123 lines
7.5 KiB
Markdown
123 lines
7.5 KiB
Markdown
# Advanced preview
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The user explicitly authorized a clearly labeled unfinished Advanced mode on
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21 September 2026. This changes access to the existing development game, not
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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. 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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With native CHOAM, classic factions and exactly the CHOAM and Ix decks, the
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host may instead select the unfinished printed-Kull preview without other
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optional modules. Its effect-specific duration and combination limits are
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shown in the lobby and remain provisional.
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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 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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system. Basic remains the default.
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## Simultaneous victories
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When multiple unallied players qualify for ordinary victory, Advanced compares
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their stronghold counts and awards the higher count before checking a Bene
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Gesserit prediction. Equal highest counts provisionally share the win; a set of
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all three Tech Tokens counts as one additional stronghold in this comparison.
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Qualifying alliances and the separate Ecaz Homeworld victory retain their
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existing shared-winner treatment. Basic keeps its shared-win ranking.
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The publisher FAQ for Basic and the authorized revised rules for Advanced also
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permit qualifying players or alliances to agree to play another full turn and
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optionally raise the stronghold target. The provisional agreement is offered
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when at least two distinct sides qualify in Basic, or when equal highest solo
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qualifiers or other distinct sides qualify in Advanced. Every member of those
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sides responds in storm order. The first may finish or propose another turn
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with a whole-number target increase from zero through 20; each later member
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accepts that exact proposal or finishes. Voter scope, ordered controls and the
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input cap are online conventions. Finishing resolves the original result and
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any correct private prediction; unanimous acceptance continues without revealing
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that prediction.
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The increase adds to the ordinary solo and alliance stronghold targets, while
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independent Ecaz joint-occupation and Homeworld special-victory conditions stay
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separate under the provisional interpretation. The original Mentat phase
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continues unless CHOAM's completed end-of-Mentat opportunity was the source,
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in which case the next turn begins. The final turn defaults to ten; an agreement
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at the current final turn provisionally extends it by one, including a turn-ten
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agreement. The Fremen and Guild final-victory checks move to the agreed final
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turn under this interpretation, even though the supplied Fremen sheet names the
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end of turn ten. Repeated extensions can move the final turn further. Broader
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special-victory cases and full natural extended-turn verification remain open.
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[Source and interpretation](RULE_DECISIONS.md#advanced-simultaneous-solo-stronghold-victories--27-october-2026).
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## Admission and saved behavior
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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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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. 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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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 selections must
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also support their mandatory allied Arrakis Occupy battle; fresh Ecaz/classic
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Homeworlds now compose that path, with or without the supported Skills entry.
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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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- `advanced-preview.test.ts`: normal explicit starts, strict authority/admission,
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readiness, Basic fallback, genuine setup for all 57 base rosters with each of
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four existing legal AI profiles, card/force custody, JSON and private views.
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- `advanced-preview-controls.test.ts`: visible mode/warning/host controls and
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exact Advanced create-request restoration.
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- `advanced-preview-recovery.test.ts`: production room SQL, fresh module reload,
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both private seats, unchanged rejected requests and start/rules CAS races.
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- `advanced-preview-http.test.ts`: normal authenticated endpoints, explicit
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opt-in, origin/authority checks, readiness, duplicate start and refresh.
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An Advanced six-seat sample exposed an Intrusion save boundary: a shipment
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without an accompanying-advisor offer stored `followup: undefined`, which JSON
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removed and changed the restored private views. Ordinary and Junction shipment
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calls now omit that field when no follow-up exists. Focused regressions cover
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both routes and every seat across JSON restoration. The same genuine six-seat
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seed then completed at turn 10 after 1,531 actions and 41 restores. A separate
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ten-game Basic/Advanced base-roster matrix (two through six seats) completed
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with no rejected actions; these samples do not certify all Advanced interactions.
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The private checkpoint directory records final check/build/HTTP results, ordinary
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preview-start complete-game samples, browser checks and saved-game preservation.
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These are development samples, not AI calibration or complete interaction coverage.
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Advanced base powers and timing audits remain unfinished, including the recorded
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Guild/special-Karama boundaries and advisor interactions. Stronghold Cards and
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Tech Tokens retain their existing implementation limits. Full visual acceptance,
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complete rules compliance and publication remain open.
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