Xenocide Uprising

The solo board is two columns now

The board a player alone meets has always been its own layout, because a table with one seat at it is a table with nothing on it. What it looked like changed a lot this week.

A rail and a body

It is two clean columns now. The Woken, the entity you are fighting, and the Waker’s Folly, the piles, are a narrow left rail; the Counter of Fates, where you work out what each Force does before you spend it, and the Redoubt, your hand, are the body. It uses the vertical room far better than the old board did, which is what let the hand stop falling off a short laptop. Nothing in the markup moved to do it, which matters more than it sounds: the one thing that has ever broken this screen is moving markup, so the whole change is a stylesheet over the same board.

Then it was filled out. The enemy card grew to anchor its panel instead of floating over empty space, the twelve marks that track which of the Pantheon are gone sat on one line instead of wrapping, and the enemy panel and the Counter bottom-align so the two top boxes read as a matched pair.

It holds still

The rule underneath the last of it is one a player named: during play the board must not jump. Only resizing the window should ever change the size of a panel. Two things were breaking that. The Counter grew as you chose cards, and the enemy panel carried a little preview chip that appeared with certain plays, and whichever grew the taller row shoved the hand down mid-turn. The preview chip was already saying, a few centimetres below, exactly what the Counter’s own Ability line says, so it is gone on the desktop as it already was on the phone; and the Counter now holds one size. The result is a board where choosing a card moves nothing, and a gate that boots a real game asserts it: the board must render one layout across an idle hand and every card you could pick up.