v0.8.6 — a Competitive seat gets its save when the game is over
Jesse's ruling on TODO #117: accept the leak in Co-op; otherwise, save only at the end of the game. `/api/save` answers 403 SAVE_AFTER_FINISH to a Competitive seat while the game runs, and serves a Co-op or one-seat game at any time. The Save replay button says why and stays disabled until the end. Pinned in the HTTP suite; documented in rules.md §6.4. Also corrects the 0.8.3 changelog entry: 0.8.2's notes did name the Second Section card going into the deck; what was missing was the save check after it. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01FrCWubm9GAftYCm2hWdKwK
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@@ -695,7 +695,10 @@ were NOT fixed, each with the reason, so nothing quietly evaporates.
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(f) `package.json`'s `test/**/*.test.ts` only works because dash has no globstar and there is
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exactly one nesting level; spell it `test/*/*.test.ts`.
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- [ ] **#117** — **`/api/save` hands every seat the seed mid-game — NEEDS JESSE.** The seat's own
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- [x] **#117** — **RULED 2026-09-29 (Jesse): "accept the leak in coop. otherwise save only at end of
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game."** Built the same day: `/api/save` answers `403 SAVE_AFTER_FINISH` to a Competitive seat
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while the game runs and serves a Co-op or one-seat game at any time; the page's Save replay
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button says so and stays disabled until the end. Originally: **`/api/save` hands every seat the seed mid-game — NEEDS JESSE.** The seat's own
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save download returns `seed` while the game is active; in Competitive that is every rival's
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hand and the deck order, the exact leak `game.ts` strips from the log. But a save without the
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seed cannot replay, which is the whole point of a save. Jesse (2026-09-29): "We should discuss
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