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| Account | Turns | Games | Wins | Last seen |
|---|
No signed-in players yet.
How long a turn sat on a player's clock before they submitted it.
| Phase | Turn | On the clock | Waiting for | Map | Players |
|---|
Nothing in progress.
Each bar as a share of games created. A gap between Started and Turn 5 is early abandonment; the stale sweep's deletions are counted at the bottom.
| Finished | Turns | Took | Map | Winner | Won by | Players |
|---|
Tap a game for final parties, money and badges.
No finished games yet.
Every game generates its own map, so this is density across all maps of this size — hot centers and cool edges are the design showing up in play. The inner-third share says how much of the action reaches the middle.
Every snapshot the server refused (or, in warn mode, accepted despite a replay mismatch).
validate = a plausibility rule (shared/validate.js); replay = the re-run turn came out different.
A single game tripping one rule once is likely an honest desync worth a look; many entries on one game is someone trying things.
Rows with a Case kept the evidence — the snapshot the turn was played on, its action log and its seed. Download one and
re-run it with node scripts/replay-case.js case.json --actions to see whether it still fails.
| Game | Hits | Players | Last |
|---|
No repeat offenders.
| When | Game | Player | Kind | Tier | Reason | Detail | Case |
|---|
Nothing refused yet. That is the good outcome.
The newest entry's version is what the lobby footer shows. Anyone can read these at changelog.html.