The voice: every game speaks in its own world
Conventions gain a section on in-game language: an image with every fact, the fact exact, unfolding effects told a turn at a time and naming the turn they end on, our own words rather than an older version's, and chronicle wording shipped without a rules revision. new-game.sh points at it, and the demo game's lines follow it. Born in Waving Hands' atmospheric chronicle. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0141G6xqLeNRYEtviLWSB5Up
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Claude Opus 5.5
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@@ -56,12 +56,12 @@
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{:else if room.spectating}
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<section class="move">
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<h2>You watch from the Peanut Gallery</h2>
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<p class="muted">{room.awaitingText ? `${room.awaitingText} ${room.awaiting.length === 1 ? 'is' : 'are'} still choosing.` : 'The round is being written.'}</p>
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<p class="muted">{room.awaitingText ? `${room.awaitingText} ${room.awaiting.length === 1 ? 'turns a card over and over, still choosing.' : 'turn their cards over and over, still choosing.'}` : 'Cards are being chosen, face down.'}</p>
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</section>
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{:else}
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<section class="move">
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<h2>Round {g.rounds.length + 1}: name a number</h2>
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<p class="muted">The highest number named by exactly one player scores. First to {TARGET}.</p>
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<p class="muted">Every player lays a card face down; the highest card nobody else laid takes the point. First to {TARGET}.</p>
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<div class="picks">
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{#each Array.from({ length: HIGHEST }, (_, i) => i + 1) as n (n)}
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<button type="button" class="pick" class:chosen={pick === n} disabled={room.moved} onclick={() => (pick = n)}>{n}</button>
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