Round 1
The duel opens with the most air and the smallest hand, letting the player understand the ritual before the table tightens.
The active prototype keeps its core readable: oxygen, cards, tickets and revolver risk all move through one mechanical grammar instead of feeling like disconnected subsystems.
The duel opens with the most air and the smallest hand, letting the player understand the ritual before the table tightens.
The middle round expands pressure: less oxygen, more cards in play and tickets entering the flow as deliberate utility actions.
The last round becomes wider and meaner. The chamber can carry the most risk and the room feels least forgiving.
The active prototype keeps only the truths it needs. Main cards are built around `Resource` and `Threat`, so the duel stays legible and the tension stays social.
`Threat` is what opens the shooting state. Winning by plain weight does not. Defense may sum two normal cards, but Threat never becomes a defense instrument.
Specials stay intentionally narrow for now. `Cancel` and `Duplicate` are enough to bend the duel without burying the player under edge cases.
The table uses one shared lift body that rises from inside the surface and presents separate shelves to both sides. Cards, tickets and the docked gun all inherit that same mechanism, which is why the duel feels staged by a machine rather than a menu.
Tickets enter only after the first round and stay physical. They are opened through the side lever flow, taken by hand and inserted back into the table instead of firing as abstract bonuses.