The host names the stakes: classic tennis, or the death match

Three chips under VS A FRIEND — the host's pick rides the room and the
start message rebuilds both courts on pairing. In the death match your
opponent IS the zombie: their lost points tear its wound stages, their
won points draw your blood, and bleeding out crosses the wire as the
other phone's win. The same receiver-is-judge verdicts drive the match
machinery through resolveInterlude, so the fall, the mop beat and the
burst come along unmodified. New: gushProne — the game-winning body
bleeds out on the ground, from prone-height anchors, until it bursts.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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wuwiandClaude Fable 5 committed 2026-08-14 18:02:44 +02:00
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@@ -498,6 +498,8 @@ export const TUNE = {
matchWidePer: 0.25, // ...earning this much more width per opponent felled (softened with speedPer)
matchHeal: 2, // hp back for a game won (the duel's healPerDuel rate)
matchBoomHold: 0.5, // s the game-winning body lies prone before it bursts — the fall must be SEEN
killGush: 3, // prone bleed-out during the kill fall: particles ATTEMPTED per frame (gushProne)
// — the body visibly bleeds out on the ground before it bursts
matchBoomCard: 0.6, // s after the burst before the WOUNDS TREATED card may land on top of it
// The timing windows, DRAWN (the match's whole ask: "what is the possible tap window, what is the
// sweet spot"). Numbers shared with the mechanics they visualise, so the picture cannot lie: