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    <title>DEV Community: CardGame Notes</title>
    <description>The latest articles on DEV Community by CardGame Notes (@cardgamenotesdev).</description>
    <link>https://dev.to/cardgamenotesdev</link>
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      <title>DEV Community: CardGame Notes</title>
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      <title>Building a No-Framework Solitaire Portal: What I Learned Shipping 15 Card Games Without React</title>
      <dc:creator>CardGame Notes</dc:creator>
      <pubDate>Wed, 07 Oct 2026 04:24:18 +0000</pubDate>
      <link>https://dev.to/cardgamenotesdev/building-a-no-framework-solitaire-portal-what-i-learned-shipping-15-card-games-without-react-1a9</link>
      <guid>https://dev.to/cardgamenotesdev/building-a-no-framework-solitaire-portal-what-i-learned-shipping-15-card-games-without-react-1a9</guid>
      <description>&lt;h2&gt;
  
  
  The constraint that shaped everything
&lt;/h2&gt;

&lt;p&gt;When I started building a solitaire portal, I gave myself one rule: &lt;strong&gt;if a feature does not need a server, it does not get one.&lt;/strong&gt; No user sessions, no API layer, no database. Progress and statistics live in &lt;code&gt;localStorage&lt;/code&gt;. That single constraint eliminated most of the traditional game-portal stack before I wrote a line of game code.&lt;/p&gt;

&lt;p&gt;The result is &lt;a href="https://solitairepicks.com/" rel="noopener noreferrer"&gt;SolitairePicks&lt;/a&gt; — 15 classic card games, statically generated, playable in the browser with no install and no signup wall.&lt;/p&gt;

&lt;h2&gt;
  
  
  One file per game
&lt;/h2&gt;

&lt;p&gt;Each game (Klondike, Spider, FreeCell, Pyramid, Golf, TriPeaks...) is a self-contained JavaScript file with the same small interface: deal a deck, render a tableau, validate moves, detect a win. No framework lifecycle to fight. When I fixed a Spider-specific edge case last week, the diff touched exactly one file.&lt;/p&gt;

&lt;p&gt;The tradeoff is honest: I re-implement drag-and-drop per game instead of reusing a component library. For card games the interaction surface is small enough that this costs less than maintaining a shared abstraction nobody else depends on.&lt;/p&gt;

&lt;h2&gt;
  
  
  Statistics without a backend
&lt;/h2&gt;

&lt;p&gt;Win-rate tracking runs entirely client-side. Every finished hand appends a row to localStorage; the stats page reads it on load. Cross-session progress persists without a single network request. If a player clears their browser data, they lose their history — acceptable for a free portal, and it keeps the privacy story simple: nothing about gameplay ever leaves the device.&lt;/p&gt;

&lt;h2&gt;
  
  
  What the classics look like
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;a href="https://solitairepicks.com/best/klondike/" rel="noopener noreferrer"&gt;Klondike&lt;/a&gt; — the Windows-era standard, draw-one and draw-three modes&lt;/li&gt;
&lt;li&gt;
&lt;a href="https://solitairepicks.com/best/spider/" rel="noopener noreferrer"&gt;Spider&lt;/a&gt; — 1/2/4 suit difficulty tiers with per-tier win-rate tracking&lt;/li&gt;
&lt;li&gt;FreeCell, Pyramid, Golf and a dozen more — the "second coffee" tier&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  What I'd do differently
&lt;/h2&gt;

&lt;p&gt;If I started today I'd still skip React for the game logic — but I'd add a tiny shared module for the drag layer earlier. Rebuilding it six times was the tuition fee for learning where the real commonality lives.&lt;/p&gt;

&lt;p&gt;The portal lives at SolitairePicks. Feedback welcome, especially on game feel and difficulty tuning.&lt;/p&gt;

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      <category>webdev</category>
      <category>javascript</category>
      <category>performance</category>
      <category>gamedev</category>
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