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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