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Show HN: Tilecraft – Online multiplayer tile rummy, RUST back end

https://tilecraft.icegaming.org/

Built this because my family recently got into physical Rummikub-style tiles (big in Romanian circles), and it's been super addictive teaching friends/relatives. Wanted to play remotely without losing the real-time strategy feel. Started as quick prototypes with Lovable for visuals, but to make it multiplayer: Rust + Tokio backend, Tungstenite WebSockets, full server-authoritative state to keep it fair.

Added simple ELO for ranked 1v1v1v1 "Quick Play" queues, custom lobbies, best-of-N rounds, global leaderboards.

Live here: https://tilecraft.icegaming.org/ (small signup to start playing).

* No bots yet (future weekends project), so matches need live players - but when folks join, the sweat is real.

I'm curious about: Any balance thoughts on tile drawing/rules tweaks? WS/Rust multiplayer pitfalls I might have missed? How's the latency/ELO feel on your end?

Happy to answer questions or hop in for a game if anyone's around!

( 1 comment | on HN )
Re:Show HN: Tilecraft – Online multiplayer tile rummy, RUST ... by iCeGaming on Friday February 20, 2026 @08:04AM (#47087503)
Quick update: I've now added Play vs Bots under Practice Mode!