v0.4.0 — multiplayer Phases 0 and 1: seat and player split apart, turn state per player, the page behind a Session, and eight seat/player mix-ups fixed with tests that fail without them
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@@ -10,7 +10,7 @@ train into an occupied Subdivision. Get that wrong and two trains meet at speed.
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## Status
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**v0.3.1 — solitaire is playable in a browser.** The whole game runs client-side: the engine is pure,
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**v0.4.0 — solitaire is playable in a browser.** The whole game runs client-side: the engine is pure,
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imports nothing outside itself, and never touches `Math.random`, so a static host is all it needs.
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- **Rules** — fully specified. Ten gaps in the original prototype rules found and resolved.
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@@ -18,9 +18,10 @@ imports nothing outside itself, and never touches `Math.random`, so a static hos
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- **Architecture** — six documents, including a 20-component build plan.
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- **Code** — the engine, the bot, the balance harness, the replay viewer and the playable page. A
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game can be saved, shared, replayed and stepped back through.
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- **Not built** — multiplayer (the engine runs 2–5 player games and the bot plays them, but there is
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no server, no turn submission and no per-player view), the 22 opponent-directed cards, and real
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audio.
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- **Not built** — the multiplayer server (Phases 0 and 1 of the plan are done: seat and player are
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separate, turn state is per player, and the page talks to a `Session` rather than to the engine, so
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a remote one drops in without the page changing — but there is no server, no turn submission and no
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per-player push), the 22 opponent-directed cards, and real audio.
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Balance is *not* where it should be: the developer bot averages 7.0 Revenue against a target of 20 —
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of which ~5.4 is the "one Revenue per train that clears your section" rule, so the working freight
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