# Corsair Crucible — Authoritative Rules Specification

**Version:** 0.1 · **Date:** 2026-09-27 · **Status:** design baseline, not a balanced or implemented game

## 0. Authority and scope

This document supersedes earlier conversation drafts wherever they conflict. **LOCKED** means an agreed design rule; **PROVISIONAL** means the current value to build and test; **OPEN** marks an earlier question explicitly resolved by a later appendix. No number has been playtest-validated. All timings use server match time in seconds, beginning when heroes enter the harbor. A server-owned event log decides ties using server timestamp then increasing event ID. All 24 heroes and the proposed shop are specified below; the eighteen Appendix D kits use shared class numeric templates.

## 1. Product and victory [LOCKED]

Corsair Crucible is a pirate-themed, three-lane, 5v5 MOBA. Each team has a fortified harbor and flagship. Destroy the enemy flagship to win; kills, gold, batteries, and bosses are means, not point-based victory conditions. The lanes are North Reef, Mid Passage, and South Docks. Each lane contains enemy outer, inner, and harbor gun batteries in sequence. A downstream battery is invulnerable until the preceding battery in that lane falls. The enemy flagship is vulnerable when at least one of its harbor batteries is destroyed. Players can select the same class or ancestry, but **no two players in a match can use the same named hero**, including opponents. Each team has North, Mid, South carry, South support, and jungle positions; position is distinct from class and does not directly modify combat stats.

## 2. World, roles, roster [LOCKED, except narrative details]

The Corsair Crucible is an island chain around a supernatural storm. The Brass Admiralty seeks control of trade; the Sunward Corsairs seek open passage; the Abyssal Armada seeks submerged relics. Shoalkeepers are a reef community allied with Sunward Corsairs, not a fourth main faction. Story faction does not constrain team or draft. Ancestries are Human, Reefkin, Saltforged, Tidebound, Wraithbound. Their small traits respectively grant: 5% out-of-combat move speed after 5 seconds; 10% reduction in incoming slow magnitude; shield of 3% maximum health for 2 seconds after hero damage, 30-second cooldown; reveal a hero hit by an ability for 0.75 seconds, 15-second cooldown per target; reveal a damaging hero for 1 second, 25-second cooldown per attacker. Reveal grants current position but does not override walls, range, or untargetability.

Six classes, four heroes each (24 total):

| Class | Heroes | Position notes |
|---|---|---|
| Boarder | Mara Vane, Orin Reefbreaker, Juno Blacktide, Dax Vesper | Close fighter; Orin and Juno are jungle candidates |
| Bulwark | Commodore Holt, Rook Calder, Petra Keel, Brakk Saltward | Defender; Rook is a jungle candidate |
| Gunner | Nix Vale, Kessa Flint, Tamsin Quill, Elias “Fuse” Marr | Sustained ranged damage; often South carry |
| Tidecaller | Sera of the Shoals, Vela Stormchart, Azra Foamveil, Kyren Gale | Area mage; Vela is a jungle candidate |
| Ship’s Surgeon | Doctor Brine, Morrow, Iona “Stitch” Pell, Halden Vale | Healing and protection; often South support |
| Hexer | The Bellkeeper, Admiral Ysabet Crowe, Calyx Mire, Sable Wren | Control; Calyx is a jungle candidate |

The term **Hexer** replaces the draft’s inconsistent “Controller” class name. Hero abilities, ancestry, faction, class, and captain’s order appear on the selection screen. The six numerical kits currently exist for Mara, Holt, Nix, Sera, Brine, and the Bellkeeper; the other eighteen have shared-template numeric kits in Appendix D. Each hero has a passive, Q/W/E with four ranks, and R with three ranks. Maximum level is 15; one ability point per level; R unlocks at levels 6, 11, and 15. Hero base stats and abilities are specified in Appendices A and D. A hero chooses one of two captain’s orders in selection. The order is a sidegrade, fixed for that match.

## 3. Match state and clock [PROVISIONAL]

| State or event | Clock / limit | Outcome |
|---|---:|---|
| Private lobby or public queue | Until ten players | Parties stay together; one assigned player per position per team |
| Ready check | 15 seconds | All ten accept or the match is canceled |
| Globally unique draft | 75 seconds target | Ten picks; picks remove heroes for both teams; no bans at 24 heroes |
| Loading | Up to 60 seconds | Failure before match time zero cancels the match |
| Harbor preparation | 0:00–0:30 | Shop open, heroes can leave; first waves at 0:30 |
| Regular camps | 0:45 first spawn | Respawn 2 minutes after defeat |
| Wreck Guardian small camps | 6:00 first spawn | Local resource/vision contest |
| High tide | 8:00, 16:00, 24:00 | Each lasts 90 seconds; warnings begin 30 seconds ahead |
| Skirmish phase | 8:00 or first outer battery lost | Siege minions begin on future waves |
| Storm Serpent | 10:00 | Only major boss; first warning at 9:00 |
| Siege phase | 16:00 or first inner battery lost | Future waves gain additional siege composition |
| Serpent retirement | 18:00 | Despawn if alive, with warning from 17:00 |
| Leviathan | 19:00 | Takes the single major-boss slot; warning at 18:00 |
| Final Assault | 26:00 or first harbor battery lost | Future wave interval changes |
| Surrender available | 15:00 | Proposed 4 of 5 yes votes in 20 seconds |
| Victory | Flagship health reaches zero | Stop simulation; finalize one match result ID |

Phases never reverse. The server announces an early phase transition caused by structure loss. The phase affects future spawns, never existing minion stats. Regular waves spawn every 30 seconds, changing to 25 seconds in Final Assault; the earlier draft’s universal phase-based +health/+damage to all minions is **removed** pending economy tests. Boss respawn after the Leviathan’s defeat is provisionally 7 minutes, but the exact serpent/Leviathan respawn policy is OPEN below.

## 4. Draft, disconnects, and positions [LOCKED framework; OPEN edge cases]

Selection is globally unique. The server processes pick requests in draft order and atomically locks the available hero; no mirror picks. At 24 heroes, ten are selected and fourteen remain. Class composition is unrestricted; UI warns about missing front line, damage, or support but never blocks a legal composition. There are no bans in version 0.1. Parties and region are matchmaking constraints; public skill estimates should favor outcome versus expected opposition, rather than kills alone. Start implementation with private lobbies, ready check, role exchange before draft, and server draft. A disconnected player retains their hero and can reconnect. A loading failure before 0:00 cancels the match. Reconnection, abandoned-match, pause, and automatic draft pick rules remain OPEN.

## 5. Map topology and environmental rules [PROVISIONAL]

Both team sides mirror walking times and camp access. North Reef is narrow; Mid Passage is the shortest base-to-base route; South Docks is wide with flank entrances. Each jungle has four regular camp positions and one Wreck Guardian approach. Boss waters have two team-neutral entrances. Lookout posts sit near ferry approaches. High tide opens shallow outer-lane flank routes; it never bypasses a standing battery. Ferry docks connect adjacent lanes: 1.5-second interruptible boarding, 3-second travel, capacity two, 5-second departure delay; minions and summons cannot board. Departure is visible to enemies only with vision of the dock; landing is visible. Lookout post capture requires 3 uninterrupted seconds, reveals a local fixed area for 60 seconds, and can be recaptured. Revealed enemies can still be out of range or behind obstacles. The server withholds hidden enemy state. A hero remaining in a closing tide passage has 10 seconds to exit, then moves to its nearest safe exit. These are provisional timings and require map geometry and collision tests.

Travel-time targets: harbor to first clash 20–25 seconds; Mid to boss 8–12; adjacent lane on foot 18–24; ferry 8–12 including boarding. A harbor heals and restores mana rapidly. Recall is a 7-second channel interrupted by enemy hero damage. Return-to-lane speed applies only along the marked friendly lane route and ends on combat, leaving the route, or reaching the farthest allied battery. Exact speed is OPEN.

## 6. Minions, batteries, and bosses [PROVISIONAL]

Both teams spawn equal lane waves on the same server schedule. Baseline wave: three melee Deckhands and three ranged Gunners. Skirmish adds one Powder Carrier every third wave. Siege adds a Quartermaster every third wave and a Powder Carrier every second wave. Final Assault adds a Powder Carrier each wave. A boss reward can add Boarding Veterans. Every minion follows assigned lane waypoints, detects valid targets in range, selects by its specified priority, and stops chasing outside its lane leash. When priorities tie, choose closest then stable unit ID. A hero who attacks an allied hero near a wave can take temporary minion priority for 2 seconds. Minion acquisition ranges, health, attacks, gold, XP, and precise path coordinates are OPEN.

Battery targeting: enemy hero currently damaging an allied hero in range; then enemy minion; then other hero; then summon. Keep current valid target unless a higher-priority event occurs. A defending-hero attack draws priority for 3 seconds. Fire windup and target beam are visible. Proposed battery health is outer 2,200; inner 2,800; harbor 3,400. Proposed shots: 90 every 1.4 seconds; 115 every 1.3; 140 every 1.2. Consecutive shots at one hero gain 20% damage per extra hit, capped at three added stacks, reset on target change. Batteries have **three armor sections**; damaging a section earns limited local gold even before battery death. Section HP and rewards are OPEN. Powder Carriers have a structure-damage bonus, value OPEN.

Regular camps include a near-harbor Hideout, North Reefbeast Den, South Smuggler Camp, and contested approaches. Wreck Guardians are small camps, not simultaneous major bosses. A boss stays in its arena, targets eligible attackers, and resets after 8 seconds without attackers; homeward recovery is provisionally 10% maximum health per second. Storm Serpent and Leviathan share one major slot. Final damage event secures the boss and generates one reward event. Serpent reward: one next wave per lane gains a Boarding Veteran. Leviathan reward: for 120 seconds allied waves gain a shield equal to 15% max health and one Boarding Veteran per lane per qualifying wave. This latter frequency and strength are OPEN for balance; reward must have visible counterplay. Avoid a separate recurring third major boss. Boss attacks, HP, XP, gold, respawn, contest and timing details remain OPEN.

## 7. Combat rules [PROVISIONAL]

The server validates command, target, range, visibility and resources; resolves windup/projectile and collision; calculates base plus AD/SP scaling; applies permitted critical and source modifiers; computes effective resistance and mitigation; applies target reduction; consumes eligible shields; subtracts health; records contributions; resolves death and rewards. For resistance R ≥ 0, proposed damage multiplier is `100/(100+R)`. Proposed effective resistance is `max(0, R × (1 − percentage penetration) − flat penetration)`. Negative resistance is therefore impossible in v0.1. Penetration affects only its owning attacker; reduction changes the target stat for relevant attackers. The precise ordering among multiple percentage reductions, crit, damage bonuses, and damage reduction, and the rounding stage, remain OPEN. Healing is capped at missing health; overheal produces no shield absent explicit ability text. Shields absorb eligible mitigated damage oldest first. Life steal applies only to actual health damage from eligible basic attacks. An item bonus damage event cannot trigger another item event. The same named item passive never stacks.

Root stops walking and movement abilities but permits basic attacks and other casts; silence stops casts but permits movement and attacks; stun stops movement, attacks, and casts; slow lowers movement speed. Multiple slows use the strongest magnitude. Healing reduction uses the strongest magnitude. Displacement stops at impassable terrain. Status source, target, duration, magnitude, stacking, dispel category and tags are server state. A damage-over-time cast counts as one separate hit for multi-hit passives unless ability text says otherwise. Interrupt, immunity, cleanse priority, simultaneous deaths, projectiles after caster death, and network prediction require exact follow-up rules.

## 8. Economy, item shop, and jungle [PROVISIONAL]

Heroes start at 500 gold with six item slots and may buy at their home quartermaster. The drafted catalogue has six 400-gold starters, fifteen stat-only components, and eighteen finished items; recipe totals and item stats are listed in Appendix B, with additional role items and consumables in Appendix C. A starting passive stops at 16:00, but its stats persist. Duplicate components are allowed; duplicates of a finished item are prohibited. Sell return is 70% rounded down. The strongest boots' flat movement bonus applies; a universal finished boot upgrade is OPEN. Haste uses `cooldown = base × 100/(100+haste)`; item cooldowns ignore haste. Attack speed cap is provisionally 2.5 attacks per second; crit basic attack damage 175%, crit chance cap 100%. Global income, bounty and XP tables remain OPEN; previous illustrative figures are **not authoritative**.

The jungle role buys the proposed 400-gold Trail Chart: +100 health, 15% bonus damage to regular camps, 8 health on regular-monster kill, and Anchor Strike (60-second cooldown, 300 true neutral-monster damage; 600 at level 10). Before 8:00, jungle-role minion last hits earn provisionally 70% gold and non-jungle-role players earn provisionally 60% camp XP. These restrictions follow the server-assigned role, so item sale cannot bypass them. They do not reduce combat stats, lane XP, or PvP damage. The support income item and its anti-farming controls remain OPEN. No direct in-lane or out-of-lane combat buff or debuff exists. Wave presence and lost farm are the main roaming tradeoff.

## 9. Rewards and progression [LOCKED mechanism; OPEN contents]

Gold and XP in a match follow event eligibility: last hit for minion gold, distance-qualified shared XP, kill and assist participation, boss and structure events. Exact values and thresholds are OPEN. Post-match rewards use a **draw-without-replacement bag of marbles**, separate from match combat power. Each bag contains a published inventory of common, uncommon, and rare cosmetic/crafting rewards; a complete bag guarantees its listed contents before refill. Duplicate protection and conversion to currency are required; exact inventory and eligibility are OPEN. The server records bag state and issues exactly one eligible draw per match ID. Combat gold, XP, and boss power never come from random post-match draws.

## 10. Scoreboard and result [PROVISIONAL]

The flagship decides victory, regardless of score. Live team score displays kills, batteries, boss claims, match time and phase. Per-player records: kills, deaths, assists, minion last hits, earned and current gold, hero health damage, shield damage, effective allied healing, allied shield absorption, structure damage, vision contributions, and items. Proposed assists require an eligible contribution within 10 seconds of death: at least 5% of victim max health in damage, or effective ally healing/shielding/control participating in the fight. Exact support contribution threshold and control attribution are OPEN. Post-match timeline contains item purchases, death, tower, boss, and level events. Hidden enemy gold and position are not exposed live. The result processor commits one outcome and reward record per match ID; repeat requests cannot duplicate rewards.

## 11. Validation backlog, in priority order

All match-critical rules left OPEN in §§1–10 receive explicit version 0.1 defaults in Appendix C below. Those defaults take precedence over an OPEN or conflicting PROVISIONAL statement earlier in this document. This backlog records tuning and verification work, not permission to invent missing runtime behavior.

1. **Playable roster:** Test the eighteen Appendix D kits and the six Appendix A kits against the same instrumentation. Adjust values only by versioned change.
2. **Map geometry:** Build level coordinates against Appendix C travel-time targets and check collisions, ward locations and tide exits on both mirrored sides.
3. **Lane and jungle economy:** Test Appendix C income, XP, tower sections, role restrictions and support cap; revise with match data.
4. **Boss rules:** Test Appendix C respawns, Serpent retirement, attacks, wave qualification and comeback strength.
5. **Combat precision:** Verify Appendix C ordering, rounding, dispels, immunity, simultaneous events and prediction with deterministic replays.
6. **Structures and endgame:** Test Appendix C structure HP, payments, modifiers, flagship rules, backdoor defense and simultaneous-victory tie handling.
7. **Draft and queue:** Test Appendix C pick timeouts, bot fill, role selection, AFK, party constraints and rating model. At 24 heroes there are no bans.
8. **Reconnect and surrender:** Test Appendix C reconnect, remake, abandonment, pause, thresholds and bot behavior.
9. **Shop:** Test Appendix C boots, consumables, ward slot policy and stat stacking; revisit starter passives expiring at 16:00.
10. **Marble bags:** Test Appendix C inventory, rate, duplicate conversion, persistence and no double claim.
11. **Interface and operations:** Implement Appendix C controls, camera, targeting, pings, minimap, tutorial, observability, replay and performance defaults.

## 12. Implementation gates

**Prototype gate:** One lane, six fully specified heroes, private lobby, unique draft for a smaller team size, waves, batteries, one camp/boss, shop, server event log, scoreboard, result. **5v5 alpha gate:** Three lanes, jungle, at least ten fully implemented globally unique heroes (24 planned), role and support economy, full victory loop, reconnect, exact event rules. **Public queue gate:** 24 complete kits, matchmaking population and rating measurements, anti-abuse, replay and telemetry, tested outcome/reward idempotency. Balance all provisional numbers with mirrored scenario tests at levels 1, 6 and 11 and real match data. An unresolved decision must be explicitly closed in this document before its implementation is treated as authoritative.

## Appendix A. Six numeric hero kits [PROVISIONAL]

AD = attack damage; SP = spell power, base zero; MR = magic resistance. Stat growth applies per level after level 1. Q/W/E have four ranks and R has three. Damage type, range, collision, and target category not specified are OPEN.

| Hero | Level-1 HP (+/level) | Mana (+/level) | AD (+/level) | Armor/MR | Attacks/sec; range; speed |
|---|---:|---:|---:|---:|---|
| Mara Vane (Human, Boarder) | 680 (+95) | 340 (+35) | 66 (+4) | 30/25 | .68; 150; 340 |
| Commodore Holt (Saltforged, Bulwark) | 760 (+115) | 320 (+30) | 62 (+3.3) | 38/29 | .62; 150; 325 |
| Nix Vale (Human, Gunner) | 600 (+80) | 360 (+35) | 60 (+3.5) | 23/25 | .70; 550; 335 |
| Sera (Reefkin, Tidecaller) | 610 (+85) | 440 (+50) | 52 (+2.8) | 24/30 | .65; 500; 330 |
| Doctor Brine (Tidebound, Surgeon) | 640 (+90) | 460 (+50) | 53 (+2.7) | 27/30 | .64; 500; 330 |
| Bellkeeper (Wraithbound, Hexer) | 620 (+85) | 450 (+48) | 54 (+2.9) | 25/31 | .65; 525; 330 |

**Mara:** Sea Legs: after traveling 500 units, next basic attack +15 +20% AD physical, cooldown 8. Q Cutlass Combo: two hits each 40/55/70/85 +45% AD physical, second after .35 seconds, 50 mana, cooldown 7. W Grappling Line: pull up to 600 toward terrain or enemy; enemy hit 50/70/90/110 +30% AD physical, 65 mana, cooldown 15/14/13/12. E Dirty Fighting: cone 45/65/85/105 +30% AD physical, slow 30% for 2 seconds, 60 mana, cooldown 12. R Boarding Charge: visible path .75 seconds, dash for 140/220/300 +80% AD physical and lateral push, 100 mana, cooldown 90/80/70. Orders: Raider +25% Sea Legs damage versus isolated hero (no ally within 500); Skirmisher +15% speed for 1.5 seconds after Sea Legs hit.

**Holt:** Hold Fast: within 450 of ally for 3 seconds grants 8 armor/MR, ending 2 seconds after leaving. Q Anchor Slam: 65/90/115/140 +40% AD physical and 25% slow 1.5 seconds, 55 mana, cooldown 9. W Portable Barricade: blocks projectiles for 4 seconds, 250/325/400/475 +10% maximum-health HP, does not block units, 80 mana, cooldown 20/19/18/17. E Stand Behind Me: self and ally shield 70/100/130/160 +6% Holt maximum health for 3 seconds, 70 mana, cooldown 14. R Broadside Order: 1-second warning, area 160/240/320 +50% SP magic and 1-second stun, 110 mana, cooldown 100/90/80. Orders: Fortify +20% barricade health; Escort grants E-shielded ally 20% slow resistance during shield.

**Nix:** Steady Aim: standing still 1.5 seconds grants 10% attack speed until moving. Q Piercing Round: line first target 80/110/140/170 +90% AD physical, later targets take 70% of preceding hit, terrain blocks, 60 mana, cooldown 8. W Powder Flask: explodes after .6 seconds for 55/75/95/115 +40% SP magic and 25% slow 2 seconds, 65 mana, cooldown 13. E Quick Retreat: dash 350 away from point without crossing walls, reset basic attack timer, 70 mana, cooldown 17/16/15/14. R Deadeye Shot: channel 1 second, long-range visible projectile first hero 220/320/420 +120% AD physical, blocked by terrain, 100 mana, cooldown 95/85/75. Orders: Sharpshooter +35 range while passive active; Suppressor three attacks on same hero within 5 seconds slow 15% for 1 second.

**Sera:** Rising Tide: ability hit on hero grants one 6-second stack, one per cast, max three; next ability consumes three for +35 +20% SP magic to first hero hit. Q Breaker Wave: line 70/95/120/145 +55% SP magic, 55 mana, cooldown 7. W Undertow: area slow 30/35/40/45% for 3 seconds, no damage, 75 mana, cooldown 15. E Foam Step: move 300 without crossing wall, visual splash 1 second, 65 mana, cooldown 16/15/14/13. R Rogue Tide: moving wave 160/240/320 +70% SP magic and push 180, once per target, 110 mana, cooldown 100/90/80. Orders: Breaker +25% passive damage; Navigator +15% speed for 2 seconds on stack consumption.

**Brine:** Field Supplies: every third basic ability cast reduces other basic abilities' remaining cooldown by 1 second. Q Quick Stitch: heal one ally, including self, 65/95/125/155 +45% SP, 65 mana, cooldown 7. W Antidote: remove one eligible poison or healing reduction and grant 20% slow resistance for 2 seconds; does not remove root/stun/silence, 70 mana, cooldown 18/17/16/15. E Triage Signal: area for 3 seconds grants allies inside 15/17/19/21% speed, 70 mana, cooldown 14. R Field Hospital: destructible 400-HP station for 6 seconds, heals nearby allies once/second for 30/45/60 +15% SP, maximum six ticks per ally, 120 mana, cooldown 110/100/90. Orders: Medic Q +15% healing to ally below 40% HP; Quartermaster R's first tick grants 40 shield per ally.

**Bellkeeper:** Debt to the Deep: two separate ability hits on a hero in 5 seconds apply 3-second Hexed (25% healing reduction); a damage-over-time cast counts once. Q Spectral Hook: first eligible unit 65/90/115/140 +50% SP magic, hero slow 25% for 1.5 seconds, 55 mana, cooldown 8. W Drowned Ground: area for 3 seconds, 25/35/45/55 +15% SP magic each second, 75 mana, cooldown 14. E Grasping Kelp: .7-second warning then root 1.2/1.3/1.4/1.5 seconds, 75 mana, cooldown 17/16/15/14. R Last Bell: 1-second warning, area 130/205/280 +60% SP magic and 1.5-second silence, 110 mana, cooldown 105/95/85. Orders: Curser Hexed reduces healing 35%; Sentinel instead reveals Hexed hero for its first second.

## Appendix B. Complete item catalogue [PROVISIONAL]

An item's listed stats are final totals, including its components. Final price equals component prices plus completion fee. Bonus item events cannot trigger other item effects. Gold prices are integers.

| Starter (400 each) | Stats | Passive until 16:00 |
|---|---|---|
| Boarder's Knife | +8 AD, +80 HP | Hero basic attack restores 3 HP, once/2 seconds |
| Harbor Shield | +100 HP, +8 armor | After hero damage gain 3 HP/sec for 5 seconds, cooldown 15 |
| Powder Horn | +8 AD, +8% attack speed | Basic attacks to minions +5 damage |
| Tideglass | +15 SP, +50 mana | Spell hit on hero restores 8 mana, cooldown 8 |
| Surgeon's Kit | +80 HP, +8 SP | Heal/shield ally restores 5 mana, cooldown 8 |
| Hex Charm | +12 SP, +50 HP | Damage to slowed/rooted/stunned hero +8 magic, cooldown 10 |

| Component | Cost | Stats |
|---|---:|---|
| Cutlass Blade | 800 | +25 AD |
| Sharpening Flint | 450 | +10 AD |
| Long Scope | 700 | +20% attack speed |
| Trigger Gear | 450 | +10% attack speed |
| Arcane Codex | 800 | +35 SP |
| Sea Charm | 450 | +15 SP |
| Hull Timber | 800 | +250 HP |
| Coiled Rope | 450 | +120 HP |
| Iron Plate | 750 | +35 armor |
| Padded Coat | 450 | +20 armor |
| Black Pearl | 750 | +35 MR |
| Salt Shell | 450 | +20 MR |
| Pocket Watch | 600 | +15 haste |
| Deck Boots | 650 | +25 movement speed |
| Navigator's Chart | 450 | +200 mana |

| Finished item; recipe + completion fee = cost | Final stats | Unique effect |
|---|---|---|
| Corsair's Edge; Blade 800 + Flint 450 +850 = 2100 | +50 AD, +120 HP | Isolate: attacks +12% physical versus hero without allied hero within 500 |
| Boarding Hook; Blade 800 + Rope 450 + Watch 600 +750 = 2600 | +40 AD, +200 HP, +20 haste | Pursuit: after ability damage to hero +15% speed toward hero for 2 seconds, cooldown 12 |
| Bloodwake Cutlass; Blade 800 + Scope 700 +850 = 2350 | +45 AD, +25% attack speed, +8% life steal | Press: third attack on same hero in 5 seconds +45 physical, cooldown 8 per target |
| Captain's Bulwark; Timber 800 + Plate 750 +850 = 2400 | +400 HP, +55 armor | Brace: after hero damage gain 120 shield for 3 seconds, cooldown 30 |
| Escort's Lantern; Timber 800 + Shell 450 + Watch 600 +650 = 2500 | +350 HP, +30 MR, +20 haste | Allies within 450 gain 10 armor/MR; wearer excluded; duplicate aura does not stack |
| Breakwater Anchor; Plate 750 + Coat 450 + Rope 450 +750 = 2400 | +60 armor, +250 HP | Immobilized hero deals 10% less damage to allies for 3 seconds, cooldown 15 per target |
| Deadeye Musket; Blade 800 + Flint 450 + Gear 450 +900 = 2600 | +55 AD, +15% attack speed, +20% crit | Critical attack to hero beyond 500 has +10% damage |
| Repeating Flintlock; Scope 700 + Gear 450 + Blade 800 +750 = 2700 | +35 AD, +45% attack speed | Fourth attack adds shot for 35% AD; extra shot cannot trigger items |
| Smuggler's Boots; Boots 650 + Flint 450 +700 = 1800 | +45 speed, +20 AD | After damaging hero +12% speed away from hero for 1.5 seconds, cooldown 15 |
| Tempest Codex; Codex 800 + Charm 450 + Watch 600 +800 = 2650 | +80 SP, +25 haste | Spell hit hero grants 4% speed 3 seconds, max three stacks, one per cast |
| Undertow Scepter; Codex 800 + Chart 450 + Charm 450 +850 = 2550 | +85 SP, +300 mana | Spell damage to slowed hero +8%, once per damage event |
| Stormglass Lens; Codex 800 + Charm 450 +850 = 2100 | +75 SP | Area spell hitting exactly one hero +15% magic to that hero, cooldown 8 |
| Surgeon's Satchel; Charm 450 + Timber 800 + Watch 600 +650 = 2500 | +35 SP, +350 HP, +20 haste | Heal ally under 40% HP +15%, cooldown 10 per ally |
| Beacon Lantern; Pearl 750 + Charm 450 + Rope 450 +650 = 2300 | +40 MR, +30 SP, +200 HP | Shield ally grants 10% speed for 2 seconds, cooldown 12 per ally |
| Quartermaster's Ledger; Chart 450 + Watch 600 + Charm 450 +600 = 2100 | +300 mana, +25 haste, +35 SP | Heal/shield ally refunds 8% ability mana cost, self-only excluded |
| Drowned Bell; Codex 800 + Watch 600 +900 = 2300 | +70 SP, +25 haste | Damage to hero with your debuff +30 magic, cooldown 10 per target |
| Barnacle Crown; Codex 800 + Rope 450 + Charm 450 +900 = 2600 | +75 SP, +250 HP | Spell hit hero slows 15% for 1.5 seconds, cooldown 12 per target; no refresh |
| Wreckseer's Eye; Pearl 750 + Codex 800 +750 = 2300 | +55 SP, +45 MR | Damage to hero reveals for 1.5 seconds, cooldown 12 per target |

**Trail Chart:** separate 400-gold jungle-role starter, +100 HP; effects and role restriction are in §8. The core catalogue has 40 items; Appendix C adds the support starter and two consumables for 43 total. No other finished boots are available in version 0.1.

## Appendix C. Resolved version 0.1 match defaults

These executable defaults supersede all earlier **OPEN** markers and inconsistent provisional values. They are design decisions, not claims of tested balance. All distances are world units; coordinates are relative to each team's mirrored map half. A full-size lane is 3,000 units from first clash to enemy flagship, each battery 700 units apart; player route lengths must satisfy the travel-time targets in §5. Impassable terrain blocks pathing and projectiles unless an ability expressly traverses it. Units have circular colliders: heroes radius 45, minions 30, bosses 125, batteries 100. Projectiles use continuous swept collision, sorted by travel intersection time then unit ID. Hero camera follows the hero with a 1,200-unit view radius and 350-unit manual pan; spectator camera cannot leak hidden enemies to a player.

**Draft and queue.** Private lobbies can launch immediately with 1–10 humans and bots for empty seats. In the public casual queue, search humans for 30 seconds; at 30 seconds propose bot fill, and at 45 seconds create the match using consenting queued humans and bots. Human-only mode waits until ten humans arrive. Ranked never uses bots and is disabled for launch. Party stays together; assign one of each position to each team, preferring selected roles and balancing team sizes. Draft is ten alternating 7.5-second turns: West, East, East, West, West, East, East, West, West, East. First-pick team alternates across matches. Active picker receives visible timer; on timeout server selects first available hero in their saved preference list, else lowest-ID available hero recommended for assigned position, then lowest-ID available. Captain's order defaults to order A. All locks are server-atomic; only a human may swap position before draft. Bot picks obey the same global uniqueness and turn rules and prefer role coverage. No bans. On disconnect during draft, autopick applies; client can reconnect. On load failure before 0:00, cancel; return human players to queue with priority. Match start requires at least one connected human in a bot-filled game.

**Hero progression and resources.** XP needed for level N→N+1 is `100 + 35×(N−1)`, N=1..14. Excess XP carries forward. On level-up increase max/current HP and max/current mana by the hero's growth values, and add one skill point. Basic health regeneration is 4 HP/5 seconds for non-Bulwarks and 6 for Bulwarks; mana regeneration 5 mana/5 seconds, plus items. Base mana regeneration continues out of combat. A hero may spend skill points in any basic skill at levels 1–5, with max rank four; R ranks only at 6/11/15. Respawn delay is `8 + 2×level + floor(matchMinute/5)` seconds, capped at 60. Hero deaths have no gold loss.

**Income.** Each hero earns 2 gold/second from 0:30 onward. Deckhand HP 300, attack 20 every 1.2 seconds, 35 gold and 60 XP; Gunner HP 200, attack 28 every 1.5 seconds, 28 gold and 45 XP; Powder Carrier HP 550, attack 35 every 1.8 seconds, 70 gold and 80 XP; Quartermaster HP 280, attack 15 every 1.6 seconds, 35 gold and 55 XP and a 40-point shield to the nearest allied minion every 8 seconds. XP goes to allied heroes within 850 of death, divided equally; remainder assigned by ascending hero ID. Last hitter gets minion gold. An allied battery killing a minion grants no last-hit gold. A hero kill grants 250 gold to killer and 75 to each eligible assister; killer's team shares 50 XP per nearby living allied hero, equally; defeated hero also grants 100 + 20×level XP divided among nearby participants (within 1,000). Eligibility uses §10 contribution. First blood adds 100 gold to killer, once per match. A battery section grants 40 gold to each nearby allied hero within 900, max two recipients selected by recent structure damage then ID; battery destruction grants 100 gold to each teammate, plus 100 to final hitter. Structures grant no XP. Round down gold and XP divisions; remainder to lowest player ID. No bounty/comeback multiplier at launch.

**Minion and structure precision.** Minions acquire targets within 500, attack within melee 150 or ranged 450, and leash 400 from lane path; heroes attacking allied heroes draw minion priority if within 500. Powder Carriers attack structures for 150% of listed damage. Boarding Veteran HP 900, damage 60 every 1.4 seconds, 80 gold and 100 XP if killed. Quartermaster shield applies only to minions. Outer/inner/harbor battery armor is 40/55/70, MR 40/55/70, range 750, and health as §6. Battery armor sections break at 75%, 50%, and 25% remaining HP; each threshold pays once, per battery. A battery takes 50% of hero basic-attack and spell damage while no enemy minion is within 850 of it; minion and summon attacks do not remove this protection. Battery beam follows the current target, shot windup .4 seconds, and the target is locked at launch. Flagship has 5,000 HP, 80 armor/MR, no attacks, and 70% damage reduction while no enemy minion is within 850. Flagship is invulnerable until a harbor battery falls. Harbors deal 300 true damage every .5 seconds to hostile heroes within 550 and heal friendly heroes at 10% maximum HP/mana per second. If both flagships reach zero on the same server tick, resolve earlier lethal event ID as winner; if one is already destroyed, ignore later damage.

**Camps and bosses.** Hideout: 900 HP, 40 attack/1.5 seconds, 90 gold, 140 XP. Reefbeast: 1,300 HP, 55/1.7, 100 gold, 160 XP. Smugglers: three units each 450 HP, 25/1.5, 35 gold, 55 XP. Wreck Guardian: 1,800 HP, 70/1.8, 120 gold, 180 XP and 30 seconds of local vision radius 500 for killer team. Neutral XP goes to Trail Chart holder delivering final hit and nearby allies within 600, evenly; non-jungle-role recipients receive 60% until 8:00. Neutral gold goes to final hitter. Storm Serpent: 5,000 HP +200 per minute after 10:00, 95 damage/1.5, 300 team gold split equally, 400 XP to nearby heroes, 5-minute respawn while eligible before 18:00. It attacks frontal cone (120 physical) every 8 seconds with 1-second warning. Leviathan: 9,000 HP +250 per minute after 19:00, 150 damage/1.8, 400 team gold split equally, 600 nearby shared XP, 7-minute respawn; frontal sweep 200 physical every 8 seconds and marked ground strike 250 magic every 12 seconds, both with 1-second warning. Its buff affects waves spawned during the 120-second buff, granting each wave one Veteran per lane and a 15%-max-HP shield to every minion for 15 seconds after spawn. Rewards refresh duration, never stack. A boss has 30 armor/MR. At 18:00 the live Serpent despawns without reward, regardless of combat; announce at 17:00. At 19:00 spawn Leviathan. Teams see HP only while they have vision. Final-hit event wins, including damage-over-time; if simultaneous, lower event ID wins. Boss level is fixed on spawn; no mid-fight scaling.

**Combat ordering.** Simulation advances at 30 fixed ticks/second. Clients may predict movement and cast animation, but server alone applies health, purchases, rewards and fog. For an eligible hit: snapshot attacker's stats at launch for projectile spells, target stats at impact; compute raw base plus scaling; apply crit where ability permits; source bonuses in ascending stable effect ID; resistance reductions in timestamp order (flat reductions, then percentage reductions multiplicatively), attacker's percentage penetration then flat penetration; resistance multiplier from §7; target percentage reduction multiplicatively; round **once** to nearest integer, halves away from zero; apply oldest eligible shield then health; grant life steal from actual health damage; log contribution and death. Armor cannot drop below zero. Damage cannot be negative. Incoming healing: apply strongest healing reduction, round once, cap at missing health. Buffs of same named source refresh duration and use maximum magnitude unless text explicitly stacks; distinct percentage modifiers multiply. Immunity rejects incoming effects before damage and status. Invulnerability rejects damage but allows existing statuses; untargetability prevents new targeted effects but does not erase damage-over-time already applied. Basic dispel removes eligible slow, poison and healing-reduction effects oldest first; strong dispel also removes root and silence; stun is never dispelled in v0.1. The only cleanse in this roster, Antidote, removes eligible poison or healing reduction. A projectile launched before caster death continues. Casts not completed by the caster's death or stun are canceled. Server event ID breaks same-tick lethal ties. Shields expire after their timers regardless of remaining amount.

**Shop and visibility.** A hero can carry one boots-type item: Deck Boots or Smuggler's Boots; no other finished boots in v0.1. Two consumables occupy item slots: Lookout Buoy costs 75 gold, places visible-to-allies radius-450 vision for 75 seconds with a limit of two active per player; Healing Flask costs 75 gold, restores 100 HP over 10 seconds out of combat, stops on hero damage. A purchased consumable disappears on use. Players can replace a used slot at home. Ancestry does not itself grant stealth. Dax’s concealment is detected by enemies within 150 units; all other vision sources observe concealed Dax only if they explicitly grant detection. Only strongest flat boots movement bonus applies. The last 18 heroes' kits use only these shared item/status rules.

**Support income.** Support may purchase a 400-gold Supply Ledger instead of another starter: +80 HP, +75 mana, one charge every 15 seconds, max three. When within 850 of an allied hero, damaging an enemy hero or assisting their lane minion last hit consumes one charge for 25 gold, max 200 extra gold per five minutes. A trigger gives no gold if alone or if the support last-hits the minion. Before 8:00 the assigned support earns 70% lane minion last-hit gold, regardless of item sale. After 8:00 all restrictions cease. Role-based restrictions are visible in the shop and score panel. The catalogue has 43 items including Trail Chart, Supply Ledger, Lookout Buoy, and Healing Flask.

**Rewards and result.** Each human completing a match of at least 8 minutes earns one marble draw, including a defeat, unless their account was disconnected for more than half its duration. Bots earn no account rewards, rating, marbles or progression. Initial bag has ten marbles: six Common (10 cosmetic shards), three Uncommon (30 cosmetic shards), one Rare (one unowned hero cosmetic, or 100 shards if all are owned). Drawing removes one marble; refill only when empty; client displays remaining color counts and odds. A completed bag always contains exactly its original ten outcomes. Match ID + account ID is the idempotency key. Cosmetics grant no gameplay stat. Surrender after 15:00 needs four yes votes from five team slots; disconnected players cannot vote, so an incomplete team cannot surrender unless four connected players agree. At 5:00 if at least one human has been disconnected continuously since match start, all connected teammates may vote to remake unanimously; no reward or rating. Casual matches do not change MMR when bot-filled. Human-only ranked remains disabled.

**Controls and operations.** Primary click moves/attacks, Q/W/E/R casts, a distinct key triggers Anchor Strike, minimap click pans camera, and pings have danger, help, defend, and boss variants. Tooltips show exact amount, duration, range and cooldown after modifiers. Color and shape distinguish team markers; subtitles identify audio-only warnings. Server event log records seed, orders, positions, hit IDs, gold, XP and reward IDs; replays run from the log with a fixed random seed. Target 30-server-tick simulation, 60-client-frame presentation, and under 150 ms region-matched round trip where possible; latency handling remains measurable rather than a guarantee. Basic practice mode gives a player nine bots, pause/restart, damage numbers and no account rewards.

## Appendix D. Eighteen additional playable hero kits [PROVISIONAL]

The eighteen heroes below use a shared numerical baseline within their class. That makes them implementable while preserving distinct actions. Every spell is subject to the combat rules in Appendix C. No unlisted secondary effect exists. Q/W/E have four ranks; R has three. Class stat templates are level-1 HP, mana, AD, armor/MR, attack rate/range, move speed, followed by growth per level for HP/mana/AD:

| Class | Base stats | Growth | Q/W/E mana; cooldown | R mana; cooldown |
|---|---|---|---|
| Boarder | 680/340/65/30/25/.68/150/340 | 95/35/4 | 50/65/60; 7/15/12 seconds | 100; 90/80/70 |
| Bulwark | 760/320/61/38/29/.62/150/325 | 115/30/3.3 | 55/80/70; 9/20/14 | 110; 100/90/80 |
| Gunner | 600/360/60/23/25/.70/550/335 | 80/35/3.5 | 60/65/70; 8/13/17 | 100; 95/85/75 |
| Tidecaller | 610/440/52/24/30/.65/500/330 | 85/50/2.8 | 55/75/65; 7/15/16 | 110; 100/90/80 |
| Surgeon | 640/460/53/27/30/.64/500/330 | 90/50/2.7 | 65/70/70; 7/18/14 | 120; 110/100/90 |
| Hexer | 620/450/54/25/31/.65/525/330 | 85/48/2.9 | 55/75/75; 8/14/17 | 110; 105/95/85 |

Default damaging Q: physical classes 60/85/110/135 +50% AD physical, other classes 65/90/115/140 +50% SP magic. Damaging W/E: 45/65/85/105 +35% same stat/type. Damaging R: 150/225/300 +65% same stat/type. Non-damaging abilities deal zero. Default Q range 650 (melee Q 300); W/E range 600; R range 750. Area radius 220; projectile width 60, speed 1,000; cast time .2 seconds; area warning .5 seconds. Dash 350, cannot cross walls. Placed damage zone lasts 3 seconds, ticking once/second for 25/35/45/55 +15% SP magic. Default slow 25% for 1.5 seconds; root 1 second; shield 70/100/130/160 +35% SP (Bulwark +6% max HP); heal 65/95/125/155 +45% SP. R heal/shield 150/225/300 +60% SP. Buffs/marks last 3 seconds unless stated. Passive cooldown 10 seconds unless stated. These defaults supply every missing number below. All abilities can hit heroes and minions but not structures, unless explicitly described. An ability hits a unit once per cast unless explicitly periodic.

| Hero; ancestry; faction | Passive | Q | W | E | R |
|---|---|---|---|---|---|
| Orin Reefbreaker; Saltforged; Sunward Corsairs | After dash, next attack +20 physical | Hammer sweep damage | Shoulder dash, damage on hero collision | Self shield | Marked line slam damage and push 150 |
| Juno Blacktide; Reefkin; Sunward Corsairs | Ability hits hero: W cooldown −2 seconds, once/cast | Two dagger hits, each half Q damage | Leap 350 over units, not walls | Mark hero; next basic hit adds E damage | Dash among up to three marked heroes within 450, R damage divided evenly among targets |
| Dax Vesper; Wraithbound; Abyssal Armada | +10% speed toward visible hero below 30% HP within 600 | Hooked-blade damage and 4-second mark | Conceal near wall for 2 seconds; breaks on action/damage, detected within 150 | Dash to marked visible hero within 350 | Single target R damage plus 10% missing HP, bonus cap 200 |
| Rook Calder; Human; Admiralty | Own cover +20% HP | Wrench damage | Place 300-HP projectile-blocking wall for 4 seconds | Repair own wall 100 HP or shield ally | Place 500-HP cover for 5 seconds, blocks projectiles, not units |
| Petra Keel; Tidebound; Sunward Corsairs | Intercepting hero damage gives +10 armor/MR for 3 seconds, cooldown 12 | Shield bash damage and slow | Tether ally 3 seconds; intercept first targeted projectile, then break | Dash to ally, shield them | 4-second area: allies take 15% less damage; Petra takes 5% prevented damage, capped 200 |
| Brakk Saltward; Reefkin; Shoalkeepers | Within 200 of wall gain 8 armor | Trident sweep damage | Place 250-HP low wall for 3 seconds | Pull enemy heroes within area 120, no damage | Warned area R damage, knock-up .75 seconds |
| Kessa Flint; Reefkin; Sunward Corsairs | Move 500: next attack +20 physical | 350-range cone damage | Thrown charge explodes after .5 seconds for W damage | Slide 350 | 2-second steerable cone, four hits each 25% R damage |
| Tamsin Quill; Human; Admiralty | Consecutive basic hits same hero in 4 seconds +5 damage, max four stacks | Charge 1 second for 125% Q damage or instant Q | Spotting mark reveals heroes within radius 300 for 3 seconds | Step back 350 and reset attack timer | 1-second line warning, R damage through units, blocked by wall |
| Elias “Fuse” Marr; Tidebound; Sunward Corsairs | Attack hero in own W area shortens fuse .25 seconds, max twice | Bounce to nearest second enemy within 200 for half Q damage | Visible charge explodes in 2 seconds for W damage | Trigger own charge early; if none, dash | Three warned circles detonate .5 seconds apart, R damage once per hero |
| Vela Stormchart; Human; Sunward Corsairs | Crossing own current restores 10 mana, once/cast | Lightning line damage | 500-long current for 3 seconds grants allies 15% speed | Redirect own current endpoint up to 300 or dash if none | Warned storm follows current or chosen line for R damage |
| Azra Foamveil; Tidebound; Abyssal Armada | Each different spell hitting hero enlarges next W radius +20, max +60 | Magic area burst | Whirlpool: default damage zone and slow | Dash leaving non-damaging mist | Four-second storm: R damage on first hit then 25% R damage each subsequent second, max four ticks |
| Kyren Gale; Wraithbound; Abyssal Armada | Spells alternate next Q push direction, indicated visually | Wind bolt damage and push 80 | Projectile-blocking 250-HP wall, 2 seconds | Push self 350 and nearby enemies 100, no damage | Two warned converging lines, R damage and pull 150 once per hero |
| Morrow; Wraithbound; Abyssal Armada | Redirect 10% nearby ally hero damage to self, cap 100 per 10 seconds; cannot self-kill | Transfer own HP to heal ally up to Q heal, self minimum 1 HP | Ally shield | Damage enemy with E and heal self 50% of health damage | Link allies in 350 for 4 seconds; redistribute 15% damage equally, cannot kill by redistribution |
| Iona “Stitch” Pell; Human; Sunward Corsairs | Store two dressing charges, gain one per 20 seconds | Spend charge to heal Q amount; no charge gives half | Remove poison or healing reduction | Throw pack lasting 6 seconds, ally collects for E heal | Refill two charges, nearby allies gain R shield for 3 seconds |
| Halden Vale; Saltforged; Admiralty | Own devices last +2 seconds near allied battery | Heal allied hero Q amount or damage enemy Q amount | 250-HP buoy heals one nearby ally for 20/30/40/50 +15% SP each second, 3 seconds | Move own buoy up to 350 or shield ally if none | Trigger own buoy for R heal in area; if none place buoy then pulse once |
| Admiral Ysabet Crowe; Tidebound; Admiralty | Hero crossing own W revealed for 1 second, cooldown 10 per target | Cursed shot damage | Visible 500-long line for 3 seconds, first crossing slows | Reposition line up to 300 or dash if none | Four marked lines enclose area for 4 seconds; first crossing per hero deals R damage and slows |
| Calyx Mire; Reefkin; Abyssal Armada | Trap gains +25 detection radius per second armed, max +100 | Venom shot damage and slow | Place 200-HP trap, arms in 1 second, lasts 20, root on first hero, max two traps | Reveal trapped hero 2 seconds or E damage if no trapped hero | Warn 1 second, detonate traps within 700; one R damage instance per hero |
| Sable Wren; Human; Sunward Corsairs | Two distinct hits in 5 seconds mark hero for 4 seconds | Throwing knife damage | Silence marked hero 1 second and consume mark; unmarked target takes W damage | Decoy shows false hero marker to enemies who see it for 4 seconds, no collision | Mark area 4 seconds; first spell cast by each enemy inside triggers delayed R damage, slow and reveal |

**Captain's orders:** These eighteen choose A **Rigging** (Q cooldown −1 second, minimum 4) or B **Resolve** (+100 maximum HP). These are shared launch sidegrades until individually redesigned. Appendix A's six heroes retain their own orders.

## Appendix E. Computer-controlled heroes [LOCKED requirement; PROVISIONAL AI]

**Empty queue:** A single human can start a private 5v5 with nine server-controlled heroes immediately. Casual public queue searches humans for 30 seconds, then offers bot fill; at 45 seconds it starts with consenting humans and bots. A human-only option keeps searching. Ranked never uses bots. Bots fill vacant seats in the unique draft, are visibly labeled, and never replace a reserved human reconnect slot or displace a human after draft starts. Private lobby host selects no bots, Deckhand (easy), Sailor (standard), or Captain (hard). One human plus nine bots is a standard casual match; bots receive no account rewards or rating.

**Information and legality:** Bot planners receive only team-visible enemy positions, last-seen markers, public timers, and their own/allied state. They never read hidden positions, future draws, or enemy unspent gold. Bot commands use the same server validation, mana, range, fog and cooldown rules as human commands. Planner acts five times per second, commands take effect on next tick. Deckhand reacts in 400–600 ms and misses aimed shots 25%; Sailor 200–350 ms and 12%; Captain 120–220 ms and 5%. Difficulty changes decisions and aim only, never stats, gold, vision or damage. All tie breaks and aim errors use a match-ID-derived seed in replay.

**Team AI:** Each bot scores defend flagship, defend battery, farm assigned lane/camp, assist visible ally, contest announced boss, take lookout, buy/recall, push. Flagship defense wins over all goals. Compare travel time, visible team numbers, wave position, HP, and safe retreat. A South support stays within 600 of carry early, buys Supply Ledger and does not last-hit while carry is within 850. A jungler buys Trail Chart, clears Hideout → Reefbeast → Smugglers, visits a lane when a visible opponent is overextended, and uses Anchor Strike when visible boss HP is at or below execute damage plus expected allied damage this tick. Bots do not claim the same empty lane simultaneously unless defending. Lanes may be left to contest a boss; return after the play.

**Combat AI:** Select valid visible target by imminent threat to ally, survivable low HP, distance, then ID. Use Q for reliable damage, W/E for stated movement/control/defense, R when a hero is likely to be hit or an ally saved. Retreat under 30% HP absent allied advantage (Deckhand 45%, Captain 20%). Dodge visible warnings, not unseen abilities. Recall under 35% HP outside combat or with enough gold for a finished item. Buy a role starter and legal components along a fixed path; use generic class profile for new heroes. Bot choices never override a hero's unique ability targeting rules.

**Lifecycle:** Bots do not vote or own marbles. In bot-filled casual matches, surrender after 15:00 needs a simple majority of connected humans, minimum one. Disconnected human slots remain reserved; hero returns to harbor only after safely out of combat, then idles. If all humans disconnect for 2 minutes, end without account rewards. Empty private lobbies expire after 10 minutes. Test all-bot simulation, one human/nine bots, nine humans/one bot, reconnect, fog fairness, boss contest and simultaneous locks. Log bot goals and visible inputs in replay.
