A small idea using Figma AI, Supabase, and a product-first mindset.

“Who Really Wins at Catan?”

1. Context & Role

Project: Web-based Settlers of Catan scoreboard

Timeline: 3 weeks

Team: Just me

My role: Product design, UI, prototyping, data modeling, and implementation using Figma AI and Supabase

 

This project started as a small, personal frustration. My friends and I regularly play Settlers of Catan, and after a few game nights we always ended up debating the same thing:

“Who actually wins the most?”

 

Everyone had a different memory of past games, and it was all very subjective. I decided to turn that recurring argument into a small product.

 

Artwork credit: Matt Mocarski

2. The Problem

We had no shared record of our games.

 

Every session ended with:

  • Someone claiming they were “basically undefeated”
  • Someone else insisting they always lost
  • No one having proof

 

The real issue wasn’t competition, it was that memories are

unreliable, and over time the fun trash-talk

became mildly annoying.

 

I wanted a simple way to:

  • Track games and players
  • See who won over time
  • Make the arguments playful instead of endless

3. Why I Built This

We had no shared record of our games.

 

Every session ended with:

  • Someone claiming they were “basically undefeated”
  • Someone else insisting they always lost
  • No one having proof

 

The real issue wasn’t competition — it was that memories are unreliable, and over time the fun trash-talk became mildly annoying.

 

I wanted a simple way to:

  • Track games and players
  • See who won over time
  • Make the arguments playful instead of endless

4. Research & Inputs

We had no shared record of our games.

 

Every session ended with:

  • Someone claiming they were “basically undefeated”
  • Someone else insisting they always lost
  • No one having proof

 

The real issue wasn’t competition — it was that memories are unreliable, and over time the fun trash-talk became mildly annoying.

 

I wanted a simple way to:

  • Track games and players
  • See who won over time
  • Make the arguments playful instead of endless

5. Problem Definition & Goals

Problem Statement

 

How might we create a simple, shared way to track Catan games so that wins, losses, and bragging rights are based on data instead of memory?

 

Design Goals

  • Make game logging take under 30 seconds
  • Make results easy to read at a glance
  • Keep the tone playful, not competitive
  • Work on mobile during game night

 

Success Indicators

  • Friends actually use it after games
  • Fewer arguments about who wins
  • People start referencing the site jokingly

6. Solution

I built a small website where anyone in the group could:

  • Add a new game
  • Select the players
  • Enter final scores
  • Instantly see updated stats

 

Behind the scenes:

  • Figma’s AI tools helped me prototype UI quickly
  • Supabase handled players, games, and scores
  • The site updated in real time

 

The focus was not perfection — it was getting something usable into our hands.

7. Key Design Decisions

What I intentionally kept simple

  • No logins
  • No profiles
  • No historical editing

 

Just:

  • Players
  • Games
  • Scores
  • Stats

 

Why

Every extra feature would reduce the chance someone would actually use it on game night.

 

This was a scoreboard, not a social network.

8. Final Experience

The site had five core screens (in accordance with the five core resources of the game):

  1. Add GameSelect players, enter scores, submit.
  2. LeaderboardSee total wins, average score, and games played.
  3. HistoryA simple list of past games with dates and winners.
  4. StatisticsTo compare the results of different combination of players.
  5. Manage PlayersAdd to new players or edit the existing player list.

 

Everything was designed for quick glances and fast input on a phone.

9. Using Figma Make and Supabase

This project was also an experiment in vibe coding and AI-assisted building.

 

I used:

  • Figma and Figma Make to generate and iterate on layouts
  • Supabase to set up tables and relationships
  • Simple front-end logic to connect the two

 

As a product designer, this helped me:

  • Test ideas without waiting on engineering
  • Explore data models firsthand
  • Understand how design decisions affect what gets built

10. Outcomes

After a few weeks of using it:

  • We logged 42 games
  • 9 regular players used the scoreboard
  • The “who wins the most?” argument basically disappeared

 

Instead, people started saying things like:

  • “The data doesn’t lie.”
  • “I’m coming for first place.”
  • “Wow, I’m worse than I thought.”

 

Which was exactly the kind of fun I was aiming for.

11. Reflection

This project reminded me that good product ideas often come from small, real frustrations.

 

I didn’t set out to build a business.

I set out to stop an annoying argument and see what would happen if I followed that curiosity all the way to a working product.

 

I learned that:

  • Even tiny problems are worth solving if they happen often
  • Tools like Figma AI and Supabase let designers move much faster
  • Making something real, even if it’s small, teaches more than polishing concepts

 

If I continued this, I’d explore:

  • Player profiles
  • Game types or expansions
  • Lighthearted achievements

 

But even in its simple form, the scoreboard already did its job:

it turned an ongoing debate into a shared, fun piece of data.

Contact

BhriguKalia© 2026 All Rights Reserved

All Rights Reserved

A small idea using Figma AI, Supabase, and a product-first mindset.

“Who Really Wins at Catan?”

1. Context & Role

Project: Web-based Settlers of Catan scoreboard

Timeline: 3 weeks

Team: Just me

My role: Product design, UI, prototyping, data modeling, and implementation using Figma AI and Supabase

 

This project started as a small, personal frustration. My friends and I regularly play Settlers of Catan, and after a few game nights we always ended up debating the same thing:

“Who actually wins the most?”

 

Everyone had a different memory of past games, and it was all very subjective. I decided to turn that recurring argument into a small product.

 

Artwork credit: Matt Mocarski

2. The Problem

We had no shared record of our games.

 

Every session ended with:

  • Someone claiming they were “basically undefeated”
  • Someone else insisting they always lost
  • No one having proof

 

The real issue wasn’t competition, it was that memories are

unreliable, and over time the fun trash-talk

became mildly annoying.

 

I wanted a simple way to:

  • Track games and players
  • See who won over time
  • Make the arguments playful instead of endless

3. Why I Built This

This wasn’t about building a startup. It was about:

  • Solving a real, recurring problem in my friend group
  • Experimenting with AI-assisted workflows
  • Seeing how far I could take an idea from “annoyance” to “working product”

 

Signals

 

After about 10 game nights:

  • Everyone had a different “top winner”
  • Nobody remembered scores accurately
  • We kept joking about needing a scoreboard

 

That was enough validation.

4. Research & Inputs

Because this was a personal project, research was informal but still intentional.

 

What I looked at

  • How we actually play Catan
  • What people cared about after games
  • How much friction people would tolerate

 

Key Insights

 

Insight 1

People didn’t want complexity. They just wanted to know who won.

 

Insight 2

Anything that took more than a few seconds to log wouldn’t be used.

 

Insight 3

The fun came from seeing patterns over time, not individual games.

 

This meant the product needed to be extremely lightweight and focused on a few core stats.

5. Problem Definition & Goals

Problem Statement

 

How might we create a simple, shared way to track Catan games so that wins, losses, and bragging rights are based on data instead of memory?

 

Design Goals

  • Make game logging take under 30 seconds
  • Make results easy to read at a glance
  • Keep the tone playful, not competitive
  • Work on mobile during game night

 

Success Indicators

  • Friends actually use it after games
  • Fewer arguments about who wins
  • People start referencing the site jokingly

6. Solution

I built a small website where anyone in the group could:

  • Add a new game
  • Select the players
  • Enter final scores
  • Instantly see updated stats

 

Behind the scenes:

  • Figma’s AI tools helped me prototype UI quickly
  • Supabase handled players, games, and scores
  • The site updated in real time

 

The focus was not perfection — it was getting something usable into our hands.

7. Key Design Decisions

What I intentionally kept simple

  • No logins
  • No profiles
  • No historical editing

 

Just:

  • Players
  • Games
  • Scores
  • Stats

 

Why

Every extra feature would reduce the chance someone would actually use it on game night.

 

This was a scoreboard, not a social network.

8. Final Experience

The site had five core screens (in accordance with the five core resources of the game):

  1. Add GameSelect players, enter scores, submit.
  2. LeaderboardSee total wins, average score, and games played.
  3. HistoryA simple list of past games with dates and winners.
  4. StatisticsTo compare the results of different combination of players.
  5. Manage PlayersAdd to new players or edit the existing player list.

 

Everything was designed for quick glances and fast input on a phone.

9. Using Figma Make and Supabase

This project was also an experiment in vibe coding and AI-assisted building.

 

I used:

  • Figma and Figma Make to generate and iterate on layouts
  • Supabase to set up tables and relationships
  • Simple front-end logic to connect the two

 

As a product designer, this helped me:

  • Test ideas without waiting on engineering
  • Explore data models firsthand
  • Understand how design decisions affect what gets built

10. Outcomes

After a few weeks of using it:

  • We logged 42 games
  • 9 regular players used the scoreboard
  • The “who wins the most?” argument basically disappeared

 

Instead, people started saying things like:

  • “The data doesn’t lie.”
  • “I’m coming for first place.”
  • “Wow, I’m worse than I thought.”

 

Which was exactly the kind of fun I was aiming for.

11. Reflection

This project reminded me that good product ideas often come from small, real frustrations.

 

I didn’t set out to build a business.

I set out to stop an annoying argument and see what would happen if I followed that curiosity all the way to a working product.

 

I learned that:

  • Even tiny problems are worth solving if they happen often
  • Tools like Figma AI and Supabase let designers move much faster
  • Making something real, even if it’s small, teaches more than polishing concepts

 

If I continued this, I’d explore:

  • Player profiles
  • Game types or expansions
  • Lighthearted achievements

 

But even in its simple form, the scoreboard already did its job:

it turned an ongoing debate into a shared, fun piece of data.