The two doors say which is which: ENTER THE CUP, and AGAIN names its mode
"The draw" was tennis for the field of entrants, and nothing has been drawn since the cup rounds went deterministic — Oliver had to ask what the button meant, which settled it. Beside it, an unqualified PLAY AGAIN was an instruction without a subject: both buttons read as "start something" and only someone who remembered how the evening began could tell them apart. It carries the mode now — GORE AGAIN, CLIMB AGAIN, CLASSIC AGAIN, TRAIN AGAIN. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -3155,10 +3155,20 @@ export function render() {
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// NETPLAY ends on one door only: the other phone's socket is still being torn down, and
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// "enter the draw" would deal a solo cup into a live session.
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const solo = !promo && !G.net;
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// THE SECOND DOOR NAMES ITS MODE (2026-08-31, Oliver: "auf dem gleichen screen steht dann
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// PLAY AGAIN — wo ist der unterschied?"). Beside ENTER THE CUP an unqualified "again" is
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// an instruction without a subject: both read as "start something", and which something
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// is only knowable if you remember how the evening began. Same defect the ball-machine
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// card had, same fix — say what it is.
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const againLabel = G.classic ? 'CLASSIC AGAIN'
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: G.match && G.match.train ? 'TRAIN AGAIN'
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: G.match ? 'CLIMB AGAIN' : 'GORE AGAIN';
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const second = solo ? (cup || (G.done && G.done.cup) ? ['club', 'THE CLUBHOUSE']
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: ['again', 'PLAY AGAIN']) : null;
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: ['again', againLabel]) : null;
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const bw = second && !stack ? Math.round((inner - 8) / 2) : inner;
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const label = promo ? 'TAKE THE FLOOR' : solo ? 'ENTER THE DRAW' : 'THE CLUBHOUSE';
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// "THE DRAW" was tennis for the field of entrants — and nothing is drawn any more since the
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// cup went deterministic (2026-08-29). The button names what it opens instead.
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const label = promo ? 'TAKE THE FLOOR' : solo ? 'ENTER THE CUP' : 'THE CLUBHOUSE';
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drawButton(inX, y, bw, MODAL_BTN, label, UI.pick, true);
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endBtns.push({ id: solo ? 'next' : 'club', x: inX, y, w: bw, h: MODAL_BTN });
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if (second) {
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