# Final Gameplay Pass

## Why this pass exists

The core game had the right pressure, but solo and low-player-count runs could feel too dependent on whether the deck exposed the right suit and rank at the right time.

Suit piles were rejected because guaranteed suits remove too much tension. The standard deck needs to stay uncertain.

## Added rule: Weave Two

Once per step, the table may choose one of three actions:

1. Play one card.
2. Weave two numbered cards.
3. Steady the table.

Weave Two uses two numbered cards, 2-10 only. Add both numbers together, then cap the value at 10. Totals above 10 are legal, they are simply treated as 10. Example: 7 + 4 is allowed and resolves as a woven 10. Either card can carry the suit. The app resolves the suit that best matches the current need window.

Weave value:

- 2-5 = power 1
- 6-9 = power 2
- 10 = power 3

Face cards and Aces stay as high-impact single-card plays.

## Why it works

- It keeps the normal deck intact.
- It gives solo players more tactical agency.
- It lets blocked hands become playable without guaranteeing success.
- It makes card counting and holding cards matter.
- It costs tempo and resources because two physical cards become one action.

## Final rule identity

The game is now a timed, one-action-per-step, hand-management intervention game. The app provides pressure, timing and outcome. The deck provides uncertainty and tactical decision-making.
