# Final Mobile Play Canvas Pass

This pass resolves the live phone test issues raised after the Afterlight economy build.

## Fixed

- Play screen is now treated as a contained play canvas, not a loose page.
- Case colour identity carries through the play surface, timer header, case cards and log entries.
- Crisis route view now owns the phase and no longer overlays its own controls.
- Moment pause hides the action panel and gives a clear draw / continue phase.
- Card entry uses compact suit and rank selectors with a Single / Weave toggle.
- Weave shows a second suit/rank row and prevents selecting the same unavailable card.
- The old grid picker remains in markup only as a fallback but is visually hidden.
- Pause, Abort and Log controls sit inside the play canvas rather than floating over it.
- Run log now uses light, readable cards instead of the old dark unreadable entries.
- Campaign mode CTA is visible on the case page.
- Clinic copy no longer uses designer/internal language such as sinks.
- Profile, Clinic, Campaign and Ledger screens re-render when opened, preventing stale Loading states.
- Config loading has a local world-condition fallback, so the World condition card does not sit on Loading if config fetch stalls.
- The Global Ledger remains uncapped and shows the full case progress board.

## Kept

- Existing campaign pilot and Threadlight logic.
- Afterlight community influence and archive unlocks.
- Risk Event Mode Joker logic.
- Face-card powers and printed-card rules.
- 112 one-shot cases.
- Locked cases remain replayable history.
