# Interactive introduction 20 September 2026. **Prototyped; partial teaching coverage.** `/learn` is linked from the lobby and rules reference. It adds the previously missing guided introduction alongside the reference's existing standalone practice wheel. Five navigable lessons cover public/private table information and the phase sequence, shipment budgets, sealed battle plans, spice collection and joining or recovering a saved table. Three independent Basic practice positions let a player change inputs, commit, inspect results and retry. These positions are deliberately separate examples rather than a complete game or an authoritative live room. The examples call `reserveShipmentCost`, `quoteBattleResolution` and `quoteSpiceCollection`. Battle uses six ordinary forces, real Atreides/Guild leaders and canonical base-deck cards. The fixed opponent's dial, leader and projectile weapon appear only after the player's seal action. The resulting weapon survival, scores, ordinary aggressor tie, force losses and bounty come from the production combat quote. There are no Traitor calls or faction powers in this teaching position. It is not an AI policy or hidden-information test of the four live difficulty levels. The existing wheel, keyboard controls and card inspectors remain available. Lesson changes focus the heading; responsive columns stack on small screens. Browser storage contains only a versioned, validated set of lesson choices under `dune-introduction-v1`. It includes the sealed/revealed state. Unknown versions, out-of-range values and impossible saved shipments fall back to the first lesson. Unknown fields are dropped. Storage failure leaves the exercise usable in memory and displays that refresh may reset it. Separate tabs may save different progress; the last write is restored on the next visit. No multiplayer API or seat token is used, and no server restart or database migration is required. `tests/introduction.test.ts` checks unaffordable shipping, protected ties, wrong defense and leader death, every offered dial/defense pair, collection capacity, save round trips and malformed state. Browser interaction checks confirmed the unaffordable-shipment explanation, a legal shipment, card inspection, a protected 8–8 tie, the wrong defense causing leader death, saved reveal after refresh, city collection and lobby return/re-entry. At a 390px viewport the battle controls and new lobby link stayed within the page bounds. Screenshot capture timed out, so visual screenshot acceptance remains open; DOM bounds are narrower evidence. Final source-bound reports and Git delivery record required check/build results. This does not replace a full interactive curriculum. Movement paths, bidding, Traitor calls, alliances, faction lessons, Advanced support and expansion lessons remain future work. No rules mode, expansion or publication gate is opened.