Players can select a non-allied recipient and explicitly pay a whole-spice bribe outside Mentat and open decision/response windows. The server derives private payment limits from uncommitted spice and existing joint Truthtrance completion checks on isolated copies. Target-specific Bureaucrat guards preserve supported redirect/allow continuations. Reserved bids, sealed spending and incoming escrow cannot be spent twice. No strategic AI negotiation or mode/publication changes. The panel separates deferred incoming bribes from spendable supply, disables stale/invalid selections and uses existing request/version fencing. The chronicle now describes actual payment and next-Mentat spendability rather than a promise. Internal guidance and the implementation checklist record this boundary. The separate Emperor gift/Bureaucrat source ambiguity remains explicitly pending. Independent review found no material issue. Focused tests cover out-of-turn payment, JSON escrow/collection, private budgets, invalid targets/amounts, phase/response gates, reserved bids, joint promises, supported redirection and rendered controls. Existing Bureaucrat SQLite/all-four legal response tests pass. The new HTTP test races duplicate submissions and verifies one debit, refreshed private balances and stale/over-budget rejection. Types, lint, all 4968 offline tests, production build and 49 HTTP tests pass on stable source. Preliminary checks caught a typed fixture opener and semantic-status/internal-link/template lint requirements and the new SSR test needed the existing Vinext Link alias. All were corrected before the final4 run. Browser QA used genuine fresh Basic setup with a human payer and Easy AI recipient: 11 rejected by controls, 4 paid from10 leaving6, one public payment entry and unchanged recipient spendable10 with4 in escrow after refresh. Keyboard selection and amount access passed. At390px the panel fits with16px text and44px-or-larger controls; linked rules and back navigation work. Screenshot capture timed out; full visual/assistive and all-configuration acceptance remain open. Browser transport loss was not injected; HTTP concurrency is separately covered. This is playability evidence, not difficulty calibration. All 1418 original rooms, 2991 seats and auxiliary rows are unchanged. SQLite integrity and foreign keys pass. The healthy server was reused without restart, migration, reset or recurring maintenance. Private evidence: 20260921-bribe-controls. Verified source tree: b9a8594c5dcd85f78974c9647f24f5f6eba60a38c9dcd2badcf4529d1e825ae1
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.
Before starting, open Configure on an AI seat to change its difficulty, faction or player circle without replacing it. Changes save immediately and clear human readiness. See lobby AI configuration.
Full AI implementation and tuning wait until all non-AI game features are complete. The AI development plan then targets approximately 75% higher-tier wins for Medium/Easy, Hard/Medium and Brutal/Hard. Until that stage, AI work focuses on minimal legal participation and critical playability fixes.
Choose Learn to play for the interactive introduction
at /learn. Practice storm dials, spice blows, alliances, charity, bidding, revival, shipping, movement, battle plans, Traitor calls 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.
For a planned absence, Let a player start AI for your seat grants one named human player permission to start your chosen difficulty once within 24 hours. They can activate it while you are online, but receive no private seat access. You can revoke unused permission or take back control. Recovering or transferring either seat invalidates the grant. See AI permission for saved retries and limits.
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.
Use Table discussion below the board for public conversation or private messages to another human seat. Messages survive refresh; exact retries avoid duplicates. Private history follows the seat through recovery or handover. Messages do not execute game actions, and AI opponents do not answer them yet. See table discussion.
Use Bribes beneath the table to pay a non-allied faction. The recipient's share becomes spendable at the next Mentat Pause; the panel shows your own incoming bribes and the current payment limit. See bribe controls.
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.