Open supported optional modules through normal lobby previews
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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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