Round two, built from your picks and the neon light-grid direction. Everything here runs on the real cartoon sheets: the code turns each drawing's ink lines into glowing light, so we get this look for free in the game, with no new art needed. Play the board, flip the dials, then copy your picks at the bottom.
This board now plays the rules from the game design doc. Each isle is a seven-hex battlefield: two pads and a Tech socket on each side, with the Core in the middle. Your creatures hop bridges to climb, step onto the Core to take an isle, and every hit comes from a card on the board, never from Pip or the Dealer.
Focus frames one isle big enough to read, and the tier buttons on the right jump between them. Whole world shows the full climb at once.
Rules and numbers are the first pass from the design doc. The Dealer only strikes back here; their full turn comes with the rules engine. The real game adds bloom and 3D creature models.
Circuit keeps the terrain readable at a glance (moss, ice, lava). Pure grid is the cleanest, most serious look, with terrain shown only by a small tag.
Light lines is the new grid look. Hologram is your round-one pick. Color keeps the original art with a neon rim.
At 2 shield or less, every lane rail turns red and the screen pulses.
Mockup in the browser. The real game draws the same look in three.js with real bloom, so it will glow harder than this. Card numbers are placeholders.
The chip is your pick from round one, now cut like a data chip with a light strip on top. Tap one to switch the hand above.
Sign-in, the Live Phase moment and the win screen, in the same light-grid look.


