Gallery talk, the keeper's bell, rematches, seats that travel by phrase, and seats doubted before dropped
Brought over from the game kit, where they were ported from Wiz-War. The host may let the Peanut Gallery talk; a watcher signs a name no seat holds. A seated wizard may challenge Kestrel, the keeper: a seat is held, the call rings Sentry once per table, and the lobby says what hour it is where the keeper lives. A finished table may call for a rematch with the same company and bots, seats held. Transfer seat mints four words good for ten minutes and one use; the hall claims them. The hall forgets a held seat only on the second refusal in a row. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0141G6xqLeNRYEtviLWSB5Up
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Claude Fable 5.1
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<section id="gallery">
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<h2>The Peanut Gallery and table talk</h2>
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<p>A room's link is an invitation to sit while the table is laid and to watch once the duel has begun. Anyone who opens it without a seat takes a place in the Peanut Gallery: they see the ledger, the result of each turn and the chronicle, and the table is told how many are watching. The gallery is shown only what every wizard at the table could see; a gesture hidden from any one of them is a question mark to everyone in the gallery, and the turn being written shows nothing at all.</p>
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<p><em>Table talk</em>, in the rail, is for the wizards seated. A line goes to everyone at the table and everyone in the gallery, and it is kept with the duel; when you come back to a table, the hall says how many lines were said while you were away. The gallery listens and does not speak.</p>
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<p><em>Table talk</em>, in the rail, is for the wizards seated. A line goes to everyone at the table and everyone in the gallery, and it is kept with the duel; when you come back to a table, the hall says how many lines were said while you were away. The gallery listens, unless the host lets it talk; then a watcher signs a name and their lines read <em>Name (gallery)</em>.</p>
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<p>Three more things a table can do. While it is laid, any seated wizard may <strong>challenge the keeper</strong>: a seat is held under the keeper's name, the keeper's phone rings, and the note beside the button says what hour it is where they live, so you know whether to wait or come back. When a duel is over, anyone at the table may call for <strong>a rematch</strong>: a new table of the same size with the same bots, seats held for everyone who was here. And <strong>Transfer seat</strong> in the masthead mints four words that bring your seat to another device, good for ten minutes; the hall on that device has a place to claim them.</p>
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</section>
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<section id="first">
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