Open supported optional modules through normal lobby previews

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# Current development status
Updated 17 October 2026. **The full twelve-faction goal is unfinished. Basic
is playable and the six classic factions have a user-authorized Advanced preview.
Expansion starts and full rules/publication acceptance remain gated.**
is playable. Advanced, expansion-faction and supported optional-module starts
are labelled previews; complete rules/publication acceptance remains gated.**
The user-supplied `UNOFFICIAL_Revised_Dune_Rulebook_v.2.3_web.pdf` is now
an [authorized Advanced source of truth](RULE_DECISIONS.md#authorized-source-amendment--1-october-2026),
@@ -25,15 +25,37 @@ Advanced standalone core-function inventories are closed at prototype level.
Bounded classic/expansion mapping plus the connected follow-ups below found
no further absent standalone faction primitive in the examined paths.
This is not complete-mode acceptance: exceptional custody, timing variants,
optional skill bands, combinations and public expansion starts remain open.
optional skill bands and combinations remain open.
Rules implementation continues; comprehensive assurance and administration
remain deferred until all rules are implemented.
**Optional modules from the normal lobby — 17 October (user-directed speed pass).**
The host can now tick Leader Skills, Ecaz Treachery Cards, Nexus Cards,
Discoveries and Homeworlds as labelled previews alongside Tech Tokens and
Stronghold Cards. A normal start routes to the existing genuine setup for that
selection; each module's own admission still decides what combinations are
supported, and an unsupported choice is rejected at start with its reason. Ecaz
with Homeworlds alone stays unavailable (no combined Occupy composition yet).
Lobby choices for Skills and the independent cards live in `lobbyOptions` and
are consumed at start. A 240-start sweep (Basic/Advanced × classic/Ix/CHOAM/Ecaz
× ten selections, repeated three times) exercised 183 all-AI games to turn 3 or
an earlier win; the other 57 starts were explicit admission rejections. It found
no runtime crash after two fixes: Basic won Ecaz Occupy carries variable-army
casualties through mandatory card disposal, and bots with untyped forces round
fractional target dials to legal whole counters. Unsupported independent-card
combinations now reject the whole start instead of dropping the card selection.
Final proof: types/lint, **9,866/9,866 offline tests** and build pass. Seven
post-integration gameplay samples reach turn 3 or an earlier win with selected
modules active. Real390px lobby rejection/correction/start/skill assignment has
no browser errors or overflow. Ecaz setup now checks its existing combined
Occupy admission before starting, including World+Skills choices. Local QA only;
no deployed claim or full-combination certification.
**Expansion-faction lobby starts open — 17 October (user-directed speed pass).**
Hosts may now start Basic or Advanced-preview games with Ix, CHOAM and/or Ecaz
factions from the normal lobby; the start routes through the existing native
faction setup. Optional Tech Tokens follow the native profile; Stronghold Cards,
Homeworlds, Nexus, Discovery, Skills and independent cards keep their dev entries.
faction setup. Optional modules now use the labelled lobby controls described
above, retaining each native setup's supported roster and composition limits.
Eight all-AI 10-turn games (Basic/Advanced × Ix, CHOAM, Ecaz, all-three six-seat)
finished with no stuck or rejected actions. The lobby note warns of unfinished
interactions. **Regression triage (17 October):** the 133 failures that began