v0.7.5 — solitaire asks before it deals, the same way multiplayer already does
A new #solitairesetup screen in play.html asks the full shared game-options block — type, starting hand, Extra start, revenue, victory conditions, optional rules — before a genuinely fresh visit deals a game. A saved game, an explicit ?seed=, or a URL a Deal already wrote all skip past it, same as ?lobby already skips the front doors on an invite link. The in-game dialog, the lobby and this screen now share one wireGameTypeBlock()/commitNewGame() pair instead of the dialog carrying its own copy of the questions. 859 tests pass. Not yet played in a browser. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX
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Claude Sonnet 5
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@@ -308,6 +308,17 @@ Queued 2026-08-29, from building Gitea#11 and #16 (both shipped in v0.7.3, main
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Stage for switching, which needs it to know it wants time — a notion it does not have. Reasoning
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and the measurement are under Bot Performance.
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42. ~~**Solitaire must ask before it deals, the same way multiplayer's lobby already does.**~~ — done
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2026-08-29 in v0.7.5. Jesse: "let the user choose their options like the start of a multiplayer
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game"; "asking first is the only path." A new `#solitairesetup` screen in `play.html` asks the
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full shared block — game type, starting hand, Extra start, revenue, victory conditions, optional
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rules — before a genuinely fresh visit deals anything; a saved game, an explicit `?seed=`, or a
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URL a Deal already wrote all skip past it. The in-game dialog, the lobby and this screen now
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share one `wireGameTypeBlock()`/`commitNewGame()` pair instead of the dialog carrying its own
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copy. Reasoning in `CHANGELOG.md`. **Committed but not yet played in a browser** — verified by
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`tsc --noEmit` and the full suite (859 pass), not by loading the page and clicking through it.
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Worth being an early item in the next play session, alongside #39's four unplayed v0.7.4 features.
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---
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## Replay / Save Games
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