6a16e774809904ed1261ff0461663c4c2455291c
The sequence drill tested nothing — the strip was always visible (no memory), the batch was slow (no urgency), the aim was easy (no execution). A checklist with gore, and Oliver said so: "not interesting enough to keep me playing". Settled in discussion, he picked triage + streak. One rule: always kill the body that would reach you first. Nothing is called, nothing shown — the court is the puzzle. arrival = distance / speed down a held lane, and the roster's speed spread means the answer is not the closest body: a runner at the far baseline beats a roller at the service line. Court sense — and it trains the exact target-priority read the gore mode rewards. Wounds are free: only the kill is judged, so pre-softening a heavy while it is third in line is legal and eventually necessary. The slack (0.9s) makes near-ties legal both ways, or the rule is a coin flip. The streak is both punishment and payout: x1..x5, a misread shows OUT OF TURN and resets it, and nothing else happens — the queue keeps walking. Caught is the real setback. Best score banks to localStorage; the world board can carry it if it ships. drillMark draws a chevron over the queue head for playtest calibration. It answers the exact question the mode asks, so it must be off in anything shipped. Deleted: the alphabet, the batch, the strip, the eaters. Shamblers are first-class stream members with pts 20; a roller is 100. 30 tests, rewritten around arithmetic riggings (known speeds and distances) instead of luck; 20 seeds clean. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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