Say who the game is waiting on, and move the Fedora; replay in words
Three items folded into the unshipped v0.7.9. WAITING ON (reported by Jesse from play). The status line said "nobody — the Division is running itself" while the game was stopped on the Superintendent. Frame.actor carried clock.currentActor, which is null for the whole Mainline Phase, so all three interruptions — §8.1's clearance ruling, Gitea#5's Yard Office offer, Gitea#19's Red Flag prompt — reported that nobody was holding it up. actingPlayer had the answer since the Gitea#5 refactor; the Frame threw it away. It carries actingPlayer now, plus a new `awaiting` field naming the question and the train: "waiting on Bob · a clearance ruling · Train 4". Naming the person alone is not enough when three different things can be pending. THE FEDORA (TODO #29) rides at the right-hand end of the phase row instead of a line of its own, and wraps under rather than squeezing the chips. THE DEVELOPER REPLAY (TODO #34) printed "loss — revenueFloor", the same defect Gitea#16 was filed about, still alive because nothing player-facing pointed at it. panels.ts's reasonSentence is exported and shared rather than reimplemented, fed the last recorded frame and stripped of markup. The drift test maps win/loss to won/lost so it still checks the two AGREE rather than that they are spelled alike. Also carries the previous, unsigned commit's work: the two setup screens worded the same section by section. 877 tests pass, ten new. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AdG46Ja2PEDBkpqiDazMoX
This commit is contained in:
co-authored by
Claude Sonnet 5
parent
131538dc7c
commit
a70b7f88f3
+18
-25
@@ -256,25 +256,21 @@ export function runLobby(handlers: LobbyHandlers, resume?: { token: string; game
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else if (type === 'custom') type = base;
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for (const r of typeRadios()) r.checked = r.value === type;
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const scoring = preset(base).scoring;
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const note = $('lb-type-note');
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if (type === 'custom') {
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note.textContent =
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`${gameTypeLabel('custom', scoring)} · ${differing.length} ` +
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`${differing.length === 1 ? 'setting differs' : 'settings differ'} from ${preset(base).label}.`;
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note.className = 'ng-note changed-note';
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// A Custom game is nobody's default: open the block that says how it differs.
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$<HTMLDetailsElement>('lb-settings').open = true;
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} else {
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note.textContent = preset(type as PresetName).blurb;
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note.className = 'ng-note';
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}
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/**
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* NO SENTENCE UNDER THE RADIOS since 2026-08-30 — it restated the type just chosen to the person
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* who had just chosen it, and the row is already labelled and already carries its own
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* description (Jesse: "There's no need to repeat it below"). `form.mark` still puts a hint on
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* each row that actually differs, which is where a Custom game's differences can be acted on.
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*/
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// A Custom game is nobody's default: open the block that says how it differs.
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if (type === 'custom') $<HTMLDetailsElement>('lb-settings').open = true;
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}
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for (const r of typeRadios()) {
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// Solitaire is on this screen so the two screens read as one list, but there is nothing here to
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// deal it with — the New Game dialog is where a solitaire game comes from.
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if (r.value === 'solitaire') markUnavailable(r, 'dealt with the New game button, not here');
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// deal it with. Dimmed and left to speak for itself: the heading says "Game type
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// (multi-player)", which is the explanation (Jesse, 2026-08-30).
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if (r.value === 'solitaire') markUnavailable(r);
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r.onchange = () => {
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if (!r.checked) return;
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if (r.value === 'custom') {
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@@ -615,18 +611,15 @@ export function prefillCode(code: string): void {
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*
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* Reported by Jesse 2026-08-23: "solitaire is disabled, but really hard to tell." A bare `disabled`
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* on a radio leaves the whole row at full strength — the dot simply refuses the click, which reads
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* as a broken control rather than an unavailable one. Dims the row and says why, once.
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* as a broken control rather than an unavailable one.
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*
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* The dimming is the whole signal now. It used to append a reason to the row as well, and dropped
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* that in 2026-08-30 along with the same text on the solitaire screen: one heading naming which
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* game the screen deals says it once, where three dimmed rows each said it again.
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*/
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function markUnavailable(radio: HTMLInputElement, why: string): void {
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function markUnavailable(radio: HTMLInputElement): void {
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radio.disabled = true;
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const row = radio.closest('label');
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if (!row) return;
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row.classList.add('disabled');
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if (row.querySelector('.lb-why')) return;
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const note = document.createElement('span');
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note.className = 'lb-why';
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note.textContent = ` — ${why}`;
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row.querySelector('span')?.appendChild(note);
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radio.closest('label')?.classList.add('disabled');
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}
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function escapeHtml(s: string): string {
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+23
-17
@@ -2019,12 +2019,16 @@ function wireGameTypeBlock(prefix: string, root: ParentNode): WiredGameType {
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if (differing.length > 0) type = 'custom';
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else if (type === 'custom') type = base;
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for (const r of typeRadios()) r.checked = r.value === type;
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const note = field<HTMLElement>('type-note');
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note.textContent =
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type === 'custom'
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? `${gameTypeLabel('custom', preset(base).scoring)} · ${differing.length} ` +
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`${differing.length === 1 ? 'setting differs' : 'settings differ'} from ${preset(base).label}.`
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: preset(type as PresetName).blurb;
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/**
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* NO SENTENCE UNDER THE RADIOS. It restated the type just chosen — the row is already labelled
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* and already carries its own one-line description — so it was the choice read back to the
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* person who had just made it (Jesse, 2026-08-30: "It's obvious from what they selected above
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* what they're playing. There's no need to repeat it below.").
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*
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* The Custom case said something the radios do NOT — how many settings differ, and from which
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* type — and that is not lost: `form.mark` puts a hint on each row that actually differs, which
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* is where a reader can act on it rather than a count they would then have to go and find.
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*/
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}
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function selectPreset(name: PresetName): void {
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@@ -2043,19 +2047,21 @@ function wireGameTypeBlock(prefix: string, root: ParentNode): WiredGameType {
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}
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for (const r of typeRadios()) {
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// Nothing here can deal a multiplayer game: a `LocalSession` runs the engine in this browser and
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// a table needs a server. The lobby is the door, and the row says so rather than just refusing
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// the click (Jesse, 2026-08-23 — a disabled radio that looks enabled reads as a broken one).
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/**
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* Nothing here can deal a multiplayer game: a `LocalSession` runs the engine in this browser and
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* a table needs a server. Dimmed rather than hidden, so what this screen offers and what the
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* lobby offers read as one list (Jesse, 2026-08-23 — a disabled radio that looks enabled reads
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* as a broken one).
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*
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* NO REASON PRINTED BESIDE THEM since 2026-08-30. Each row used to gain "— use the Multiplayer
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* button; a table needs a server", which is three unreachable types each explaining the same
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* thing on a screen whose heading already says "Game type (solitaire)". Jesse: "grayed out with
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* no additional explanation. The explanation above… is sufficient." The lobby dims Solitaire the
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* same way and says nothing either, which is what lets one list serve both screens.
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*/
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if (r.value !== 'solitaire' && r.value !== 'custom') {
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r.disabled = true;
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const row = r.closest('label');
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if (row && !row.querySelector('.lb-why')) {
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row.classList.add('disabled');
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const note = document.createElement('span');
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note.className = 'lb-why';
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note.textContent = ' — use the Multiplayer button; a table needs a server';
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row.querySelector('span')?.appendChild(note);
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}
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r.closest('label')?.classList.add('disabled');
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}
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r.onchange = () => {
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if (!r.checked) return;
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+6
-1
@@ -254,8 +254,13 @@ function collisionsHtml(f: Frame): string {
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* game read the words `GAME OVER — revenueFloor`: an internal enum value, printed at the one moment
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* the game has the player's whole attention. Each reason gets a sentence that says what actually
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* happened, with this game's own numbers in it.
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*
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* EXPORTED for the developer replay recorder (`sim/replay.ts`), which was still printing
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* `loss — revenueFloor` into its own heading a release after this was written — the same defect the
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* issue was filed about, surviving in the one place nobody had looked (`TODO.md` #34). One
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* implementation, so the two cannot say the game ended for different reasons.
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*/
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function reasonSentence(f: Frame, o: NonNullable<Frame['outcome']>, day: number): string {
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export function reasonSentence(f: Frame, o: NonNullable<Frame['outcome']>, day: number): string {
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const combined = f.players.reduce((n, p) => n + p.revenue, 0);
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switch (o.reason) {
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case 'daysElapsed':
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+18
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@@ -106,7 +106,6 @@ section{background:var(--panel);border:1px solid var(--line);border-radius:7px;
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lobby and nothing on it said so — a radio that silently refuses reads as a broken radio. */
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.ng-radio.disabled{opacity:.45;cursor:not-allowed}
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.ng-radio.disabled:hover{background:none}
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.lb-why{color:#e0b060;font-size:11px}
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#lobby h2,#solitairesetup h2{margin-top:0}
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#lobby h3,#solitairesetup h3{margin-bottom:2px}
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.lb-seat{display:flex;align-items:center;gap:8px;padding:5px 0;border-bottom:1px solid var(--line)}
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@@ -414,12 +413,13 @@ ul.blocked li{padding:2px 0}
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can be shared, compared or replayed. Leave it blank for a random one.</p>
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<!-- WITH THE TABLE SIZE IT IS ABOUT, not below the rules block — reported by Jesse, who found
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it separated from the control it explains by fifteen settings. -->
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<p class="ng-note">Every chair has to be taken before the game can start — by a person or by a
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bot. Pick the size of the table now; it cannot change once the game is created.</p>
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<p class="ng-note">Every chair must be filled before the game can start. For solitaire,
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there’s only one player. For multiplayer, that must be filled by a person or a
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bot. The number of players cannot be changed once the game is created.</p>
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</div>
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<div class="lb-col">
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<h3>Game type</h3>
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<h3>Game type (multi-player)</h3>
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<div class="set-row" id="lb-type-row">
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<label class="ng-radio"><input type="radio" name="lb-type" value="solitaire">
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<span><b>Solitaire</b><br><span class="dim">One railroad, one player. The whole Division is yours to run.</span></span></label>
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@@ -433,7 +433,7 @@ ul.blocked li{padding:2px 0}
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<span><b>Custom</b><br><span class="dim">Whatever you set below. Selected for you the moment you change a rule; it is scored as the type you started from.</span></span></label>
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</div>
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<p class="ng-note" id="lb-type-note"></p>
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</div>
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<!-- FULL WIDTH WHEN IT OPENS. Reported by Jesse: opened inside the right-hand column it made a
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@@ -443,7 +443,7 @@ ul.blocked li{padding:2px 0}
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<summary>Game settings</summary>
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<p class="ng-note">Every rule the game type sets, and every one of them yours to change.
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Changing any of them selects <b>Custom</b>, which keeps the scoring of the type you
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started from; clicking a type again resets all of them back to it. They are fixed when the
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started from; changing the game type resets all of them back to it. They are fixed when the
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game is created and cannot be changed once it starts.</p>
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<div class="set-groups">
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@@ -646,10 +646,11 @@ ul.blocked li{padding:2px 0}
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</div>
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<p class="ng-note">The same seed and the same settings always deal the same railroad, so a game
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can be shared, compared or replayed. Leave it blank for a random one.</p>
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<p class="ng-note">Every chair has to be taken before the game can start — here that is the one
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chair, and it is yours. To play with other people, use the Multiplayer door instead.</p>
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<p class="ng-note">Every chair must be filled before the game can start. For solitaire,
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there’s only one player. For multiplayer, that must be filled by a person or a
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bot. The number of players cannot be changed once the game is created.</p>
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<h3>Game type</h3>
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<h3>Game type (solitaire)</h3>
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<div class="set-row" id="ss-type-row">
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<label class="ng-radio"><input type="radio" name="ss-type" value="solitaire" checked>
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<span><b>Solitaire</b><br><span class="dim">One railroad, one player. The whole Division is yours to run.</span></span></label>
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@@ -663,19 +664,20 @@ ul.blocked li{padding:2px 0}
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<span><b>Custom</b><br><span class="dim">Whatever you set below. Selected for you the moment you change a rule; it is scored as the type you started from.</span></span></label>
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</div>
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<p class="ng-note" id="ss-type-note"></p>
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<details id="ss-settings" open>
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<summary>Game settings</summary>
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<p class="ng-note">Every rule the game type sets, and every one of them yours to change.
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Changing any of them selects <b>Custom</b>; clicking a type again resets all of them back
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to it.</p>
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Changing any of them selects <b>Custom</b>, which keeps the scoring of the type you
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started from; changing the game type resets all of them back to it. They are fixed when the
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game is created and cannot be changed once it starts.</p>
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<div class="set-groups">
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<div class="set-group">
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<h3>Starting hand</h3>
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<p class="ng-note">What you are dealt before the first turn. The hand limit is three either
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way — deal six and the first turn is spent choosing which of them to keep.</p>
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<p class="ng-note">What each player is dealt before the first turn. The hand limit is three
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either way — deal six and the first turn is spent choosing which of them to keep.</p>
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<div class="set-row" id="ss-hand-row">
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<label class="ng-radio"><input type="radio" name="ss-hand" value="threeRandom">
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<span><b>Three random cards</b><br><span class="dim">The original rule. At the hand limit already, and no guarantee of track.</span></span></label>
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@@ -732,7 +734,8 @@ ul.blocked li{padding:2px 0}
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<div class="set-group">
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<h3>Victory conditions</h3>
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<p class="ng-note">The ways this game can end badly. How long it runs is set above, in Days.</p>
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<p class="ng-note">The ways this game can end badly. Each one is switched on or off in its own
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right; how long the game runs is set above, with the table size.</p>
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<div class="set-row" id="ss-minrev-row">
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<label class="ng-gate"><input type="checkbox" id="ss-minrev-on" checked>
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<span>You lose if Revenue at the end is under</span>
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