Open supported optional modules through normal lobby previews
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@@ -7,18 +7,19 @@ the rules-completion or publication criteria.
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## Select and start
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1. On the home page, choose **Rules → Advanced preview**, then **Create a room**.
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2. Invite players or add AI seats. The preview supports two through six of the
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six classic factions: Atreides, Harkonnen, Fremen, Emperor, Guild and Bene Gesserit.
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3. Optionally enable **Tech Tokens** with at least three players, or
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**Stronghold Cards** in the lobby.
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2. Choose the desired expansion families, then invite players or add AI seats.
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Games support two through six players from the selected families and classics.
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3. Optionally choose **Leader Skills**, **Ecaz Treachery Cards**, **Nexus Cards**,
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**Discoveries**, **Homeworlds**, **Tech Tokens** (three or more players) or
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**Stronghold Cards**. Supported module/roster combinations use their existing
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setup; unsupported selections reject at start with a reason.
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4. Each human chooses **Ready for Advanced preview**. The host chooses
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**Begin Advanced preview**.
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The host can also change **Rules** in an existing base-game lobby. Changing modes
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clears human readiness; native AI seats remain ready. Switching to Basic removes
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unused Stronghold Cards and keeps Tech Tokens. Rules cannot change after setup
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starts. Selecting Advanced on the home page clears expansion selections, which
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are outside this preview. Joining a room uses that room's existing rules.
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The host can also change **Rules** in an existing lobby. Changing modes or module
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selections clears human readiness; native AI seats remain ready. Switching to
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Basic removes unused Stronghold Cards and keeps Tech Tokens. Rules cannot change
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after setup starts. Joining a room uses that room's existing rules.
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The warning remains visible throughout Advanced play, including older Advanced
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development saves. Games use the existing room save, reconnect and private seat
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@@ -30,23 +31,28 @@ Normal room creation already stores `advanced: boolean`; the same request format
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and exact tab retry are retained. The host-only lobby action
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`{type: 'rules', advanced: boolean}` changes the mode. The ordinary start action
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must contain `advancedPreview: true` for Advanced; a bare start remains rejected.
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Only a successful explicit start writes `Game.advancedPreview: true`.
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`GameView.advancedPreview` projects the marker as a boolean.
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Core Advanced starts record `Game.advancedPreview: true`, projected as a boolean.
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Expansion/module starts retain their own setup markers instead: some module
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profiles deliberately exclude the core-only marker. The explicit Advanced
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opt-in remains required for every Advanced start.
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Start calls the genuine shared setup pipeline, including prediction, Traitors,
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starting forces, advisors, elites and the starting Treachery deal at their normal
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stages. The live API never dispatches a test/audit initializer. Fresh-lobby and
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unused-module checks prevent accidental redealing. Restored preview markers must
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still match their supported mode and roster. Mode changes, starts and ordinary
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stages. Public starts now call the same genuine setup entries as development
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tools; this is not permission to dispatch arbitrary initializer/profile names.
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Fresh-lobby and unused-module checks still prevent accidental redealing. Restored
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core preview markers must match their mode and roster. Mode changes and ordinary
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continuation retain the existing version/CAS fence and private views.
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Expansion factions/decks, Homeworlds, Nexus, Discoveries, Leader Skills, the Ecaz
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Treachery variant and separate audit profiles remain rejected by normal starts.
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Enabling Advanced cannot bypass those gates. For compatibility with exact older
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create retries, the create API still accepts the pre-existing expansion lobby
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format; those unsupported lobbies cannot start and have no expansion-removal
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control yet. The preview creation UI prevents that combination. No pending ruling is resolved by
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this access change; see the [decision index](RULE_DECISIONS.md).
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The 17 October lobby-access pass opens expansion factions and supported optional
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modules as previews; it does not remove their existing composition guards.
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Skills and the independent Ecaz cards use lobby-only selections consumed during
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start; the other modules retain their existing undealt lobby shape. Every
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selected module must be honoured or the start rejected. Ecaz with Homeworlds
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alone remains unavailable because its combined Occupy battle is not supported.
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Special development profiles remain separate. No pending rules ruling or
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complete-mode/publication gate is resolved by opening these controls; see the
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[decision index](RULE_DECISIONS.md).
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## Evidence and limits
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+27
-5
@@ -1,8 +1,8 @@
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# Current development status
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Updated 17 October 2026. **The full twelve-faction goal is unfinished. Basic
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is playable and the six classic factions have a user-authorized Advanced preview.
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Expansion starts and full rules/publication acceptance remain gated.**
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is playable. Advanced, expansion-faction and supported optional-module starts
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are labelled previews; complete rules/publication acceptance remains gated.**
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The user-supplied `UNOFFICIAL_Revised_Dune_Rulebook_v.2.3_web.pdf` is now
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an [authorized Advanced source of truth](RULE_DECISIONS.md#authorized-source-amendment--1-october-2026),
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@@ -25,15 +25,37 @@ Advanced standalone core-function inventories are closed at prototype level.
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Bounded classic/expansion mapping plus the connected follow-ups below found
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no further absent standalone faction primitive in the examined paths.
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This is not complete-mode acceptance: exceptional custody, timing variants,
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optional skill bands, combinations and public expansion starts remain open.
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optional skill bands and combinations remain open.
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Rules implementation continues; comprehensive assurance and administration
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remain deferred until all rules are implemented.
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**Optional modules from the normal lobby — 17 October (user-directed speed pass).**
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The host can now tick Leader Skills, Ecaz Treachery Cards, Nexus Cards,
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Discoveries and Homeworlds as labelled previews alongside Tech Tokens and
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Stronghold Cards. A normal start routes to the existing genuine setup for that
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selection; each module's own admission still decides what combinations are
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supported, and an unsupported choice is rejected at start with its reason. Ecaz
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with Homeworlds alone stays unavailable (no combined Occupy composition yet).
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Lobby choices for Skills and the independent cards live in `lobbyOptions` and
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are consumed at start. A 240-start sweep (Basic/Advanced × classic/Ix/CHOAM/Ecaz
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× ten selections, repeated three times) exercised 183 all-AI games to turn 3 or
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an earlier win; the other 57 starts were explicit admission rejections. It found
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no runtime crash after two fixes: Basic won Ecaz Occupy carries variable-army
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casualties through mandatory card disposal, and bots with untyped forces round
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fractional target dials to legal whole counters. Unsupported independent-card
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combinations now reject the whole start instead of dropping the card selection.
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Final proof: types/lint, **9,866/9,866 offline tests** and build pass. Seven
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post-integration gameplay samples reach turn 3 or an earlier win with selected
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modules active. Real390px lobby rejection/correction/start/skill assignment has
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no browser errors or overflow. Ecaz setup now checks its existing combined
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Occupy admission before starting, including World+Skills choices. Local QA only;
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no deployed claim or full-combination certification.
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**Expansion-faction lobby starts open — 17 October (user-directed speed pass).**
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Hosts may now start Basic or Advanced-preview games with Ix, CHOAM and/or Ecaz
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factions from the normal lobby; the start routes through the existing native
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faction setup. Optional Tech Tokens follow the native profile; Stronghold Cards,
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Homeworlds, Nexus, Discovery, Skills and independent cards keep their dev entries.
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faction setup. Optional modules now use the labelled lobby controls described
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above, retaining each native setup's supported roster and composition limits.
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Eight all-AI 10-turn games (Basic/Advanced × Ix, CHOAM, Ecaz, all-three six-seat)
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finished with no stuck or rejected actions. The lobby note warns of unfinished
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interactions. **Regression triage (17 October):** the 133 failures that began
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@@ -1,5 +1,37 @@
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# Dune implementation status
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## 17 October 2026 — Normal-lobby module previews and legal continuation
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Hosts can select Leader Skills, the independent three-card Ecaz variant,
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Nexus Cards, Discoveries and Homeworlds beside Tech Tokens and Stronghold
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Cards. Normal starts reuse the genuine fresh setup entries and retain their
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roster/module constraints; Advanced still requires explicit preview opt-in.
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Lobby-only Skills/card selections are consumed at start rather than saved as
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dealt components. Unsupported combined selections reject without dropping an
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option. Ecaz admission also checks that the selected setup can resolve its
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mandatory allied Occupy battle before committing setup.
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Changed-path gameplay exposed two real defects: a Basic Occupy winner's named
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variable-army casualties were missing from mandatory card-disposal validation,
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and ordinary Basic bots could copy a fractional target dial into an illegal
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whole-counter plan. Both now continue legally. A next-turn Salusa shipment test
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now uses Polar Sink rather than a sector which the genuine next Storm may block.
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Earlier bounded sweep: 183 played runs and 57 explicit admission rejections
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across 240 attempts. Final seven-game lobby smoke reaches turn 3 or an earlier
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win with every requested module active. A real 390px local browser journey
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rejects incompatible cards+Nexus with both checkboxes retained, clears readiness
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on correction, starts Skills+independent cards and assigns a real offered skill
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before reaching Traitor selection. No browser errors or horizontal overflow.
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Final types/lint, all **9,866 offline tests** and production build pass. Existing
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Node deprecation, client chunk-size and Vinext route-classification warnings
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remain. The full suite is a justified integration check for the newly opened
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start paths, not a new per-prototype schedule. Only dedicated local QA rooms
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were created/advanced; no game was reset or deleted and nothing was deployed.
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Complete combinations, custody/recovery assurance and release acceptance remain
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open. See [lobby access and limits](ADVANCED_PREVIEW.md).
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## 17 October 2026 — Mandatory normal Banker default
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An ordinary supported all14 Skills setup previously completed a Bank-four
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