Add Charity and Revival resource practice
Expand the internal introduction to eleven lessons and nine independent Basic exercises. Charity shows the ordinary top-up to two spice and prevents duplicate claims. Revival lets Atreides, Emperor and Fremen return ordinary forces in batches and revive an eligible leader using the same spice balance. Reuse production charity and revival calculations; only narrow the leader-options TypeScript signature, with no live rules or AI strategy changes. Version 5 practice saves retain all earlier lesson identities and accepted choices. Replay a bounded, validated history to reconstruct spice, Tanks, reserves, leader custody and turn allowances. Cover first-cycle, surviving-leader and repeat-death rosters, cumulative free allowances, paid returns, the three-force cap, separate leader allowance and unaffordable choices. Seven new tests compare real engine actions, immutable inputs, migration and impossible-save rejection. Independent review found no material issues. Types, lint, 4941 offline tests and production build passed on stable final source. Browser checks confirm previous alliance migration, keyboard Charity, shared revival spending, refreshed force/leader outcomes, roster restrictions, faction free rates, cap rejection and leader inspection. At390px all observed new controls fit, with 44px or taller targets. Screenshot capture remains unavailable; DOM bounds are narrower evidence. The full curriculum, faction/expansion teaching and rules/publication gates remain incomplete. Reused the running server. A stale development import for the newly-created file cleared through import-graph invalidation and reload without restarting. All 1337 rooms, 2805 seats and existing recovery, entry, handover, delegation and migration rows remain unchanged. SQLite integrity and foreign keys pass. No database migration/reset, automation, usage check or AI calibration. HTTP/auth/persistence source is unchanged; the required offline suite includes recovery checks and no broad HTTP suite was rerun. Private evidence: 20260921-resource-practice. Verified source tree: 40e207a5d46f53501a9ec8f77a8b48a5e4f0b3d67278bf670b1e53050770a40b
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@@ -230,23 +230,24 @@ export const RULE_TOPICS: RuleTopic[] = [
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category: 'Getting started',
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coverage: 'Partial',
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developmentStage: 'Prototyped',
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summary: 'Practice alliances, bidding, shipping, movement, sealed battle plans, Traitor calls and spice collection before joining a table.',
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summary: 'Practice alliances, charity, bidding, revival, shipping, movement, sealed battle plans, Traitor calls and spice collection before joining a table.',
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steps: [
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'Choose Learn to play in the lobby or at the top of this reference. Nine lessons introduce table information, ordinary Nexus alliances, bidding, shipping budgets, movement, battle choices, Traitor calls, collection and saved-seat recovery.',
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'The seven practice positions are separate Basic examples. Compare movement range with city access, storm and stronghold limits; reveal a matching Traitor or decline after both plans appear. Bidding, shipping, combat and collection use the same rule calculations as live games.',
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'Choose Learn to play in the lobby or at the top of this reference. Eleven lessons introduce table information, ordinary Nexus alliances, charity, bidding, revival, shipping budgets, movement, battle choices, Traitor calls, collection and saved-seat recovery.',
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'The nine practice positions are separate Basic examples. Compare movement range with city access, storm and stronghold limits; reveal a matching Traitor or decline after both plans appear. Bidding, shipping, combat and collection use the same rule calculations as live games.',
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'Bidding lets you raise, pass and re-enter while the card remains for sale. Only the winner pays; a purchased card stays private. Try a full hand or opponents who all pass, then restart the example.',
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'Charity compares zero, one and two-or-more spice. Revival compares three factions’ free allowances, cumulative force returns, shared spending and leader eligibility across first-death, surviving and repeat-death rosters. Force and leader returns remain separately limited.',
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'At the Nexus, offer an alliance or accept the Emperor’s offer. An unanswered offer does not form an alliance. Break it or finish the Nexus, then compare three versus four shared strongholds at a later Mentat Pause. Changing practice options restarts that example.',
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'The opponent uses a fixed teaching plan, revealed only after you seal yours. Try another plan to compare a Shield with a Snooper, or a low dial with the aggressor’s winning tie. This is an exercise, not an AI match.',
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'Lesson progress stays in this browser, including a revealed plan. No room, multiplayer action or saved-seat credential is created or read. If browser storage is unavailable, practice still works for the current visit.',
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'Faction lessons, Advanced combat, alliance powers, broader storm exceptions and expansions remain outside this introduction. The full reference and phase guidance explain more; existing mode gates still apply.',
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],
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related: ['setup', 'spice-blow', 'alliance-funding', 'bidding', 'movement', 'battle', 'collection', 'privacy', 'implementation-checklist'],
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related: ['setup', 'spice-blow', 'alliance-funding', 'charity', 'revival', 'bidding', 'movement', 'battle', 'collection', 'privacy', 'implementation-checklist'],
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checklist: [
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{ area: 'Implementation', status: 'Partial', detail: 'Nine lessons and seven interactive Basic examples reuse production alliance/victory, bidding, shipment, map/occupancy, combat and collection calculations. The complete teaching curriculum remains unfinished.', evidence: ['game/introduction.ts', 'game/introduction-movement.ts', 'game/introduction-bidding.ts', 'game/introduction-alliance.ts', 'game/nexus-alliance.ts'] },
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{ area: 'Player controls', status: 'Partial', detail: 'Alliance offer/accept/withdraw/break and later victory, bid/pass, full-hand and all-pass choices, lesson navigation, keyboard force sliders and battle wheel, card inspectors, seal/reveal, retry and browser-local continuation are connected.', evidence: ['components/introduction.tsx', 'components/introduction-practice.tsx', 'components/introduction-bidding.tsx', 'components/introduction-alliance.tsx'] },
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{ area: 'Implementation', status: 'Partial', detail: 'Eleven lessons and nine interactive Basic examples reuse production alliance/victory, charity/revival, bidding, shipment, map/occupancy, combat and collection calculations. The complete teaching curriculum remains unfinished.', evidence: ['game/introduction.ts', 'game/introduction-movement.ts', 'game/introduction-bidding.ts', 'game/introduction-alliance.ts', 'game/nexus-alliance.ts', 'game/introduction-resources.ts'] },
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{ area: 'Player controls', status: 'Partial', detail: 'Charity claims, cumulative free/paid force returns, eligible leader revival and inspection, alliance offer/accept/withdraw/break and later victory, bid/pass, full-hand and all-pass choices, lesson navigation, keyboard force sliders and battle wheel, card inspectors, seal/reveal, retry and browser-local continuation are connected.', evidence: ['components/introduction.tsx', 'components/introduction-practice.tsx', 'components/introduction-bidding.tsx', 'components/introduction-alliance.tsx', 'components/introduction-resources.tsx'] },
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{ area: 'AI', status: 'Partial', detail: 'Fixed alliance responses, bidding scripts and an opponent battle plan provide reproducible teaching examples. The introduction is not an AI game and does not demonstrate opponent strategy or calibration.' },
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{ area: 'Documentation', status: 'Partial', detail: 'Internal links connect each lesson to existing rules; the setup and saved-seat guidance distinguish practice from a live multiplayer game.', evidence: ['docs/INTERACTIVE_INTRODUCTION.md'] },
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{ area: 'Verification', status: 'Partial', detail: 'Focused checks cover alliance consent/break and later victory across 24 engine comparisons, bidding/re-entry against the live engine, full hands, payment/card custody, pricing, all offered plans, weapon survival, ties, losses, collection limits, 96 movement comparisons against the engine, single/mutual/declined Traitor calls and saved-choice migration/validation. This does not certify all rules or the complete learning journey.', evidence: ['tests/introduction.test.ts', 'tests/introduction-practice.test.ts', 'tests/introduction-bidding.test.ts', 'tests/introduction-alliance.test.ts', 'tests/nexus-alliance.test.ts'] },
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{ area: 'Verification', status: 'Partial', detail: 'Focused checks compare resource payments, allowances and leader custody with engine actions, validate paid-save continuation and prior lesson migration, and cover alliance consent/break and later victory across 24 engine comparisons, bidding/re-entry against the live engine, full hands, payment/card custody, pricing, all offered plans, weapon survival, ties, losses, collection limits, 96 movement comparisons against the engine, single/mutual/declined Traitor calls and saved-choice migration/validation. This does not certify all rules or the complete learning journey.', evidence: ['tests/introduction.test.ts', 'tests/introduction-practice.test.ts', 'tests/introduction-bidding.test.ts', 'tests/introduction-alliance.test.ts', 'tests/nexus-alliance.test.ts', 'tests/introduction-resources.test.ts', 'tests/introduction-resources-migration.test.ts'] },
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],
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},
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{
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