New Leader Skills battles bind territory spice to the public plan reveal and automatically pay the controlling player once the selected Smuggler survives, including a loser or captive with no surviving forces. Cap collection at the original single pile and unmodified disc strength. Pending spice cannot fund a plan. Settlement before Sandmaster's after-win addition remains an explicitly documented timing inference; modified strength, multiple positive piles and other module combinations remain gated pending the existing rulings and integration. Share pre-seal admission across server, controls and all four bot profiles. Expose the public Ecaz card-variant flag so its guard also works in private views. Normalize the selected Kwisatz value once for UI validation and submission. Fix AI selection of unavailable native face-up skilled discs. Show reveal-time pending guidance and an automatic collection notice/chronicle without a new confirmation. Keep unversioned saved battles on their existing behavior. Bind saved receipts to the original battle, controller, leader, plans, posture and pile; project no internal binding frame. Void collection on leader death, opposing/mutual Traitors and explosion without restoring destroyed spice. Apply captured-leader settlement before normal custody cleanup. Existing room versioning prevents concurrent final votes from paying twice. Twelve new engine/SQLite tests cover Basic/Advanced winners and losers, caps, empty piles, zero remaining forces, weapon/Traitor/explosion outcomes, captive survival/death custody, Sandmaster ordering, corrupted receipts, immutable pre-seal guards, legacy continuation, legal paths for four profiles and authenticated concurrent/restarted settlement. Independent review prompted the Ecaz gate and stale-Kwisatz corrections and found no further material defect in the bounded delta. A focused regression also identified the missing public Ecaz configuration field, now projected. Types, lint, 4884 offline tests, production build and 43 HTTP tests passed on the unchanged source fingerprint. Two genuine four-profile Leader Skills samples completed in 265 Basic and 211 Advanced actions with no rejected candidates and 14 JSON/private-view restorations; neither sampled game naturally exercised Smuggler collection, so focused and browser evidence establish that effect. In isolated browser room YWV8AGKS, the Emperor selected Smuggler, sealed a zero dial, saw six pending spice without early credit, refreshed the pending decision and submitted no Traitor. After the opponent's production-engine final action, the browser showed the 6-8 loss, automatic six-spice collection, explanatory chronicle and restored balance 26 after another refresh. Opponent/setup staging was private and confined to the new QA room. Screenshot acceptance remains open. An initial private verification script compared SQLite null-prototype rows with parsed JSON too strictly; the transaction rolled back and the corrected content comparison passed. After the reported outage the server was healthy and the previous private QA seat restored. All 1106 baseline rooms, 2314 seats and every original recovery, entry and handover row remain byte-for-byte unchanged; the HTTP/browser checks added 34 rooms and 71 seats. SQLite integrity and foreign keys pass. No restart, migration, database reset or automation was needed. No mode, module or publication gate is opened. Verified source tree: dc55a36f7bfe108d6529b2e42add019d212648e6c17772b36e06fe73f9443265
Dune — Arrakis Table
An unofficial multiplayer adaptation of Gale Force Nine’s classic 2019 Dune, built with React, TypeScript, Vinext, and Cloudflare Workers/D1. Development is ongoing; this is not yet a complete rules implementation. Advanced and unfinished expansion starts remain disabled. Start with current status for implemented systems, remaining requirements and release gates; detailed historical evidence remains in the implementation log.
Run locally
Use Node.js 22.13 or newer and npm. Install the locked dependencies and apply local migrations before starting the server:
npm ci
npm run db:local
npm run dev -- --host 0.0.0.0
Open http://localhost:3000. Create a room, share its eight-character invitation, and add human or AI seats. The host can configure Easy, Medium, Hard and Brutal AI opponents. Current calibration demonstrates a substantially weaker Easy policy; it does not yet demonstrate a consistent ordering among the upper three levels.
Choose Learn to play for the interactive introduction
at /learn. Practice shipping, battle plans and collection before entering a
room; lesson progress stays in your browser and does not change saved games.
Local games persist in .wrangler/state. Keep this directory across restarts. Apply new additive migrations before running code that depends on them. Never delete the local database to resolve a connection or rules problem. .openai/hosting.json belongs to the existing Sites project; do not recreate the hosting project.
Saved seats and reconnecting
The room cookie identifies your seat. Refreshing or reopening the invitation with that cookie restores your private hand and pending decisions. A failed restoration offers an explicit retry. Requests time out after 15 seconds; uncertain game actions are reconciled with a read rather than automatically repeated.
Use Protect your saved seat to generate and privately save a recovery kit before enabling its key. Keep the complete kit separate from the invitation. Recover a saved seat uses that kit to restore the same faction after cookie loss and revokes the previous browser sessions for that seat. Recovery keeps existing forces, resources and sealed commitments. Anyone holding the kit can control that seat and see its private information.
If recovery receives no confirmed response, keep the page open and retry the same recovery request. The server recognizes the receipt and does not rotate twice. Replacing the recovery key invalidates the older kit. Host-initiated takeover remains unfinished. An owning human seat can enable or disable its own AI control during a started game.
New create/join requests save a private, tab-scoped retry record before sending. If the response is uncertain, keep the tab open and use the explicit retry; refresh preserves the same request. Confirmed success removes that record. Clearly rejected first requests return to the form for correction. A retry can recover the original room and seat without creating duplicates, but closing the tab or clearing its data can lose the proof. This record is separate from the long-term seat recovery kit.
An uncertain saved-kit recovery keeps its exact retry details in memory and prevents conflicting navigation. If that recovery has become obsolete, deliberate abandonment releases the controls after explaining that it cannot undo a completed recovery. Keep a valid saved kit before discarding retry details.
Use Pass your seat to another player for a voluntary one-time transfer. The private offer lasts 24 hours; acceptance preserves progress and revokes the old owner’s sessions and recovery kits. The recipient uses Accept a seat handover on the home page, then creates their own recovery kit. Keep the tab open until acceptance is confirmed; exact private retry details survive refresh in that tab. See seat handover for cancellation, retry behavior and current limits.
The table header offers optional Sound effects, with mute, volume and a test sample. Short cues mark phase changes and automatic action notices. Sound starts off; preferences stay in your browser. See table sounds for activation, background behavior and prototype limits.
Verify changes
Use the development guide for architecture, focused tests and the repeatable verification tools. Tests are discovered automatically; the default suite includes in-memory persistence recovery and needs no server:
npm test -- ecaz-collection ecaz-spice
npm run check
npm run build
Run npm run test:integration against a development server for HTTP/session
changes. npm run test:multiplayer remains available for recovery plus HTTP
checks; npm run test:recovery runs only in-memory persistence tests. All test
commands accept filename fragments and --list after --.
The production build is written to dist. npm start runs that build with Wrangler; apply its database migrations to the intended storage environment before use. The included local migration command targets the development database, not a remote deployment.
Reproduce the current AI study with:
node --import tsx tools/ai-calibration.ts --games 120 --seed 20260907 --out /tmp/dune-ai-calibration.json
See AI calibration, multiplayer audit, component inventory, and visual playtest for scope and limitations. Passing subsystem tests does not certify every rules combination.
Development maintenance
The user-authorized 13 September 2026 local reset established a fresh saved-game baseline; see the reset record. Preserve all games created after that checkpoint.
Reuse the running development server. Restart only when a code or configuration change, or an observed server condition, makes leaving it running likely to cause issues; use judgment rather than an hourly schedule. Preserve database state, warn before interrupting human play, and defer until a safe decision point. Verify server health and restoration after a necessary restart. No recurring automation is installed; the user requested leaving it removed. Fix causes of crashes and lost progress rather than relying on restarts.
The application bundles its artwork, fonts and rules guidance. Source provenance and third-party notices live in developer documentation; the player-facing reference uses internal links. Publication remains gated on completion and integrated verification of the requested rules, expansions and critical player journeys.