Component set · 14 components
Everything that isn't a card. One accent — gold — carries interaction and emphasis throughout. Green and red appear only as match outcome, never as decoration, and never alone: each outcome state also carries a glyph or a shape difference.
Three pips for three chances. The pips double as a rounds-remaining meter in the header.
One per screen. Gold fill, ink label.
Secondary actions — decline, cancel, view rules.
Identity plus rating. The active variant marks whose pick the table is waiting on.
Armed is the state that costs the house money — the next win pays the streak bonus, so it is the loudest thing on the screen after the cards.
Leading and trailing carry ✓ / ✗ alongside the colour shift.
Won segments are round with a ✓; lost segments are squared with a ✗. Shape carries the result as well as hue.
Shown while the opponent's pick timer runs. Animation stops under reduced-motion.
Mono figures, tabular so the digit doesn't jitter as it counts down.
The brief asks for a warning under 5 seconds, but the pick timer is 5 seconds long — so a 5-second threshold means the pill is red and pulsing for the entire turn, every turn, and the warning stops meaning anything. These specimens warn at 2s. That threshold wants to be a config value of its own rather than being pinned to the timer length; alternatively lengthen the pick timer, which also changes how much thinking the mechanic rewards.
Figures are the engine's: 10 a side, pot 20, 5% rake, 2% swap fee.
Separates the two player chips on match-found and result screens.
Stake-bearing choices, so the number sits in the head where it can't be missed.
Word, glyph, badge shape and hue — four signals, so the outcome never rests on colour.
Arrow and sign both carry direction before colour does.