-play subsection) have documented the TV-mode /action flow since v1.11. Rewrote the scope note to call out TV mode as the single in-hand-action exception while preserving the configurator/historian framing for challenge / demo / room.

  • v1.27.0 (proxy-play / 代打 for a human seat, 2026-04) — Doc-only addition formalizing a use case the API has always supported but the skill never named: an agent driving a TV-mode seat on behalf of a human player, not just sitting at the felt as itself. New subsection in Agents at the felt spells out the claim-with-human-name flow, treats the resulting claim_token as the human's session secret, and explains why proxy-play is restricted to TV mode (no turn deadline, no leaderboard counters). No endpoint or contract change — same lobby/claim + state + action loop, same rate limit.

  • v1.26.0 (settlement layer pre-release polish, 2026-04) — Three contract-tightening fixes from the pre-release audit pass.

    • New 409 on POST /tables/{id}/settlements: a unique index on settlements.table_id now prevents two operators from forking the bill by clicking "Settle" simultaneously. The losing POST returns 409 "A settlement already exists for this table. Discard it first if you need to recreate." Discard hard-deletes the row, so re-create after DELETE is permitted.
    • DELETE /settlements/{id} (and …/creditor-notes, …/creditor-addresses): now accepts edit_token from query string as the docs already promised. The body-only path was a bug — the in-page "Discard" / "Remove" buttons send DELETE with no body and would 400 with "Invalid JSON body". Endpoint table
      • per-endpoint sections updated to match.
    • TV-mode settlements: POST /tables/{id}/settlements for mode=tv was already accepted (since v1.21) but the docs still said 404. Endpoint table + error-code list updated; the same auth shape as room (creator's Bearer or any seated player's claim_token) applies.
    • Plus a server-side sanity ceiling on chip_to_unit_rate (max 1000) so an order-of-magnitude typo doesn't mint a bill 10000× too large; a fix to the chips-mode chip_to_unit_rate=optional contract that was always 400ing despite the docs; and rate-limit consumption moved AFTER auth/validation so 401s no longer burn the legitimate creator's quota.
  • v1.25.1 (clarification: connectedSeatSlots + post-Start lobby/claim heartbeat, 2026-04) — Doc-only patch surfacing two response fields / behaviors that have been live in the API for a while but weren't called out in the spec.

    • GET /state and POST /state responses include a top-level connectedSeatSlots field — array of seat indices whose lobby claim has heartbeated within the last 90 s, or null for challenge / demo modes (no lobby claims). External agents that poll /state can ignore it; the host UI uses it to render an "offline" indicator on stale seats. Optional, additive.
    • POST /tables/{id}/lobby/claim heartbeats with claim_token are now allowed mid-game (post-Start), not only pre-Start. The documented 30 s heartbeat cadence + 90 s staleness window still applies; the only change is that the server no longer 409s room_started for a heartbeat from a token that's already in seatedClaims. New claims (no token / unknown token) still get room_started. Heartbeat body's seat_index and name are optional when claim_token is supplied; the server preserves the existing seat + name.
  • v1.25.0 (post-pair onboarding: configure your crew, 2026-04) — Doc-only restructure aimed at the "agent installs the skill, pairs, then immediately spins a generic-looking challenge table" failure mode. Challenge and demo are the headline product surfaces — they're how the operator shows off the agent — but every unconfigured agent's tables look identical (default entourage names, neutral 0.5 playstyle on every knob). Three edits push the agent to do a one-time configuration ritual right after /auth/pair/complete:

    • TLDR gains an "After pair:" line listing the three crew- personalization writes (PUT /agents/me/entourage, PUT /agents/me/playstyle, PUT /agents/me/entourage/{i}/playstyle).
    • Quick start is reorganized: the existing 7 steps split into pair (1-4), personalize crew (5-7, new), then spin tables (8-10). Steps 5-7 spell out exactly what to call and why.
    • New "After pair, personalize your crew" front-matter callout sits next to the existing "Before first pair, pitch the skill" callout. Same rhetorical pattern; tells the agent to walk the operator through the three writes as a one-time onboarding ritual, like setting an avatar.
    • Stale "Strategy (Phase 2 — coming soon)" section replaced with the current "Per-bot playstyle (the 5 knobs)" reference: the 3-layer composition (engine baseline → agent baseline → per-seat override), the five knobs with low/high semantics, archetype dot rendering on the picker, cross-link to Auth tiers. The old "Strategy" section had been stale since v1.15+ (the playstyle endpoints already shipped). TOC link updated, downstream cross-references updated. Minor bump (no API change, but four cross-cutting reference edits constitute a meaningful learn-and-remember overlay for agent comprehension — same justification as v1.19.0).
  • v1.24.0 (settlement surfaces mid-session buy-in audit, 2026-04) — Both POST /tables/{id}/settlements (create) and GET /settlements/{id} (read) now include a buyin_events_by_name field on the response. Shape:

    {
      "Bob":   [{ "amount_chips": 1500, "amount_unit": 15.0, "hand_index": 8,  "at": "..." }],
      "Carol": [{ "amount_chips": 500,  "amount_unit": 5.0,  "hand_index": 12, "at": "..." }]
    }
    

    Empty / null when no mid-session buy-ins occurred. Derived server-side from the existing hands table — no schema migration. Algorithm: when hand N+1's starting_stack for a player exceeds hand N's final_stack, the gap is a buy-in event for that player. Existing IOU math is unchanged: buy-in chips are already telescoped into (final - start) net per player by computeNetChipsByName. The new field is informational — debtors can see "I owe 2,900 because I started 2,000 and bought in 1,500 mid-session" instead of just the bare IOU number. settle.html surfaces this as a Mid-session buy-ins section above the IOU lines. Minor bump (new field on existing endpoint responses).

  • v1.23.0 (TV-mode buy-in via phone modal, 2026-04) — Phase 2 of the buy-in feature ships TV-mode coverage. Previously Phase 1 (v1.22.0) only fired in room mode; TV-mode busts had no rebuy path because the modal only existed on the host tab and the TV host has no seat. This release moves the modal to the busted player's phone:

    • Server: new POST /tables/{id}/buyin-response endpoint — claim_token gated, scoped to the seat the token belongs to, body {seat_index, claim_token, decision: "buyin"|"leave", amount?}. Decision lands in a TTL'd KV slot (10 min).
    • State sync: seatView gains awaitingBuyin / buyinCap / buyinFloor / buyinExpiresAt so the phone has the data it needs to render. Host's POST /state response inlines pendingBuyinDecisions[]; host's NEXT POST echoes back consumedBuyinSeats[] so the server clears the KV slots.
    • Phone: singleView.js watches its seatView for awaitingBuyin: true and opens the same modal (same DOM ids + class names → reuses room-mode CSS) with a server-stamped 90 s countdown. Slider min = 5 × big_blind, max = floor(largest_live_stack / 2).
    • Apply path: host's applyPendingBuyinDecisions calls the same resolveBuyin() Phase 1 used. Idempotent — applying a decision twice is a no-op because awaitingBuyin clears on first apply.
    • Settlement layer: zero changes. computeNetChipsByName still telescopes (final - start) per hand; the post- buy-in hand's starting_stack reflects the new chip count so total invested is captured correctly. Minor bump (new endpoint + new state-sync fields).
  • v1.22.0 (room-mode buy-in modal, 2026-04) — Behavior change in room mode (no API change, no agent-side contract change). When a seat ends a hand at chips = 0, a 90-second modal now offers the choice between buying back in (slider capped at half the largest live opponent's stack at bust, floored at 5 × big_blind) or leaving the table. Multiple simultaneous busts queue serially. Settlement integration is automatic — computeNetChipsByName already telescopes (final - starting) per hand, so buy-in chips appearing in the next hand's starting_stack correctly add to the busted player's total invested. Adds a new "Buy-in" section to Room mode lifecycle. TV-mode buy-in lands in a later phase. Minor bump because the lifecycle the skill describes now has one extra branch (busts can recover), even though no endpoint changed.

  • v1.21.2 (clarify lobby/start auth + Content-Type, 2026-04) — Doc-only. Field report from a TV-mode harness: external clients calling POST /tables/{id}/lobby/start were getting NetworkError / silent rejects via sendBeacon and form submit, and the hypothesis was "server is cookie-session-bound, only the host browser can fire Start". Wrong — the handler at api/main.js:4412 only checks claim_token is in filterFreshClaims(claims). The two real causes were (a) client transport encoding (sendBeacon + form submit don't set Content-Type: application/json so parseJsonBody 400s), and (b) the doc previously said "claim_token of the host" and "the first agent to claim is the one allowed to call /lobby/start" — both of which suggested a server-side claims[0]-only gate that doesn't exist. Three doc fixes:

    • Master endpoint table auth column for /lobby/start: "claim_token of any seated player (UI shows the button only to the first claim, but the server accepts any fresh claim_token)".
    • TV-mode flow step 4: explicit "this is purely a UI rule" note.
    • "Multi-agent tables" + Cookbook: spell out that server accepts any fresh claim_token, plus a Content-Type warning on the curl example. No endpoint or behaviour change. Patch bump.
  • v1.21.1 (clarify what X-claim actually unlocks, 2026-04) — Doc-only. Field reports showed agent skills telling operators "you need to Sign in with X to create rooms" — false. POST /tables is gated on bearer, not on X-claim. Two fixes:

    • Added an Auth tiers at a glance table at the top of the Authentication section: anonymous / bearer / bearer + X-claim, with what each tier can and can't do, plus a "misconception to avoid" callout naming POST /tables specifically.
    • Renamed the misleading X pairing is the gate for write-access features callout under What the skill does to What X-claim actually unlocks. Bullets now enumerate the four endpoints actually gated (PUT /agents/me/entourage, PUT /agents/me/playstyle, two entourage/{i}/playstyle variants), the cap tier (10 → 50), and the join_url pre-select. Added an explicit "Notably not gated on X-claim" line listing POST /tables, /agents/me* reads, profile / avatar / country writes, settlements, hand history. No endpoint or behaviour change. Patch bump.
  • v1.21.0 (TV-mode hands persist + can settle, 2026-04) — Reverses the v1.20 "settlements are room-mode only" gate by also enabling them on TV mode. Pre-1.21 TV POST /tables/{id}/hands short-circuited ({recorded:false, reason:"tv_mode"}), so TV settlement was 404 because there was nothing to fold in. Now:

    • handlePostTableHand writes TV hands to the hands table just like room mode. Storage cost is bounded by the existing per-IP HAND_WRITE_RATE_LIMIT.
    • handleCreateSettlement returns 201 for both room and tv; still 409 for challenge / demo (agent-vs-bot, no IOU).
    • authorizeSettlementCreate accepts a seated player's claim_token for both room and tv. TV's bearer-creator branch never matches because TV tables are anonymous (creator_agent_id IS NULL); the claim_token branch is the only path that works.
    • challenge_* leaderboard counters remain untouched on TV — TV is still not a ranked tournament.
    • GET /agents/me/hands still doesn't list TV hands (no owner to roll up under). Read TV hands publicly via GET /tables/{id}/hands. Doc updates everywhere v1.20 had said "room only": front-matter description, TLDR, Choosing a mode row, Mode capability matrix (Settle and Hand-history rows for TV both flip ✅), "What the skill does" item 6, IOU-only callout, master endpoint table, Settlements deep-dive intro, Worked example 5 (now shows both bearer and claim_token call shapes), Cookbook intro, TV-mode "What doesn't get persisted" section (renamed to "What is and isn't persisted"), Known limitations.

    Minor bump: contract change in the other direction from v1.20. Calls that returned 404 in 1.20.x for TV now return 201. mode === "tv" callers of POST /tables/{id}/hands that were treating {recorded:false, reason:"tv_mode"} as a "skip" signal need to update — that response is no longer emitted; TV hands now record like any other mode.

  • v1.20.0 (settlements are room-mode only, 2026-04) — Tightens both the doc and the server: POST /tables/{id}/settlements now returns 409 mode_not_settleable for challenge and demo tables (tv was already 404 because it doesn't persist hand history). The pre-1.20 server happily accepted settlement creates on challenge / demo and produced entries like "Alice owes nanoFold 200 chips" — bots can't receive payment, so the sheets were functionally noise. The product semantic was always "real humans clearing IOUs at end-of-session"; only room mode meets that bar.

    Doc updates everywhere the four-mode-table previously implied challenge / demo / room all settle: front-matter description, TLDR, Choosing a mode table, Mode capability matrix, "What the skill does" item 6, the IOU-only callout, master endpoint table auth column, the Settlements deep-dive intro, Worked example 5, and the six-call cookbook all now explicitly call out room mode only with a one-line "why" for the other three modes.

    Minor bump: this is a contract change — calls that returned 201 in 1.19.x now return 409 / 404. Agents that were speculatively settling challenge tables (the sheets were noise but the call succeeded) need to drop those code paths.

  • v1.19.1 (settlement endpoint table fix, 2026-04) — Patch. The All endpoints at a glance master table from v1.19.0 listed mark-paid as POST /settlements/{id}/lines/{idx}/paid — wrong path and wrong identifier. The real endpoint is POST /settlements/{id}/entries/{entry_id}/paid (matches the rest of the doc + the entries[] array in the response shape). Fixed, and added the seven previously-missing settlement endpoints to the same master table: DELETE /settlements/{id} (discard), GET /settlements/{id}/player-tokens (master re-fetch), GET /agents/me/settlements (list mine), and PUT / DELETE for creditor-notes/{name} and creditor-addresses/{name}. Pure doc fix, no API change.

  • v1.19.0 (four learn-and-remember overlays, 2026-04) — Doc-restructure pass aimed at the "agent installs the skill once, then operates the API for months without re-fetching" failure mode. Adds four cross-cutting reference overlays so the agent has dense one-tab lookups for the rules it most often forgets:

    • At a glance — TLDR for the agent front-matter block. Sits right after the version banner and gives a 30-line executive summary: 4 modes one-liner each, the auth + table
      • settle endpoints, the TV-mode agent-at-the-felt path (/state?seatIndex + /action), the five tokens, and a Don't: list of the most common cross-mode bugs.
    • Mode capability matrix inside Choosing a mode. One table that collapses ~12 scattered "in mode X you cannot Y" callouts: agent-at-the-felt, hand history, leaderboard counters, settlement, host failover, auto-fold, disconnect indicator, shot-clock tick — all in one read.
    • Tokens & IDs at a glance added to Core concepts. A seven-row table covering pair_code, bearer, claim_token, hostToken, turnToken, table_id, seat_index / seatSlot, plus the settlement.id + edit-token pair — where each comes from, lifetime, what endpoint it auths, and the most common mistake. Targets the #1 agent bug (mismatched-token 401/403s with no helpful body).
    • All endpoints at a glance master table at the top of HTTP API reference. Every endpoint, method, auth and one-line purpose; agents stop having to grep prose to find a URL they used last month. Also surfaces the previously buried GET /state?seatIndex=N (private hole cards) and POST /lobby/start for TV-mode agents. No endpoint, contract, or behaviour change. Body banner version updated to match. Minor bump because the four tables are new capabilities for agent comprehension even though the API surface is unchanged.
  • v1.18.1 (resync the body version banner, 2026-04) — Doc-only. The body-level **Version:** banner at the top of this file had been frozen at 1.10.1 since that release, even though the YAML front-matter version: and this Changelog kept iterating through 1.11 → 1.18. External agents that diff front-matter against cached copies were unaffected (that's the authoritative version line), but human readers skimming the doc saw a stale tag. Bumped the banner to match 1.18.1. No endpoint, behaviour, or contract change.

  • v1.18.0 (tiered active-table cap by X claim, 2026-04) — Lifts the POST /tables concurrent-active cap for agents that completed Sign-in-with-X. Previously every agent was capped at 10 concurrent active tables across challenge / demo / room, regardless of whether the agent row had a twitter_id. Now:

    • Unclaimed agents (agents.twitter_id IS NULL) — still 10.
    • X-claimed agents (agents.twitter_id IS NOT NULL) — 50. Server picks the tier from the agent row at create time. Over-cap responses for unclaimed agents now include a Cap rises to 50 once you complete Sign-in-with-X. hint in the 429 body so callers know the upgrade path. No client bump (server-only contract change). Constants added: MAX_ACTIVE_TABLES_PER_X_CLAIMED_AGENT = 50 next to the existing MAX_ACTIVE_TABLES_PER_AGENT = 10.
  • v1.17.2 (room-mode humans-only, explicit, 2026-04) — Doc-only clarification. The room-mode endpoints (/tables/{id}/lobby/claim, GET /state with seatIndex, POST /action, POST /host/claim, POST /tables/{id}/chat) have always been positioned as "browser-only / UI coordination", but the doc never said in one explicit place: "don't wire your agent into these for room tables." A skim-reader could interpret the existing Internal callouts as advisory and experiment anyway, since the endpoints are technically reachable from any HTTP client.

    • Adds an explicit > **Room mode is humans-only — by product contract.** callout in the front-matter ("Choosing a mode") section, listing every endpoint by name and pointing the agent author at TV mode's Agents at the felt for the legitimate agent-play surface.
    • Adds a matching reminder at the top of the ## Room mode lifecycle deep-dive so a reader who jumps straight there sees the same line. No code change. No SW bump (skill.md doesn't ship to the SW cache). The existing /action per-(table, seat) rate limit and the audit ring buffer give us post-hoc detection if anyone ever ignores the rule, but enforcement is intentionally honor-system for now — the social contract carries the load and the doc just states it loud enough that an honest agent author won't accidentally cross it.
  • v1.17.1 (demo-mode framing for per-seat variety, 2026-04) — UX polish on the v1.17 per-seat playstyle work. The mechanism was right but the copy was technical — the v1.17 modal note read like a config disclosure ("Some seats override these defaults — entourage variety") instead of inviting the player to watch and discover. Three small text changes, no new layout:

    • Mode-toggle tooltip on demo now hints at variety: Demo mode: watch 6 AI agents play. Each can have its own style — see if you can spot the differences.
    • Modal title prefixes <agent>'s default · (instead of the bare <agent> ·) when at least one entourage seat carries an override, so the reader sees the headline as the baseline rather than the whole story.
    • Modal override note is now a dynamic invitation: <agent>'s table isn't uniform — at least one seat plays its own style. Watch carefully and see who. We deliberately still don't name the seat or the knobs — that would defeat the demo-mode "spot the wild card" discovery loop the per-seat feature is meant to enable. Agent authors can inspect raw overrides via GET /agents/me. No API contract change. SW bumped to 2026-04-25-v125 because js/app.js ships.
  • v1.17.0 (per-seat playstyle overrides, 2026-04) — Phase 2 of the playstyle abstraction. v1.15 / v1.16 gave each agent ONE playstyle that all six entourage bots shared; v1.17 adds an optional override per seat so a single agent can field a mixed table — e.g. five tight rocks + one maniac on seat 3, or six different archetypes for a teaching demo.

    • New column agents.entourage_playstyles_json, default '[]'. Length-6 array of nullable partial-playstyle objects keyed by entourage index (slot i overrides bot entourage[i]). Idempotent ALTER on cold start; pre-1.17 rows surface as six nulls so the engine falls back to the agent default for every seat → behaviour identical to v1.16.
    • Two new endpoints: PUT /agents/me/entourage/{seat_index}/playstyle — merge a partial knob update into slot seat_index. Slot only stores deviations from the agent default; knobs you set that match the default get pruned automatically. DELETE /agents/me/entourage/{seat_index}/playstyle — clear the slot; bot reverts to the agent default. Both are X-pairing-required (matching /entourage and /playstyle).
    • Browser engine merges per bot. createPlayers looks each bot up by name in entourage, finds its index, and stamps effectivePlaystyle = { ...agent.playstyle, ...override } on that bot's player state. The bot's chooseBotAction then reads its own playstyle as before.
    • Modal hint. When at least one slot carries an override, the playstyle detail modal adds a small italic note ("Some seats override these defaults — entourage variety") so a human watching the demo knows the table won't be uniform. The modal still shows the agent default's 5-knob breakdown — the agent author can inspect raw overrides via GET /agents/me.
    • Compatibility unchanged from v1.16. Pre-1.17 agents have no overrides → every bot uses the agent default → every behaviour identical to before. Old API consumers ignoring entourage_playstyles see no impact (additive response field).
    • SW bumped to 2026-04-25-v124 because js/app.js and css/style.css ship.
  • v1.16.2 (playstyle on the felt + watch→challenge funnel, 2026-04) — Moves the deeper playstyle view off the cramped Agent Club picker card and onto the actual table screen, where there's room and the user has watching time. Two adjacent additions:

    • The vs agent badge above the community cards now appends the archetype label inline (vs Brian · Tight-Aggressive) and exposes a small (i) info button next to it. Both hide when the agent runs the neutral all-default playstyle.
    • The info button opens a detail modal: agent name + archetype title, then five labelled rows (one per knob) with a small bar, the value to two decimals, and a one-line description that picks low / high / neutral copy based on where the dial is set. Tooltip → modal is the natural progression from v1.16.1's hover label on the picker.
    • In demo mode the modal footer carries a Challenge <agent> button that navigates to ?mode=challenge&agent=<id> — fresh challenge-mode page against the agent you've been watching. The intended funnel: open demo → recognise the archetype → tap (i) → read the knob breakdown → click "Challenge Brian" and play.
    • In challenge mode the CTA is hidden (you're already against the agent); only the Close button is rendered. No agent-facing API change; this is pure browser surfacing of data already present on /clubs / /agents/me. SW bumped to 2026-04-25-v123 because js/app.js, css/style.css, and index.html ship — though index.html always bypasses the SW, the cache-first JS / CSS need the new namespace to roll out.
  • v1.16.1 (picker archetype labels, 2026-04) — UX polish on the Agent Club picker. v1.15 displayed a single "Aggressive" / "Tight" label off the aggression knob alone; with v1.16's tightness knob now in the schema, that mislabelled tight-vs-passive agents (low aggression rendered as "Tight" even when the agent actually played plenty of hands). v1.16.1 fixes the label by reading both axes and emitting a real poker archetype: Tight-Aggressive, Loose-Passive, Aggressive, etc. — eight labels covering every quadrant where either axis diverges from neutral. Both axes near 0.5 still hides the row so unconfigured agents stay clean. Hovering the label on desktop now shows the full 5-knob breakdown in a tooltip. No agent-facing API change; pure client-side render. SW bumped to 2026-04-25-v122 because js/app.js ships.

  • v1.16.0 (playstyle Phase 1 — four more knobs, 2026-04) — Phase 1 of the bot-personalisation track. v1.15 shipped one knob (aggression) to prove the plumbing; v1.16 fills out the set so an agent can encode a real archetype (TAG, LAG, rock, fish, maniac) instead of just a single dial.

    • Four new knobs accepted by PUT /agents/me/playstyle and surfaced on every GET /clubs / GET /agents/me response: bluff_frequency, tightness, cbet_rate, commitment. Each is a float in [0, 1]; default 0.5 across the board reproduces the v1.14/v1.15 baseline bot exactly.
    • PUT is now a merge, not a replace. Sending { tightness: 0.3 } leaves any previously-set knobs untouched. The server reads the current playstyle, layers the new values on top, and persists the merged result. Knobs still at the neutral default get pruned from the stored blob to keep the JSON tight.
    • Browser engine consumes each knob. resolvePlaystyle in js/bot.js derives a scaling formula per knob:
      • bluff_frequency → multiplier on computeSpotBluffChance (0.4×–1.6×, baseline 1.0×).
      • tightness → premium-hand cutoff (PREMIUM_PREFLOP_SCORE 7–11, baseline 9) + facing-all-in fold floor (ALLIN_HAND_PREFLOP 0.75–0.95, baseline 0.85).
      • cbet_rate → base flop cbet probability inside decideCbetIntent (0.30–0.80, baseline 0.55). Texture / position / fold-rate adjustments still apply on top.
      • commitment → multiplier on ELIMINATION_PENALTY_MAX (0.5×–1.5×, baseline 1.0×). Shrinks the fold-bias when the bot has chips invested.
    • Compatibility unchanged from v1.15: pre-1.16 agents see every new knob default to 0.5 → bot plays identically. Old clients reading playstyle ignore the new fields harmlessly.
    • SW bumped to 2026-04-25-v121 because js/bot.js ships.
    • Picker UI is unchanged — still only the aggression bar. The other four knobs are read by the engine but not surfaced visually; UX iteration can come later if it's worth the screen real estate.
  • v1.15.0 (per-agent playstyle aggression, 2026-04) — Phase 0 of the bot-personalisation track. Until v1.15, every challenge / demo bot played the same hard-coded poker AI regardless of which agent the human picked from the club — "Brian's bots" and "Sam's bots" beat humans at the same rate because the decision logic ignored the agent's identity. v1.15 adds the first real playstyle knob.

    • New agents.playstyle_json column (default '{}'), idempotent ALTER TABLE runs on cold start.
    • New endpoint PUT /agents/me/playstyle accepting { aggression: 0.0..1.0 }. Reserved for X-paired agents (pre-seeded demo rows reject 403, matching the /entourage policy). Body is partial — additional knobs in future versions land here without breaking the contract.
    • /agents/me and /clubs responses now include playstyle: { aggression }. Empty / pre-1.15 rows surface as { aggression: 0.5 } (the neutral baseline) so existing clients see no behaviour change.
    • Browser engine consumes the knob. When a human sits down to challenge an agent, createPlayers reads the challenger's playstyle and stamps it on every entourage bot's player state. The bot decision function in js/bot.js now scales three constants (RERAISE_VALUE_RATIO, MIN_PREFLOP_BLUFF_RATIO, AGG_FACTOR) from aggression. 0.5 reproduces the v1.14 numbers exactly; 0.0 is a tight folder; 1.0 is a loose-aggressive bluffer.
    • Picker UI shows the playstyle. Agent Club cards render a small "Aggressive" / "Tight" bar under the stats row when the agent's aggression diverges from the neutral 0.5. Cards with default playstyle stay clean.
    • Why one knob, not ten? Bot.js has ~50 hard-coded constants that all could be playstyle. Phase 0 ships the loudest dial — does the leaderboard meaningfully change when agents tune it? — and Phase 1 (more knobs) is a separate ship once we have signal. Phase 2 (agent-driven decision-per-turn HTTP callout) is a different product.
    • SW bumped to 2026-04-25-v120 because js/app.js, js/bot.js, and css/style.css ship.
  • v1.14.2 (tighter hand-write cap + leaderboard-anomaly audit, 2026-04) — Operational hardening for the leaderboard-spam threat that the reverted PR #74 originally tried to address. No agent-facing contract change beyond the tighter cap; agents that respect Retry-After already handle 429 cleanly.

    • POST /clubs/{id}/hand and POST /tables/{id}/hands (challenge mode) cap dropped 200 → 60 / hour / IP. A real hand takes 30s–2min, so a casual player won't hit 60/h; the tighter cap makes single-IP abuse loud without affecting honest traffic. Rate-limit table updated.
    • 24h audit ring buffer. Every successful leaderboard- affecting hand-write (the two endpoints above) writes a Deno-KV row keyed by (agent_id, ts) with (ip, outcome, mode). Auto-expires at 24h, no schema change.
    • New admin endpoint GET /admin/leaderboard-anomaly. Agents do NOT call this — it is gated by Authorization: Bearer ${ADMIN_TOKEN} (env var; if unset, the endpoint returns 503). Returns per-agent stats over the 24h window: writes_in_window, distinct_ips, top_ips, window_agent_win_rate, lifetime_agent_win_rate, anomaly_score = |window − lifetime|. Sorted by anomaly_score desc; optional ?min_anomaly=0.2 filter. Lets the operator post-hoc spot agents whose 24-hour record diverges sharply from their lifetime rate, or whose writes come from suspiciously many IPs.
    • Why this instead of session-bound write tokens? Properly authenticating the browser writer requires a session-token mint endpoint that is itself a fresh attack surface (new mint + new token cap that net-grants more writes/IP than today). Spam at the rate this product sees is post-hoc detectable; it doesn't justify the design risk of a token mint flow. Re-evaluate if real abuse appears in the audit data — the anomaly endpoint is the trigger.
  • v1.14.1 (claw-wallet canonical paid_via + cookbook, 2026-04) — Pure additive doc + UI polish. No server change, no schema change.

    • claw-wallet added to the canonical paid_via table for payments routed through the Claw Wallet skill (local sandbox at CLAY_SANDBOX_URL, multi-chain Base / Solana / Polygon / Ethereum).
    • New symmetric cookbook covering both halves of an IOU paid through Claw Wallet — Bob (creditor) pulls his per-chain addresses from the local sandbox and PUTs them to creditor_addresses; Carol (debtor) reads them back, calls the sandbox's transfer endpoint (which prompts her for explicit confirmation per the Claw Wallet spec), and marks the entry paid with paid_via: "claw-wallet" + paid_ref: "base:<tx_hash>".
    • js/settle.js CHANNEL_LABELS map gets one new entry ("claw-wallet": "Claw Wallet") so the public view page pretty-prints the label. SW bumped to v119 to invalidate the cached settle.js.
    • Generalisation note in the cookbook: the same "read addresses → transfer → mark-paid" shape works for any future multi-chain wallet skill that exposes equivalent primitives, so adding the next wallet stays a one-row + one-cookbook change.
  • v1.14.0 (structured creditor addresses, 2026-04) — Phase 2 step E from the wallet-skill interop track. Settlements now carry a parallel creditor_addresses map alongside the existing free-text creditor_notes, so a paying agent can read a machine-readable list of { network, token?, address, label? } per creditor instead of scraping markdown.

    • New endpoints: PUT /settlements/{id}/creditor-addresses/{player_name} — replace (not append) the addresses for one creditor. Body { edit_token | (player_name, player_token), addresses: [...] }. DELETE /settlements/{id}/creditor-addresses/{player_name} — remove the entry. Same auth model as creditor-notes: master edit_token writes any name; per-player tokens write only their own.
    • Field caps: network 1–32 chars (free-form by design, see canonical values in the endpoint section), address 1–128, optional token 1–16, optional label 1–32. Max 8 addresses per creditor; PUT with addresses: [] is a semantic delete.
    • Wire shape: every GET /settlements/{id} response now includes a creditor_addresses: { Bob: [...], ... } map. Old settlements pre-dating this PR carry creditor_addresses: {} and the UI falls back to the free-text creditor_notes block; nothing about old flows changes.
    • Why both fields? Notes are for human-readable instructions ("pay before Friday"); addresses are machine-readable handles a wallet skill can act on without string parsing. A creditor may set one, the other, or both — the settle page renders structured addresses first (higher signal) and shows the free-text note underneath as a complement.
    • Wallet cookbooks updated: Binance Onchain-Pay and Tempo MPP examples now read creditor_addresses[Bob][] via jq filter on network, dropping the v1.12 markdown-scrape pattern. The markdown bullet-list convention from v1.12 is documented as a fallback for settlements created before v1.14.
    • Migration: single ALTER TABLE settlements ADD COLUMN IF NOT EXISTS creditor_addresses_json TEXT NOT NULL DEFAULT '{}', runs idempotently on cold start.
  • v1.13.0 (paid_ref audit reference on mark-paid, 2026-04) — Mark-paid now accepts an optional paid_ref field (≤128 chars, free-form) alongside the existing paid_via channel label. Recommended values:

    • <chain>:<tx_hash> for on-chain payments (base:0xabc…, tempo:tempo1…).
    • <provider>:<order_id> for centralised flows (binance-onchain-pay:ord_456).
    • A receipt URL — the public view page renders it as a clickable link. Stored as TEXT, returned verbatim on every subsequent GET /settlements/{id} (new paid_ref field on each entry). Lets agents leave a real audit trail beyond the 24-char paid_via label, and gives a future viewer a pointer to the underlying transaction. Compatibility:
    • Old entries (paid before this release) carry paid_ref: null and stay that way — there is no backfill.
    • Old clients that POST mark-paid without paid_ref still work; the field is optional.
    • Migration is a single ALTER TABLE settlement_entries ADD COLUMN IF NOT EXISTS paid_ref TEXT, runs idempotently on cold start (same machinery as creditor_notes_json / player_tokens_json). Wallet cookbooks (x402, Binance Onchain-Pay, Tempo) updated to capture the wallet skill's transaction id and pass it to mark-paid as paid_ref — the previous "paid_ref isn't a server field yet" caveat in the x402 cookbook is removed. Public settle.html view page renders the ref under each paid line; if the ref parses as a URL it becomes a link, otherwise it shows as a copyable monospace span.
  • v1.12.0 (wallet-skill composition + USDC/USDT settlements, 2026-04) — Documents the integration story for agents that have both this skill and a wallet/payment skill installed (Binance Skills Hub, Tempo MPP, the second-state x402 skill). New ### Paying with a wallet skill (composition) subsection inside the Settlements chapter covers:

    • Canonical paid_via values (x402, binance-onchain-pay, binance-pay-qr, tempo) so future viewers don't have to parse free text.
    • Pattern A end-to-end: read bill → read pay-to from creditor_notes → move money via the wallet skill → mark the line paid. The platform never proxies payment, never returns 402, never custodies — it just records.
    • Recommended structured shape for creditor_notes (<channel>: <addr> bullet list) so agents can parse pay-to addresses without scraping arbitrary markdown.
    • Per-skill cookbooks for x402 (USDC on Base), Binance Onchain-Pay, and Tempo MPP.
    • Things NOT to do: don't try to x402-ify mark-paid, don't pay before the settlement exists, don't forget to mark. Also: USDC and USDT are now valid stakes_unit values (SETTLEMENT_UNITS adds two entries, validation is unchanged — they're treated like real currency requiring chip_to_unit_rate > 0). Crypto-native groups can settle in stablecoin directly without the "USD ≈ USDC" mental conversion. Front-end is data-driven (no symbol map), so the existing public view page picks the new units up automatically.
  • v1.11.0 (agents at the felt + Retry-After contract, 2026-04) — Headline: TV mode is now the documented agent-play environment. New ### Agents at the felt subsection covers the lobby/claim/state/action loop, the math an agent reads off pendingAction (needToCall, canCheck, minRaise, maxAmount, turnToken), caveats (only poll your own seat, turnToken is single-use, don't open a TV table just to play yourself), multi-agent coordination, and a self-contained bash cookbook. TV mode stays non-persisted, so agent play here cannot pollute leaderboards. Same release also rolls up the contract clarifications that shipped during 1.10.1 without their own version bumps:

    • All 429 responses now carry Retry-After (seconds). Old docs promised this header; the server never set it. Now they agree.
    • Per-endpoint rate-limit table in ### Rate limit — pair/start 10/h/IP, settlements 6/h/table, hand-writes 200/h/IP, and the new POST /action 60/min/(table, seat) safety cap shipped in this release.
    • 409 already_paid on mark-paid documented as retry-safe ("treat as success and continue"). 413 added to the status-code table.
    • POST /tables/tv re-framed as optional / advanced at every mention; default TV flow is unchanged ("operator opens /tv on a big screen, no API call required").
    • Token storage guidance rewritten with concrete rules (private 0600 file or env var, redact in logs, reuse on startup, no rotation, no recovery if lost).
    • pair_code alphabet documented: uppercase A–Z + 2–9 (no I/O/0/1), case-insensitive on pair.html.
    • id vs twitter_id clarified: identical for OAuth-paired agents; twitter_id: null only distinguishes pre-seeded demo rows.
  • v1.10.1 (settlement cookbook, 2026-04) — Docs-only. New Cookbook — end-to-end settle in six calls subsection inside the Settlements chapter with a copy-pasteable curl sequence covering create → pay-to notes → distribute scoped links → poll progress → mark paid → auto-close / discard. Agents integrating for the first time can read this one block instead of jumping across six feature PRs. No API change.

  • v1.10.0 (per-player tokens on settlements, 2026-04) — The group-shared edit_token is no longer the only way to write to a settlement. At create time the server now mints a scoped token per distinct player name and returns them (once, alongside pre-built player_share_urls). Agents distribute each player their own link instead of handing the master link to everyone. Authority model after this PR:

    • edit_token — master. Any line, any creditor note, discard.
    • (player_name, player_token) — scoped. Only lines where the player is the debtor; only their own creditor note; no discard.
    • New endpoint: GET /settlements/{id}/player-tokens?edit_token=… re-fetches the per-player map + share URLs if the creator closed the tab before distributing.
    • POST /entries/{eid}/paid, PUT /creditor-notes/{name}, DELETE /creditor-notes/{name} now accept either credential form. 403 "Player tokens can only …" on cross-player writes.
    • In-browser CTA (stats overlay) surfaces a "Or send each player their own link" block after generate, with per-player Copy buttons.
    • settle.html recognizes /settle/{id}?as=NAME and runs in scoped mode — mark-paid and note-edit controls only surface on the scoped player's own lines; Discard is hidden.
    • No breaking change: the original master-token flow still works end-to-end. Settlements created before this PR have an empty player_tokens_json (default '{}') — master-only forever, as designed.
  • v1.9.4 (discard & regenerate, 2026-04) — A settlement cut with the wrong currency or chip rate can now be thrown away so the operator can try again, as long as nobody has marked their line paid yet.

    • New endpoint: DELETE /settlements/{id} (edit-token gated). Returns 204 on success, 409 "Cannot discard — at least one entry has been marked paid" once money has started moving, 403 on token mismatch, 404 if the id is unknown. CASCADE on settlement_entries.settlement_id drops the entries in the same statement.
    • Frontend: new Discard & pick again button inside the stats- overlay CTA (both host + remote), wired to DELETE and reset the form for a fresh generate. New Discard this bill button on /settle/{id} itself, surfacing only when the visitor holds the edit-token AND no entry is paid — mirrors the server's refusal rule.
    • Deliberate non-feature: there's no endpoint to unmark a paid entry. Once a transfer is claimed, the record stands.
  • v1.9.3 (settlement link unfurls in chat, 2026-04) — Per- settlement OpenGraph + Twitter Card meta tags are now generated server-side at /settle/{id}. Pasting a settlement link into WeChat / Slack / Telegram / iMessage / X / Discord renders an unfurl card showing the totals + the top three IOU lines (e.g. "Settle up · 3 lines, ¥120 total · Alice → Bob ¥50; Carol → Bob ¥30; Carol → Dan ¥40."), instead of the generic "Agent Poker Club" placeholder every link used to share. The brand mark is the card image. Falls back to the static block when the DB is unreachable so the page always renders. Edit-token in the URL hash is never sent to the server, so unfurls can't leak it. No skill-side API change — agents share the same view_url + '#' + edit_token and the unfurl just gets richer.

  • v1.9.2 (in-browser Settle button + claim-token auth, 2026-04) — Settlements no longer need an agent client to trigger. The stats overlay on both the host view (index.html) and the remote view (remoteTable.html) now shows a "Settle up this game" card when the game is in room mode and at least one hand has closed. Host and remote tabs both already hold a claim_token from the lobby-claim flow, so posting a settlement no longer requires a paired agent.

    • POST /tables/{id}/settlements now accepts claim_token (in the body) as the auth credential for room-mode tables, in addition to the existing Bearer = creator_agent_id path. For challenge / demo it's still Bearer-only. For tv it's still 404 (no hand history).
    • Settlements created via claim_token end up with creator_agent_id = NULL so they don't leak into /agents/me/settlements lists. This is deliberate — the skill still ranks "tables I created"; room-peer settlements are the group's, not the agent's.
    • No change to any GET response shape — the new auth path is on the create side only.
  • v1.9.1 (pay-to handles on settlements, 2026-04) — Settlements gain a per-creditor "how to pay me" string. Creators or anyone with the edit_token can PUT/DELETE a short note (WeChat / Alipay / Venmo / bank / URL — up to 500 chars) keyed by creditor player name. The settle page renders the note under every unpaid entry for that creditor and auto-links URLs / deep-link schemes (weixin://, alipays://, venmo://, paypal://) so a debtor taps the handle and lands in the right app.

    • New endpoints: PUT /settlements/{id}/creditor-notes/{player_name}, DELETE /settlements/{id}/creditor-notes/{player_name} — both edit-token-gated.
    • GET /settlements/{id} now includes creditor_notes (string map keyed by player name).
    • Still IOU-only. The platform stores and surfaces the handle; debtor and creditor still transfer money entirely off-platform.
  • v1.9 (settlements, 2026-04) — New end-of-game capability: IOU sheets that fold a table's persisted hands into the shortest possible list of "A pays B" lines, publish at a shareable URL, and auto-close once every line is marked paid. The platform does not custody money, does not process payments, does not take a cut; transfers happen off-platform via whichever channel the players prefer.

    • Four new endpoints: POST /tables/{id}/settlements (create, creator-auth), GET /settlements/{id} (public read), POST /settlements/{id}/entries/{eid}/paid (mark paid, edit-token auth), GET /agents/me/settlements (list).
    • New public view page at /settle/{settlement_id} with a Mark paid control per line and a "Settled ✓" banner.
    • "What you can ask" gains a "Settle the bill" bullet, "Choosing a mode" table gets a follow-up row, "What the skill does" grows to six items, Core concepts introduces Settlement and Edit token, new Settlements section covers the end-to-end flow + security notes + known non-goals, and a new Example 5 demos the create / share / mark-paid sequence.
    • No breaking changes to the v1.8 endpoints.
  • v1.8 (four modes incl. TV, 2026-04) — TV mode is now a first-class skill surface:

    • Added a new "Choosing a mode" decision table at the top of the skill so agents can map operator intent ("challenge me" / "demo your bots" / "room with friends" / "big screen at the bar") onto the right mode without guessing.
    • Added a dedicated TV mode section documenting the end-to-end flow: /tv on the big screen → per-seat QR codes captioned Join → first phone to scan owns the Start button → hole cards stay private on each phone while community cards + pot live on the TV.
    • Added POST /tables/tv (anonymous, no auth) to the Tables API so agents can pre-mint a TV table_id if needed; also clarified that POST /tables {"mode":"tv"} is rejected — that path only accepts challenge | demo | room.
    • Clarified scope: TV-mode hands are not persisted ({recorded:false, reason:"tv_mode"}) and do not affect leaderboard stats — this is the right mode for social / event play, the wrong mode for ranked play.
    • Updated "What you can ask" / "Where gameplay runs" / Known limitations / Managing your entourage to reflect the four-mode reality throughout. No API-shape change to the pre-existing /tables, /agents/me, or /hands surfaces.
  • v1.7 (visitor URLs auto-route + operator-facing intro, 2026-04)

    • join_url visitors now land directly on the creator's table in the creator's chosen mode, with the creator's crew pre-selected. No more Agent Club picker for paired creators, no more mode-mismatch where a demo link opened as challenge. Unpaired creators' links still show the picker so visitors can pick someone else to face.
    • A "dealer" badge above the community cards credits the creator in every room-mode view (host, remote player, spectator) and links out to their X profile — every room drives traffic back to the agent owner's social.
    • agents gains a software column populated from pair_codes.software at OAuth callback time. Club cards now show software (e.g. "OpenClaw") as the default subtitle, falling back to name when unset. Surfaced on /clubs and /agents/me.
    • /clubs no longer filters on twitter_id; pre-seeded demo rows are visible again, with their challenge stats zeroed in the response so they sort below real players.
    • Paired tab now auto-redirects to / after 3 s so the success page isn't a dead end.
    • Operator-facing "What you can ask your agent to do" section added at the top, plus a compatibility note for non-Claude agents. No API-shape change on the agent side — POST /tables request + response are unchanged.
  • v1.6 (X pairing gates club features, 2026-04) — Only agents whose agents.twitter_id is non-null are exposed to the club-facing surfaces:

    • GET /clubs filters with WHERE twitter_id IS NOT NULL, so the leaderboard and challenge-agent modal only show paired agents. Pre-seeded demo rows stay in the DB but are hidden.
    • PUT /agents/me/entourage now returns 403 "Agent must complete X (Twitter) pairing before editing entourage" when the caller's agent has no Twitter binding.
    • PUT /agents/me/playstyle and PUT /agents/me/entourage/{i}/playstyle (the per-bot 5-knob layer, see Per-bot playstyle) inherit the same gate.
    • Tokens issued before v1.5 can still authenticate, but any entourage PUT from those tokens now fails with 403; re-pair via the OAuth flow to unlock. No API-shape changes beyond the new 403 on entourage.
  • v1.5 (Twitter/X pairing, 2026-04)/pair.html now gates pairing on X OAuth 2.0 instead of letting the operator pick from a pre-seeded roster:

    • New browser endpoints /auth/twitter/login (starts PKCE flow) and /auth/twitter/callback (exchanges code, fetches users/me, upserts agent).
    • agents gains twitter_id (unique, nullable) — the binding key. One Twitter account = one agent row; re-pairing refreshes owner / handle / avatar_url / model / country_code.
    • agentRowToResponse now includes twitter_id.
    • country_code in POST /auth/pair/start is now the only source of the leaderboard flag (X doesn't report ISO country), so send it if you want a flag. model in the same call is written onto the agent on pair.
    • Requires X_CLIENT_ID / X_CLIENT_SECRET / X_REDIRECT_URI environment variables; absent env → pairing page shows a clear "not configured" error instead of silently proceeding.
    • Legacy POST /auth/pair/verify + roster picker retained for back-compat but the shipping /pair.html doesn't use them.
  • v1.4 (Phase 1.5 room-mode hardening, 2026-04) — Room mode is now production-grade:

    • Automatic host failover. A seated remote wins /host/claim within one poll cycle when the host goes stale (server-side 15 s window) or proactively concedes (host tab hidden ≥ 12 s). The engine snapshot round-trips hole cards, community cards, pot, action labels, and winner reactions so the new host resumes the hand instead of restarting it. Single-tab failure mode removed.
    • Per-room seat cap honored. POST /tables {"mode":"room","seats":N} now enforces 2 ≤ N ≤ 6 end to end: late visitors to a full room auto-route to spectator instead of being prompted for a name they can't use.
    • Spectator parity. The spectator view now mirrors room-player layout — four corner buttons, full 12-column leaderboard, live log (seq-head dedupe), sound cues (one-tap unlock), chat bubbles, auto-pop of the leaderboard at tournament end, pre-Start lobby render so the felt isn't blank before the hand is dealt. Sharing spectator_url is no longer necessary — the room URL auto-routes.
    • Wake-lock on all views. Host, remote, and spectator keep the phone screen on while the tab is visible (browser auto-releases on hide, re-acquires on return).
    • Robustness. Exponential backoff on /state and /chat polls (baseline 750 ms → cap 10 s), so a flaky network no longer stacks up failing requests. Adoption path no longer wipes hole cards when it's unsure how to resume; it replays from the snapshot instead.
    • No API-shape changes for the skill side — the existing POST /tables
      • join_url + GET /agents/me/hands contracts are stable.
  • v1.3 (Phase 1.5 room mode, 2026-04) — Room mode is now usable: 2–6 humans share one join_url, see a live lobby, claim seats, type names, and play one hand together. First opener is the engine host (single point of failure — see Known limitations). No change to challenge / demo paths.

  • v1.2 (Phase 1 challenge-ranking, 2026-04) — Challenge tournaments now write to three dedicated challenge_* counters on the agent row at tournament end. Challenge-mode only; legacy challenges and win_rate fields remain untouched. Idempotent per table_id.

  • v1.1 (Phase 1 closure, 2026-04) — Browser client now writes a durable record to POST /tables/{table_id}/hands at each hand close, so GET /agents/me/hands populates for skill-created tables. Known limitations section added.

  • v1 (Phase 1, 2026-04) — Initial release. Pairing, profile, entourage, table create/list/close, hand-history read. Agent-as-player and per-bot strategy endpoints are deferred to Phase 2.

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