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PipDojo

A backgammon study hall for ages 15–18 — play full games against a graded bot and keep a reviewable archive, drill hit-spotting in a calm rated ladder, and reason through real board decisions (the pip race, the doubling cube, bearing off, the back game) with a text-forward coach. On-device; works signed-out; optional sign-in syncs your games and rating across your own devices.

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In planning Swift 6 · SwiftUI · FoundationModels Backgammon — the race, hitting and points, the anchor, the doubling cube, bearing off Probability / equity reasoning / metacognition Hero color: #9c4a2e
Engagement: Modes pending

Distributed-narrative cast

Meet the cast

PipDojo's adapted-DN-S cast (ages 15–18, realistic backgammon-study personas — NO mascots, NO illustrations, NO cute animal names, per R-OLDER-TEEN-DN-ADAPTED) each embody one backgammon primitive; the case-narrative coach frames a real board decision → consequence → reflect, and the rated hit ladder drills the hit. Mentor Helm sets count-before-you-commit and growth-over-ego (a lost game is one lesson, not a verdict).

A

Ambush

The hit — land on a lone enemy checker and send it to the bar (tempo)

B

Barricade

Point-making — put two checkers on a point to block, and build toward a prime

H

Holdfast

The anchor — hold a made point in the enemy home board so you can never be shut out

F

Furlong

The pip race — count both sides' pips to know whether to race or hold and hit

L

Leverage

The doubling cube — raise the value of the game (in points) when you are clearly ahead

T

Threshold

The take point — accept a double whenever you still win often enough to justify it

H

Homeward

The bear-off — fill from the back, waste no pips, and leave no shot under contact

R

Rearguard

The back game — hold two anchors and time your position for a late shot

O

Onset

The blitz — attack early to close the opponent out before they escape

T

Tack

Timing — adapt the plan as the race and the board shift under you

H

Helm

(Mentor) — count before you commit; a lost game is one lesson

What's distributed-narrative methodology? →

What's inside

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Learning goal

A backgammon study hall for ages 15–18 — play full games against a graded bot and keep a reviewable archive, drill hit-spotting in a calm rated ladder, and reason through real board decisions (the pip race, the doubling cube, bearing off, the back game) with a text-forward coach. On-device; works signed-out; optional sign-in syncs your games and rating across your own devices.

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Question kits

16 curriculum-aligned kits × 25 questions = 400 questions per app, mapped to recognized standards.

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On-device AI mentor

FoundationModels-powered hints, feedback, and adaptive difficulty — all running locally.

Mentored by Helm — on-device AI, no data leaves the device.

How PipDojo handles your kid's data

  • ✅ All progress, settings, and AI-generated content stays on the device
  • ✅ No analytics, no tracking, no third-party SDKs
  • ✅ No ads, no in-app purchases — you pay once
  • ✅ COPPA compliant under the 2026 FTC amendments
  • ✅ Parental controls + session limits + content filters built in

Full parent privacy guide →

Built with ForgeKit

PipDojo runs on ForgeKit — the open-source Swift Package Manager framework that powers every Spark & Anvil app. ForgeKit ensures consistent accessibility, COPPA compliance, and design language across the portfolio, so your kid's progress and preferences feel coherent across every app they touch.

Coming to the App Store

PipDojo is in active development. Email us to hear when it ships — no marketing, no spam, just a one-shot launch announcement.

Email me at launch

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