func Move
crossing ActionMove plays cell (0-8) for the calling player. Enforces turn order and rejects taken cells.
⚠️ Experimental — generated with no human supervision. This realm was produced automatically by an MCP-driven agent to exercise the gno MCP server and tooling, and to generate test content for gno compilers, linters and formatters. Not audited. Not for production. Full context & folder README: r/moul/x/daily
A 2-player tic-tac-toe realm for gno.land. The game creator plays X, the named
opponent plays O. Moves enforce strict turn order by caller address and reject
cells that are already taken. The realm detects wins (rows, columns, diagonals) and
draws, and Render draws the 3×3 board with X / O / ·, whose turn it is, and
the final result.
Realm path: gno.land/r/REPLACE_ADDR/tictactoe
# Alice creates a game against Bob — Alice is X, Bob is O. Returns the game id (e.g. 1).
NewGame(g1pxk...bob)
# Play a cell (0-8), indexed left-to-right, top-to-bottom:
# 0 | 1 | 2
# 3 | 4 | 5
# 6 | 7 | 8
Move(1, 0) # X (creator) plays top-left
Move(1, 3) # O (opponent) plays middle-left
Move(1, 1) # X plays top-middle
Move(1, 4) # O plays center
Move(1, 2) # X completes the top row and wins
# View a single game board:
Render("/1")
# List all games:
Render("")
State moved from a hand-rolled avl.Tree + nextID + pad() to
p/moul/kit/store, which keys entries by
seqid instead of a fixed-width decimal string.
v0 padded ids to width 12. Past that width the padding stops and the tree
orders "1000000000000" before "999999999999", so every game list this realm
renders would be wrong from that entry on. store keys are 8 big-endian bytes
whose order is numeric for every uint64, so there is no width left to outgrow.
Game also loses its id field, which the store now owns.
Ids stay plain integers and the rendered output is byte-identical: v0's
render_test.gno is carried over unchanged and still passes. This is a storage
change, which under this repo's versioning rule is a compatibility change, hence
a new version rather than an edit in place. v0 stays live and
untouched.
One message did change: a Move against a missing game now panics
game #7 not found instead of game not found, because the store's labelled
MustGet adds the id every hand-rolled copy of that check omitted.
Part of moul/gno-contracts — moul's versioned gno.land contracts. See the repository for the full catalog, build/test tooling, and usage.
Dependency graph:

🧪 Highly experimental — potentially vibe-coded. Not audited; may break, change, or be removed at any time. Do not use with anything of value. Full disclaimer: DISCLAIMER.
Move plays cell (0-8) for the calling player. Enforces turn order and rejects taken cells.
NewGame creates a game. Caller is X, opponent is O. Returns the game id.
Render draws the list of games, or a single game board at path "/<id>".
GetGame returns a game by id (read helper for tests / callers).
Game holds a single tic-tac-toe match. It carries no id field: the id belongs to the store, which hands it back on lookup and iteration.