mrkeyoor.com_
Fri 02 Oct 23:48 UTC
Webevaluationupdated 02 Oct 2026

noname review

Noname is a Chinese-language browser card game and extensible game engine built around the rules, characters, and modes of Sanguosha. The main README and linked setup guide are in Chinese, and the README does not link an English guide.

Verdict

Our Noname run built 790,787 lines of source in 131 seconds but found no test target, so contributors get a working build without an automated gameplay safety net. Use it if you specifically want its deep Sanguosha implementation, read Chinese, and can test rule changes inside the game. Start elsewhere for a general card-game framework, Firefox support, or a compact codebase.

We ran it

Lab card: what happened when we ran nonameScreenshot of noname (noname.pub)
Install✓ · 45s197 packages · 792 MB
Build✓ · 131s
Testsn/ano test script
Repo15431 files~790,787 lines of source · 1305.2 MB · 5 CI workflows

Answers from our run

Does noname build from source?

Dependencies installed in 45 seconds (197 packages), and the build succeeded in 131 seconds. We cloned commit 7fcf23e into a clean Debian container with 3 CPUs and no project-specific setup.

Does noname have tests you can run?

Not through a standard command: the project exposes no test script or target that our harness could run.

Who should not use noname?

English-only contributors: the README, setup guide, release notes, and most issue discussion are in Chinese, with no English guide linked from the README.

What are the alternatives to noname?

boardgame.io, FreeBoardGames.org, Cockatrice. Our Noname run built 790,787 lines of source in 131 seconds but found no test target, so contributors get a working build without an automated gameplay safety net.

Setup3/545-second install, but a 1,305.2 MB checkout and several runtimes
Docs3/5Useful Chinese setup guide, with no English guide linked
Community5/55,082 stars, an October 2 push, and active issue work
Maturity3/5v1.11.6 is active, but the root package has no test target

Who it’s for

Sanguosha players who want a community-built browser, desktop, or Android implementation.
Chinese-speaking developers adding characters, cards, modes, or extensions.
Contributors comfortable working in a large pnpm workspace with game assets and platform packages.
Groups that want to run the included WebSocket multiplayer server on their own machine.

Who it’s NOT for

English-only contributors: the README, setup guide, release notes, and most issue discussion are in Chinese, with no English guide linked from the README.
Firefox users: the README explicitly says Firefox is unsupported and requires Chromium 91 or Safari 16.4 or newer.
Teams whose release gate requires automated tests: the root package has no test script, and our sandbox had no test target to run.
Commercial distributors who need an unambiguous policy: GitHub labels the code GPL-3.0, while the README separately asks users not to use it commercially. Get that tension resolved before shipping.
Developers looking for a compact card-game foundation: our checkout occupied 1,305.2 MB across 15,431 files before dependencies.

Setup reality

Our fresh sandbox installed commit 7fcf23e in 45 seconds, adding 197 packages and 792 MB on disk. The build succeeded in 131 seconds. The checkout itself held 15,431 files, about 790,787 lines of source, and occupied 1,305.2 MB.

Local development requires Node.js ^20.19.0 or at least 22.12.0 and pnpm 9 or newer. The documented dev server uses ports 8080 and 8089; self-hosted multiplayer adds a WebSocket service on port 8082. Desktop packaging uses separate Electron workspace commands.

There was no test script or target, so our run skipped tests. The repository has 5 CI workflow files, but no Dockerfile or tests directory. Browser support is also narrow: Chromium 91 or Safari 16.4 or newer, with Firefox explicitly unsupported.

This is a Sanguosha game first, not a starter kit

Noname is a Chinese-language implementation of the Sanguosha card game with browser play, desktop packaging, an Android client, multiplayer support, and an extension system. The latest v1.11.6 notes name dozens of new characters and changes to card resolution, equipment slots, interface scaling, Android display behavior, and online play. That breadth is the reason to choose it. You are adopting an existing game world rather than receiving a blank engine for your own rules.

The language boundary matters immediately. The main README, local setup guide, v1.11.6 notes, and most issue titles are in Chinese. We found no English guide linked from the README. A player can download the separate PC or Android clients linked there, but a contributor needs enough Chinese to follow rule terminology, build instructions, bug reports, and extension compatibility notes without depending on machine translation for every decision.

The 1,305.2 MB checkout carries the game with it

commit 7fcf23e contained 15,431 files and roughly 790,787 lines of source before installation. The checkout occupied 1,305.2 MB, then pnpm added 197 packages using another 792 MB. This is a large working tree for a JavaScript project because it includes a mature game's code and materials, not merely a reusable networking package. Cloning, caching, and CI storage deserve planning even though dependency installation itself was uneventful.

The root workspace spans apps, packages, and extension packages. The documented path is Node.js ^20.19.0 or at least 22.12.0 with pnpm 9 or newer. pnpm dev starts Vite and uses ports 8080 and 8089. A separate workspace command starts the WebSocket service on port 8082 for a local multiplayer lobby. Electron builds have platform-specific commands, and the Android client is distributed from a separate repository.

What happened when we ran it

Our fresh Debian sandbox installed commit 7fcf23e in 45 seconds. Pnpm installed 197 packages and used 792 MB on disk. The build completed successfully in 131 seconds on 3 CPUs with 8 GB of RAM, inside an unprivileged container with no secrets. Those numbers cover repository setup and compilation. They do not measure browser frame rate, multiplayer behavior, AI turns, or a complete match.

There was no test script or test target, so the test step was skipped. Our scan also found no tests directory. Five CI workflow files are present, which shows that the project does automate repository work, but that is not the same as a runnable gameplay suite. A change to a character skill, card-resolution event, or multiplayer interaction therefore needs hands-on checking unless the relevant package has a narrower check outside the root command.

The build result is useful because this is no toy repository: 790,787 source lines compiled in 131 seconds without an error. The missing test command is just as useful. Release v1.11.6 changed event timing and warned extension authors to update code that overrides card-resolution flows. When extension compatibility depends on details like useCardEffectEnd and effectCount, a green build cannot tell you whether a match still resolves correctly.

Firefox is excluded, and local play occupies three ports

The README requires Chromium 91 or Safari 16.4 or newer and explicitly says Firefox is unsupported. That rules out a browser some self-hosters deliberately standardize on. WebView age matters on mobile too. The README asks players to keep the Chromium-based browser or phone WebView at version 91 or newer, while the current release changes Android orientation and system-bar handling.

Running the browser client is simple by the standards of the repository, but multiplayer adds another process. Vite takes ports 8080 and 8089, and the documented WebSocket server listens on 8082. Desktop distribution then brings Electron packaging and operating-system targets into the picture. There is no Dockerfile in the measured commit, so container deployment is yours to define if you do not want those processes installed directly on a host.

v1.11.6 shipped while 141 issues remained open

GitHub showed 5,082 stars and 164 combined open issues and pull requests on October 2, 2026. The split was 141 issues and 23 pull requests. The repository was pushed that same day, one day after v1.11.6 was published, so the open queue sits alongside active development rather than a dormant project. Recent reports cover a card-distance error, audio that keeps playing, Android system-bar behavior, and match states that can freeze.

That activity is encouraging for players who want the latest character and rule changes, but it also describes the maintenance burden. The October release credits 23 contributors and warns extension authors about changed resolution hooks. GitHub identifies the repository as GPL-3.0, while the README separately asks users to preserve attribution and avoid commercial use. Anyone distributing a commercial build should resolve that policy mismatch with the maintainers instead of guessing.

Noname makes sense for one narrow reason: you want this Sanguosha implementation and its accumulated content. Our run showed that its huge workspace can install and build cleanly. It did not provide an automated test target, and the live issue queue includes gameplay failures that compilation would miss. For contributors, the practical price is Chinese-first documentation plus manual match testing whenever a rule or extension path changes.

Alternatives

ProjectWhat it isPick it when
boardgame.ioA JavaScript framework for turn-based game state and multiplayer networking.pick this instead when you are building your own rules and need a smaller general-purpose game framework.
FreeBoardGames.orgA free platform for publishing and playing browser board games built with boardgame.io.pick this instead when you want a catalog of unrelated web board games rather than a Sanguosha implementation.
CockatriceA cross-platform virtual tabletop for user-supplied card-game decks and multiplayer play.pick this instead when a generic card tabletop matters more than coded Sanguosha rules and characters.

What people are saying

  1. [github-trending] libnoname/noname

Sources

  1. Noname repository and README
  2. Noname local setup guide
  3. Noname v1.11.6 release notes
  4. Card-distance error report
  5. Character audio playback report

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