unbrewed

OPEN BETA

Unbrewed Pro

Full rules enforcement for Unmatched, in your browser. A referee server allows only legal moves, does the combat math for you, and keeps hands truly hidden — so you can battle a friend, a stranger, or a bot, right now. No account, no install: pick a fighter and go.

Every deck is hand-converted into engine rules, so the roster grows a few fighters at a time. The free-form sandbox isn't going anywhere; Pro is an additional way to play.

Play vs Bot →

Challenge a friend

⚡ Quick Match

Scenarios

P1 · YOU

Your fighter

VS

P2

Bot · medium

Pick your mode

Three ways to fight

Duel 1v1, 3-player free-for-all, and 2v2 teams. An optional 30/60/90s move timer keeps games brisk.

Bots at four levels

Warm up on Easy, spar Medium, grind Hard's Monte-Carlo search — or challenge Expert, an alpha search bot (ISMCTS) that beats Hard 8 times in 10 in simulation. Real players still beat it more often than not — it's the one we're actively training.

14 boards — or yours

The Mended Drum, Island of Despair, City Docks, Polus, Weathertop, Count's Castle, USCSS Nostromo, The Bog, Wedding Crashers, Pyramids, Secluded Temple, Unseen University, River Cruise, The Altar — or import a custom map.

Every match, a replay

Finished games auto-save. Scrub them in god-view — every hand face-up — and share a replay code.

Choose your fighter

loading roster…

Pick a fighter — gold tiles jump straight into a match

Want a deck added? Request it in the #pro-deck-request channel on our Discord.

Stage select

The Mended Drum

1v1

Island of Despair

1v1

3P

2v2

City Docks

1v1

3P

2v2

Polus

1v1

3P

2v2

Weathertop

1v1

3P

2v2

Count's Castle

1v1

3P

2v2

USCSS Nostromo

1v1

The Bog

1v1

Wedding Crashers

1v1

Pyramids

1v1

3P

2v2

Secluded Temple

1v1

Unseen University

1v1

3P

2v2

River Cruise

1v1

The Altar

1v1

3P

2v2

+ import map JSON

What's next

BOT TRAINING

Expert is live (alpha) and already tougher than Hard — but real duels expose real gaps: passive defense, missed schemes, deck-specific blind spots. We're closing them with real-game data, not more simulation.

MATCHMAKING

Find a stranger faster. Public lobbies exist today; proper matchmaking is the next step.

NEW FORMAT

2v1 Boss. Two heroes against one overpowered villain — the engine already speaks it.

ROSTER

More fighters. New conversions land as they clear testing.

Itching for a deck that isn't converted yet? The sandbox plays all 40+ decks today — it just trusts you with the rulebook.

How the bots actually work

No LLM, no cloud model — a search algorithm that plays out games in its head. Here's the real mechanism, in plain terms.

  1. Four tiers, one codebase — tuned by how hard it thinks

    Easy picks a legal move at random. Medium and Hard run the same search — Monte Carlo simulation — just with a bigger budget: Hard mentally plays out roughly 4x more games than Medium before it moves. Expert (alpha) runs a different, smarter search called ISMCTS on about the same time budget as Hard, which is why it's stronger without being slower.

  2. What “Monte Carlo simulation” means

    Before Medium or Hard commits to a move, it doesn't calculate a “best” answer directly — it guesses. For every move it's allowed to make, it plays out dozens of quick, semi-random games to the end (or close to it) and checks who tends to win. The move that wins the most imagined games is the one it actually plays.

  3. What makes Expert different: it thinks in lines, not single moves

    Medium and Hard judge each possible move on its own: try it, play out a game, score it. Expert builds a search tree — ISMCTS, “Information Set Monte Carlo Tree Search” — that branches into the follow-ups too: this move, then that one, then the next. Its imagined games feed back into the tree, so it spends its thinking on the lines that keep looking promising and can spot plays that only pay off a few moves later. In testing, Expert beat Hard in 82.6% of games at about the same time per move (~1.5 seconds) — it wins by thinking better, not longer.

  4. It can't peek at your hand — here's how that's enforced

    Unmatched runs on hidden information: face-down cards, hidden hands, shuffled decks. Before every decision, the bot takes only what it's actually allowed to know — your hand's size, not its contents; both discard piles; whatever has been revealed — and invents a plausible version of the hidden parts, a technique called “determinization.” It plays out its imagined games against that invented hand, never your real one, and the code only lets the bot see hidden cards through that invention step. The test that proves it is simple: shuffle the opponent's real hand before every bot decision. A bot that was peeking gets measurably worse; an honest one doesn't even notice.

  5. The honest gap: it's stronger against bots than against you

    Expert crushes Hard in simulation, but real players still beat Expert about 7 times in 10. That's not a contradiction — Expert's weaknesses are human-shaped, not bot-shaped. It defends more than winning players do (they'll take a hit to keep a good card), it's slower to commit to scheme-based plays than good players are, and it doesn't always catch the deck-specific tells experienced players exploit on sight. Bot-vs-bot testing never surfaces that, because bots don't play those angles either.

  6. What we're doing about it

    Rather than chase a bigger search budget — expensive, and not the actual gap — we're using real games to find and fix the patterns above, starting with capturing full replays of live human-vs-bot matches, so tuning is driven by how people actually beat it rather than by simulated self-play. That work is under way now.