# Final crisis routes pass

This pass replaces the old one-card crisis response.

## Why

The old rule, 'stabilise with selected card', was too flat. It made crisis feel like a generic app interruption rather than a thematic decision.

## New rule: Crisis Routes

When a crisis appears during a Moment Pause, the table chooses one of four routes:

- Seen
- Held
- Helped
- Secured

Each route has a target total. The most thematically suitable intervention has the lowest target. Less fitting routes are still possible, but cost more cards.

Players build the exact target by spending cards of the chosen suit. Aces count as 1. Number cards count as their number. Face cards count as 10.

The app tracks the exact cards committed to the crisis pile, so finite-deck memory stays intact.

## Thematic mapping

Crisis type is keyed to the case category. Examples:

- Grief and Anniversaries: Held or Secured tends to be easier.
- Practical Collapse: Helped tends to be easier.
- Masked Functioning: Seen tends to be easier.
- Aftercare and Relapse Risk: Secured tends to be easier.
- Social Rupture: Held tends to be easier.

## Reward and risk

The app shows the reward focus and penalty theme, not exact numbers. This keeps crisis slightly uncertain without becoming random.

Resolving a crisis strengthens the chosen route. Letting it hit increases Pressure and records the failure in the Intervention Path.
