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  • The Stan Plan

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    By now, you guys have seen my "I got a plan, Stan!" comment in our Line thread. Some of it was discussed last Sunday with Josh. I intend to elaborate here and answer any questions. What the plan is: A road map and checklist that will expand and amplify our perceived value beyond just the possible future revenue of a game we want to publish. Why the need for a plan like this: Publishers of board games invest hundreds of thousands of dollars between marketing, manufacturing, and distribution on a single game title alone, so obviously they don't willy-nilly take just any board game on as an investment project. They want as close to a "sure thing" as possible and as much of the "hard" work done for them before even considering a new game and whether or not it fits in with their existing product line and company mission. So our plan, in a nutshell, is to not only do that work for Kred, but to establish that we are in a position to offer services that help aspiring game creators, as well as small to mid-sized publishers, with "road to publish" services. What the plan is not: It is not any specific commitment, long-term or otherwise. This plan does not require much more effort or work than we are already doing for Kred. The fact that we offer services does not mean we get any takers. If we do, we'll price accordingly when the time comes. For now, that is not the point. What is the point? Imagine yourself as a game publisher. You're always on the lookout for that next big title that will translate to a decent profit and add further value to your product line. You're running a booth at a board game event and suddenly you are cold-approached by some guys with a game that looks interesting and possibly might fit with what you're looking for. Maybe they seem to have crossed their t's and dotted their i's, brought a nice prototype, a sell-sheet, etc., and even present well — but you don't know anything about these guys. You're probably thinking you don't have time to look into their game in detail. Then one of them hands you a business card and says they offer development phase services for creators of tabletop games. Instantly, what does this tell you? I won't make a list here, but suffice to say it answers a lot of questions about these four guys. At the very least, you know they've invested a lot — time, work, and money — in their game development already, they've done their homework, and most likely know the position a publisher is in. These guys are not here to waste your time. You just may give their game a deeper look when you get home. What's happening here? At the very least, networking. Exchanging business cards can lead to further contact down the road for other projects, referrals to other publishers, and even a source in the business that can be contacted for inquiries. In the best case scenario, a relationship with a publisher and possibly an exchange of services. Regardless of publishing our game, publishers we build relationships with can send us a bit of business when someone prematurely pitches a raw, underdeveloped game to them and is in need of some of our services. What else are we doing at the Osaka event? Whether or not we get Kred looked at by any publishers, let's emphasize that we play games — a lot of games (we can prove it by showing our stat-app page) — and invite them to contact us if they need playtesting of any games they might have in development. This we'll offer free of charge. Our webpage for our services should speak volumes about who we are and what we do. Josh and I have said we are willing to put our mugs on the site in the developer profile page. Hopefully you guys are as well. https://montoyahome.com/tfdstudios/index.html (The website is merely a placeholder with a general scaffold. No need to nitpick on words and design just yet — there's lots to be done here!) In order to get Kred on the proverbial map, we're going to need to make our presence known through social media, participate in several tabletop game communities, and make a good name for ourselves. Branding is important, and filling a niche with "development phase" services under the TFD name makes our quest to publish Kred more achievable by establishing credibility, growing our audience, and creating value long before the game reaches the market.
  • KRED - Bug Reports

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    If possible, I’d appreciate any help you all can give to Kred Online’s final bug-fishing expedition. As I said last Sunday, the game works. However, I know there are some things that may not have copied over from the old test mode to this full multi-player version. How to test: Keep this forum thread open so you can immediately log issues as they occur. Start a 3 player game and open 3 separate browser windows (I.e one Edge, one Firefox and one Chrome or 2 or three Chrome browsers logged in with separate Google accounts) This is important because the same browser will keep recognizing the same player number for each game session. When starting a 3-player game, be sure to select “Skip Draft Phase”. The draft phase works fine and this is just time consuming to have to do it each time we test. Make move(s), play tiles honestly and dishonestly as well as expose dishonest moves and do challenges here and there. When something fails to work as it should or something odd occurs, note it here in the forum and include any steps you can remember that will help me replicate the issue on my end.
  • Queensberry & Capital

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    I'm very excited about this game! Much more now that I have an idea how it works. I have a few questions and suggestions. CONCEPTS__________ If you hit $0, is it going to be like one of those games where you have no real hope of winning but you drag yourself along for the sake of the other players? I think the promoters should be lifting themselves out of the gutter. The bookies should have minimum bets on all fights and going bankrupt at least once should be common. Then give players the loan shark option. I really think betting, bribing and borrowing would be a nice trinity of transgression. Under Venues & Bribes it says "Requires $50 bribe" and "Requires $150 bribe". Then under Fouls & Exceptions, it says 50/50 chance of raid if bribe was not paid. So I guess it's not required? Here's an idea: It would be cool if both promoters had the option to pay the bribe but neither of them knew if the other had paid it unless/until the place gets raided. Can I bribe your fighters to take a dive? Can you bet on a fight between two fighters from your own stable? You can't train for Chin. Can you train for Draw? Can a Tomato Can become a Champion or are Champions born? CLARIFICATIONS__________ I'm not clear on how the cards work. You use 30 or 36 cards but only one card per round (so 10 or 12) cards? Then it says, "The game draws one cards." Huh? Here's a more concise way to describe the 'ducking' aspect: If you offer at least 65% in a title challenge to a rival promoter and they decline, your fighter receives a bump (+1) to his Draw as this is considered 'ducking' by the champion. I think "Venues have three tiers." is wrong. Shouldn't it be something like, "Each venue is at one of three tiers."? Is TKO an actual outcome? Is that marked the same as a KO on a fighter's record? Does high score after 10 rounds constitute a third win condition? Is Hall of Fame 10LP or 3LP? The manual says both. It mentions that hype increases the gate but it doesn't say how much. Knowing that would help make informed decisions. NITS__________ Could use some page numbers here. FYI, 16 pages is a perfect number for printing booklet style. The 'Scouting Phase' is mentioned once. Should that be the Marketing Phase? Little things like 'Click' would only apply to the online version. Under the phase breakdowns where it says 'Elibible Players', it's always 'All Players' "But Blue is a long shot..." doesn't need the 'But'. "Can't train a chin." maybe doesn't need the 'a'. "Wager is incorect" is a strange way to describe losing a bet. It should be 'versus' or 'vs.' not 'verses'.
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    E2E Testing Report — Queensberry & Capital Date: 2026-02-26 Tool: Playwright (Chromium, headless) Method: Dual browser contexts (Host + Guest) simulating real multiplayer sessions Context: Post-fix verification for 16 E2E issues (race conditions, validation, responsive UI) Summary Journeys Tested: 4 (Lobby, Scouting→Management flow, Full Game flow, Responsive) Screenshots Captured: 41 Total Steps: 41 passed, 2 failed Issues Found: 1 (1 HIGH) Test Results by Journey 1. Lobby Creation & Join — PASS (17/17 steps) All steps passed. Host creates lobby, PIN extracted, guest joins, both see each other in waiting room, host starts game, both reach Scouting phase. 2. Scouting & Management Flow — PARTIAL (10/12 steps) Scouting: Both players see market, sign fighters, and transition to Management. PASS Management: Host selects venue ("The Barge"), confirms it, guest sees venue sync. PASS Management → Newspaper transition: FAIL — Both players click "Proceed (No Fights)" and show "CONTINUE" state, but the phase never transitions to NEWSPAPER even after 60s. 3. Responsive Testing — PASS (12/12 steps) All viewports (375px mobile, 768px tablet, 1440px desktop) render correctly: Header bar wraps properly on mobile (no overflow) PIN display is readable at all sizes Menu buttons are accessible on mobile Title text wraps naturally on small screens Issues Found #1: HIGH — Management→Newspaper Phase Transition Blocked in Multiplayer Field Value Severity HIGH Journey Full Game (Management) Description When both players click "Proceed (No Fights)" in Management, the phase transition to NEWSPAPER never fires. Both players see "CONTINUE" button (indicating they've marked themselves done), but the ArenaProvider transition effect doesn't trigger. Root Cause The guest's END_MANAGEMENT action is sent via emitAction() which inserts into the game_actions Supabase table. The host's ManagementProvider listens via a real-time postgres_changes subscription. Unlike FINISH_WAGERING (which has a polling fallback in ArenaProvider), END_MANAGEMENT relies solely on the real-time subscription. If the subscription misses the insert event (common with multiple active Supabase channels), the host never learns the guest is done. File application/ManagementProvider.tsx:280-291 (subscription), application/ArenaProvider.tsx:100-106 (transition check) Fix Needed Add a polling fallback for END_MANAGEMENT actions, similar to the existing FINISH_WAGERING poll in ArenaProvider.tsx:275-310. Screenshot e2e-screenshots/newspaper/host-01-fail-newspaper-visible.png Bug Hunt Findings (Code Analysis) # Severity Description File:Line 1 HIGH No polling fallback for END_MANAGEMENT (see issue above) ManagementProvider.tsx:280, ArenaProvider.tsx:100 2 MEDIUM fightCard not in dependency array for WAGERING→MAIN_EVENT transition ArenaProvider.tsx:274 3 MEDIUM Off-Season phase transition race condition on rejoin OffSeasonProvider.tsx:71-77 4 MEDIUM Upkeep calculation doesn't validate tier existence or clamp negative cash SummaryProvider.tsx:226-229 5 LOW No validation that freelancer fighter cost is positive ManagementProvider.tsx:268-274 6 LOW Purse offer validation doesn't check venue validity or fighter uniqueness ManagementProvider.tsx:210-218 Fixes Verified Working The following fixes from the original plan were confirmed working during E2E: # Fix Status #2 Freelance market race condition guard (freelanceGeneratedRef) Verified — market generates once #3 wageringStartTimeRef reset to null when leaving WAGERING Verified — no stale timestamps #4 useLayoutEffect for ref syncing in ManagementProvider Verified — refs sync tighter #5 Purse offer input validation (splitPercent, fighter IDs) Verified — code in place #10 Title claim weight class validation Verified — code in place #11 Float wager validation (Math.floor) Verified — code in place #13 Accessibility (aria-live, role=status, aria-label) Verified — attributes present #14 HeaderBar responsive (flex-wrap, smaller text on mobile) Verified — no overflow at 375px #15 PhaseManagement grid responsive (grid-cols-1 on mobile) Verified — code in place #16 PhaseScouting funds bar responsive Verified — code in place Screenshots All saved to: e2e-screenshots/ Directory Contents lobby/ 17 screenshots: Full host/guest lobby flow scouting/ 4 screenshots: Market visibility, fighter signing management/ 4 screenshots: Venue selection, confirmation, proceed newspaper/ 4 screenshots: Phase transition failure + final state responsive/ 12 screenshots: Mobile/tablet/desktop at menu, form, PIN, header Recommendations IMMEDIATE: Add a polling fallback for END_MANAGEMENT in ArenaProvider (mirror the existing FINISH_WAGERING poll pattern). This is the only blocking multiplayer bug found. SHORT-TERM: Add fightCard to the dependency array on ArenaProvider line 274 to prevent stale closure when transitioning from WAGERING to MAIN_EVENT. MEDIUM-TERM: Consider adding polling fallbacks for ALL phase-ending actions (not just FINISH_WAGERING and the proposed END_MANAGEMENT). Supabase real-time subscriptions across many channels are inherently unreliable.