# Final presentation and clinic pass

This pass responds to live table play.

## App changes

- Sticky play header shows case, moment, timer and current phase.
- Crisis routes now behave like their own phase screen during the pause.
- The Play surface is phase-led: pause, crisis, action, waiting.
- Stat tiles no longer look like unexplained buttons.
- Result stories now prioritise a short narrative epitaph before the mechanical intervention log.
- Guide page is split into collapsible sections for quick in-play reference.
- Share case and share result links remain available on the end screen and Ledger result stories.

## Afterlight changes

Afterlight progression has been slowed. It now uses:

- outcome
- score band
- timer pressure
- anchors
- crisis routes / crisis hits
- current world condition bonus

A strong standard run should feel rewarding without unlocking half the clinic in one go.

## Clinic changes

The Clinic now has a deeper unlock path with more rooms and staff. These remain sideways modifiers rather than simple power creep.

The UI now uses room cards, staff cards, icons, lock states and progress bars so repeat play has visible goals without becoming cheap or cluttered.

## Card direction

The app assumes the official deck carries Dig values and face-card powers. The card sheets in `assets/print-and-play` are still prototype sheets and should be proofed before commercial print.
