Your aim: turn ordinary cards into gold plates, then earn nine locks. Winning chips keeps you at the table. Winning an ordinary pair builds your board. A lock needs a special victory.
01
YOUR FIRST LIVE TABLE
Choose. Remember. Play.
01
Open the left guest rail.
Press C or click the vertical GUESTS bar to open the full-screen guest list. Choose a left or right seat. Drag or scroll horizontally through two rows of portraits, or filter by class: 10 Guard, 10 Veteran, 8 Super and 4 Emperor. Click a portrait to inspect their style and strength bars; choose the seat button to invite them. Arrow keys browse and Enter invites. All 32 original guests are available from the start. Ten additional question-mark invitations belong to the time crystal collection. These sealed invitations show a question mark and cannot be seated. During a table, select a new guest to open the handoff dialog. Keep the existing free-credit stack, or bring 200 free credits at the next hand boundary. Cards and committed wagers remain with the seat.
02
Take a seat.
Confirm the fixed 200-credit buy-in. Your own nine cards then appear for thirty seconds. Click two slots to swap them during this opening window. After each Trip, click an ordinary face-down slot and confirm a replacement. Each slot can be refreshed once; only its new face is visible for the remaining memory time. The timer keeps running during confirmation. Later windows do not permit rearrangement.
03
Use the action panel.
Ante and deal, select an available slot, then commit your incoming card. Check, call, fold or raise when offered. The whole-credit Raise to amount includes your ante and earlier contribution. A quiet strip of action icons sits between the explanation and the buttons: cards for choosing a plate, an eye for study or reveal, a shield for Stay, and credits for a wager.
04
Read each reveal.
Reveal and settlement wait for your Continue click. The small cards icon in either guest’s green nameplate opens a shallow row of that public board. It never uncovers private cards.
Pause without losing your place. Ctrl+Space pauses or resumes. Opening the guide, guest list, Career or time crystal collection—or leaving the window—covers private cards and pauses memory time. Resume explicitly from the top-left button. Closing the game saves the exact table, pending wagers and each guest’s retained memory.
Side challenges appear in their required table order. Use Offer, Match or Decline in the action panel. At the Trip, select any plates you wish to exchange and confirm; Keep all plates is also available. The title bar keeps a short summary of the last main-pot win or tie. The three controls beside Pause/Resume use icons: menu lines, a standard sound or mute symbol, and a career trophy. Accessible labels identify each control without hover popups. The table menu contains sound volume, reduced motion, save-and-lounge, Catch 9 reset when available, and a separate confirmed cash-out action. Lighting changes stay subtle and authored portraits blink naturally, including the selected guest’s large profile portrait. Freddie Mercury uses a still concert photograph. Reduced motion stops incidental animation. Sound consists of short card, credit and reward effects, with no background loop. After visiting Career or the time crystal collection, close the panel and resume the table; your sound setting is preserved. Press M to mute or restore effects, and use the table-menu volume control to adjust their level.
C GuestsR CareerT Ting terminalCtrlSpace Pause / resumeF1 GuideF Focus tableM SoundF8 Table menu
Plate9 signature: Focus table. In Room view, animated opponents blink naturally while the dealer stays open-eyed. Freddie’s concert photograph stays still, with naturally closed eyes. Choose Focus table, or press F, to darken the room and hold all of their eyes closed. Choose Room view or press F again to reopen their eyes. Reduced motion stops incidental blinks, but the selected focus pose remains. These gestures are cosmetic: opponent memory, decisions, card visibility and the game timer keep their normal rules.
02
COMPANY AT THE NINTH EMBER
Thirty-two guests. Different minds.
ASTRA · EMPEROR
Astra, the patient logician.
Co-Creator of Staqtapp-TDS MC
Translucent white ceramic over black precision mechanics. Kind company with disciplined logic and recall. Astra runs a dedicated Ting program and samples 4,096 possible outcomes. She learns from public bet sizes, check-then-raise patterns, revealed pairs and apparent missed public matches. Evidence is smoothed and uncertain; an unseen hand proves nothing. Pauses, reading time and wall-clock hesitation are never tells.
Guard offers the gentlest styles. Veteran adds pressure and experience. Super rewards careful observation. Emperor uses the deepest sampling and most consistent reasoning.
Class
Guests
Character of play
Guard · 10
Nilo Renn · Brin Ossa · Tavi Quell · Rook Danner · Senn Oru · Pip Kest · Dara Nex · Mox Tal · Unit LARK · Eris Tonn
Gentle styles, cautious recall and lively risks
Veteran · 10
Korr Vahl · Mara Voss · Rhea Sol · Hask Vorr · Odel Rune · Vesha Korr · Tomas Rill · Nyra Ish · Bram Cale · Ayo Meridian
Experience, patience and varied pressure
Super · 8
Veyra Sile · Ilex Rune · Gus Perrin · Thessa Quill · Talren Voss · Nacre Nine · Selene Dray · Orris Vel
Disciplined prices, misdirection and strong recall
Emperor · 4
Astra · Orun Vale · Varek Sorn · Eshara Nul
Deep sampling and adaptive probability
Profile bars show configured Logic, Recall, Patience and Pressure. They describe behavior, not measured win rates. Decisions vary with remembered cards, public actions, stack sizes and uncertainty. Every guest follows the same legal actions and information limits; none sees another player’s concealed cards or the future deck.
03
THE RHYTHM
One round, eight moments.
01
Remember
You receive nine ordinary cards in a fixed 3 × 3 board. Study them during the opening 30-second private memory period.
02
Ante & place
Pay the 1-chip ante. Privately inspect your new card, then place it face down on a playable slot. Commit placements together.
03
Bet
Check, call, raise or fold as allowed. At most three raises. Live wagers must have equal cover; return any uncalled excess.
04
Reserve & challenge
Set aside possible extra draft cover. Offer and accept any side challenges, in table order, before reveals.
05
Stay or Reveal
Commit choices together. Ordinary plays reveal. Only an eligible new play on open gold may Stay.
06
Compare
Reveal current cards; resolve any qualifying tie claims. If all three new cards Stay, use the dealer’s draft instead.
07
Settle & clear
Pay main and side wagers; preserve unresolved escrows. Award ordinary gold, clear exposed tops, then apply a valid lock.
08
Continue
Check for Plate9. After round eight, resolve the Trip. Rotate the action marker. If a seat cannot fund the next ante, the session ends.
The 30-second clock belongs to memory viewing. Standard offline decisions have no turn timer. After committing, you cannot peek again at a concealed ordinary base or held top.
04
THE PIECES
Every state has its own shape.
Ordinary card
Ordinary card
Concealed base. Remember its rank. An unoccupied ordinary slot can accept a card.
Open gold
Open gold
Its rank and suit are public. It can accept a new top card if unoccupied.
Locked gold
Locked gold
A completed lock. Nothing can be placed over it; it cannot form a match.
Rank makes the match. Suits never break a tie. Ace is high. An awarded gold plate keeps its original slot base’s rank and suit.
05
BUILD YOUR BOARD
A pair earns gold. Even when you lose.
EXAMPLE A · ORDINARY MATCH1 / 3
Remembered slot base+Your new card
Put your 7 on the remembered 7.
During play the base stays concealed until the legal reveal. Here, both faces are shown to teach the example.
Slot baseTop cardPAIR OF SEVENS
The ranks match when revealed.
Another player can beat you with Kings. Even a losing or folded ordinary pair earns its plate.
Your new open gold 7♠
Keep the gold; clear both regular cards.
The new plate is face up. It does not lock in the round it is awarded.
A missed match: discard the top card. Return the ordinary base face down and mark it as publicly seen. You may remember what was revealed.
No matching pairs: compare eligible top-card ranks. Equal high cards split the main pot. A high-card result earns no plate or lock.
06
HOLD YOUR NERVE
A Stay protects a card—and uses a slot.
Open Queen plate
Concealed top · STAY
All four conditions must hold.
The new top is on an unoccupied open gold plate.
Another slot remains available for the next deal.
All three players remain in the main contest.
You have reserved your full possible extra draft payment.
Commit the new Stay face down. It stays on that exact plate across rounds and Trips. You cannot move, replace, peek at or exchange it. Multiple Stays are allowed, but every one occupies a slot.
A hidden hand is not a pot claim.
Holding the current card usually gives up this round’s main claim. An eligible tie takeover or draft can still supply a revealed hand. Old wagers never buy entry to new pots.
Only two live reveal routes.
An old Stay can reveal in a qualifying tie window or the all-stayed draft. A fold, pause, Trip or impatience creates no extra reveal route.
Eight locks + one open plate? Your next card must Reveal. You cannot Stay on the final playable slot.
07
THE ORDINARY TIE WINDOW
Beat their tied pairs. Earn your lock.
KORR
Slot baseTop cardPAIR OF EIGHTS
VEYRA
Slot baseTop cardPAIR OF EIGHTS
YOU
Gold baseTop cardQUEENS TAKE OVER
Both opponents must still contest the pot and reveal equal-ranked matching pairs. You may claim one of your Stays—or decline. Your claimed pair must be strictly higher than their tied pair. A current revealed gold pair can qualify the same way.
Snapshot first. Eligibility comes from the first current reveals. Eligible owners commit claims together. Animation order never creates a new tie window. Keep the better of your current hand and a qualifying claim.
One sole winner. Your selected hand must be on previously open gold and win alone. Split pots, high cards and a routine gold pair against unequal opponents do not lock. This takeover has no x2 payment.
LOCKLOCKLOCKLOCKLOCKLOCKSTAYSTAYK
Chips won. Capacity protected.
With six locks, two old Stays and one open King, a qualifying current King victory pays the pot but leaves the King open. Locking it would block the next deal. There is no deferred lock.
Clear all legally exposed tops before checking capacity. Nine locks is the allowed terminal exception.
Equal current hand and equal qualifying claim
When your current hand and a qualifying claim have equal strength, your current hand is retained. Draft ties use the separate selection rule below.
08
WHEN ALL THREE NEW CARDS STAY
The dealer turns one gold draft card.
External draft · King
ALL STAYS NOW REVEAL
Triple beats pair. Pair beats high card.
Every held top on every board reveals, including older Stays. Nobody can keep one hidden after seeing the draft. Locked plates never participate.
A matching gold King and top King become a triple with this draft King. The draft cannot rescue an unmatched base and top.
01TRIPLEMatching gold + top + draft rank
02PAIRMatching gold + top rank
03HIGH CARDHighest top when unmatched
Each seat automatically uses its best play. Equal best plays within one board use the older placement, then the lowest slot number. A sole pair or triple winner may lock that selected gold plate, subject to capacity. A high-card winner cannot lock.
EXAMPLE D · THREE WAGERS OF 10
The prize is 50. The winner gains 40 net.
30original main pot+10 + 10losers’ extra reserves=50paid to the winner
Winner 240Loser 180Loser 180
Starting at 200 each: everyone already paid 10 main and reserved 10 extra. The winner receives 50 and their unused 10 reserve. Each loser loses 20 total.
x2 follows the draft reveal. Losers owe the extra payment even if the winner has only a high card. If all three tie, all three win and nobody owes an extra payment.
No double debit. The original wager is already in the pot. Only the extra reserved amount is added. The absolute cap is B + min(B, available extra); a new Stay requires full cover in advance.
09
SIDE CHALLENGES
“You won’t make a pair.”
A voluntary no-match challenge concerns the target’s new current play, including an ordinary card. It can also be defeated by a pair the target legally reveals from a Stay in that original round. A losing, folded or non-qualifying pair still counts.
BETTOR5
→
SEPARATE ESCROW10
←
TARGET5
Target makes a pair.
The target receives all 10: their 5 back plus 5 profit. A main-pot loss does not change this result.
Target reveals no pair.
After the complete reveal/claim window, the bettor receives the 10 if the current play was exposed and no revealed claim made a pair.
Only targets with four or fewer locks may accept a new challenge.
Both sides fund equal stakes from free chips after draft reserves.
Your new outgoing stakes plus accepted counterstakes may total at most your actual current main contribution B.
One offer per opponent. First a clockwise left-target pass from the marker, then a right-target pass. Each offer is resolved before the next.
Declining costs nothing, does not fold your main hand and reveals no hidden-card fact.
Still hidden? Keep the escrow. If the current card Stays and no pair is revealed that round, both stakes remain attached to that exact card and its original gold base. Later, only that held card’s own match settles the old contract. An unrelated later pair cannot settle it. Reaching five locks does not cancel an accepted obligation.
Example E · one challenge against each opponent
Offer 5 to each eligible opponent with enough free chips and combined side budget. Both accept: two separate escrows of 10. If one target matches and one fails, you lose 5 on the first and profit 5 on the second. Your net side result is zero.
10
AFTER EIGHT ROUNDS
The Trip refreshes your possibilities.
YOU 3 locksKORR 3 locksVEYRA 1 lock
Reserved regular Trip card
Tied counts open one memory attempt.
Snapshot lock counts before exchanges. Here, you and Korr are tied. Reveal the reserved regular Trip card; each of you may choose one eligible ordinary slot or decline. Veyra gets no attempt.
No tied counts means the Trip card stays concealed. Ties at zero, or all three tied, qualify.
Your selected ordinary 9♣→Awarded open gold 9♣
A selected ordinary card must never have been publicly exposed since entering that slot. Private memory viewing is allowed. A match becomes open gold with the base’s suit; a miss returns face down and is marked publicly seen. Neither result changes the lock counts. No x2.
Keep or exchange.
All players choose together. You may exchange an unoccupied open gold plate or surrender a locked plate for an ordinary card in that slot. A held Stay and its occupied plate cannot be exchanged. Ordinary slots can be refreshed during the following memory window. A plate exchanged in this step cannot be replaced again in that window.
Remember only the new cards.
A shared 30-second window opens after every Trip. Click an ordinary face-down card and choose Yes to replace it once, or No to keep it unseen. The old card leaves without being exposed. Study the new face only for the remaining time; confirmation never resets or pauses the timer. New cards stay in their assigned slots. Pause and expiry cover their faces. Hidden Stays and locked plates cannot be refreshed here.
The primary 52-card deck supplies the opening 27 bases, the next 24 single-card plays and the final conditional Trip. At each Trip boundary, the next 24 plays and Trip are fixed before replacements begin. Fresh slot cards come only from a separate 52-card replacement deck; they never consume or change those queued play cards or Trip. Each card retains its source identity, and discards return only to their own supply. The same printed face may exist once in each separate deck. Protected Stays remain outside their own shuffle. The gold comparison draft stays separate.
Existing saved tables preserve their already dealt cards and protected Stays. New replacement opportunities never rewrite a retained card or an accepted obligation.
11
NINE IS THE DESTINATION
Catch is progress. Plate9 is nine locks.
CATCH
All nine slots contain gold. Some may still be open or occupied by Stays. Catch 9 immediately banks the XP, badges and credits you have earned so far. It is a career milestone of its own. It does not count as the nine-lock Plate9 victory.
PLATE9
Nine valid locks. Finish the round’s accounting, settle pending challenges, record the achievement, then bank the settled cash-out. Confirm a new fixed 200-credit buy-in to begin again.
Chip-out ends the session. Before the next ante, a human with zero free credits may confirm a fixed 200-credit rebuy or settle and leave. An opponent chip-out, or declining the human rebuy, ends the table. Pending challenges settle and the remaining human credits bank after assistance recovery. Chip-out awards no Plate9.
Leaving preserves obligations. Save-and-lounge preserves the unfinished session. Cash out & leave forfeits committed main stakes and settles funded challenges; the remaining human stack banks after assistance recovery. It never reveals an extra private card. Closing the window preserves your exact table, committed obligations and remaining memory time.
A 2 on your last open plate? With eight locks it cannot Stay or beat a lower tied pair. You may exchange that unoccupied open plate at a Trip to pursue the ninth lock. Its rank never secretly changes.
12
CREDITS, EXPERIENCE AND REPUTATION
Your lasting club record.
Credits fund table play.
Your banked credit balance persists across tables. A new table always starts with 200 credits per seat. Review the confirmation: it shows your balance, the exact deduction, any insurance assistance, and what remains banked. You cannot choose a larger starting stack.
At zero free credits, a human rebuy is offered only between hands, before the next ante. It adds exactly 200 credits, using your balance first. It never redeals cards, rewrites Stays, changes wagers or extends memory time. Rebuy tables are unrated and cannot earn Astra’s Respect; other play rewards remain available.
XP buys time crystals.
Available XP is your purchasing balance. Lifetime XP is the historical total you have earned. Every banked XP reward increases both. A crystal purchase reduces only available XP: lifetime XP, level, rating and credits stay intact.
Your previous lifetime XP becomes available XP when upgrading. Previously acquired sculptures and their certificates remain yours and immediately unlock the corresponding guests.
Cash out your earned credits. In the table menu choose Cash out & leave this table, then confirm. Committed main stakes are forfeited and accepted challenges settle under their existing rules. Your remaining stack is returned to your banked balance after any insurance recovery. Unbanked milestone rewards are forfeited; earlier banked XP and credits remain yours. At a natural ending, cash-out is automatic and happens once.
Insurance covers only a shortfall in the fixed 200-credit buy-in or rebuy. Assistance is recovered from that table’s final cash-out first; any unpaid remainder is forgiven. Starting and immediately leaving therefore cannot turn assistance into purchasing credits. For example, with 50 banked credits you pay 50 and receive 150 assistance. Cashing out a settled stack of 300 recovers 150 and banks the remaining 150.
Save table & return to lounge, or closing the window, preserves the exact unfinished table. Those credits remain committed to the saved table until you resume or cash out; resuming never charges a second buy-in. A saved older table keeps its existing stack when upgraded.
Major victories make a difference.
Catch 9 awards 1,500 XP; Plate9 awards 7,500 XP; a qualifying win with Astra awards another 3,000 XP. Milestones stack. Astra’s Respect requires the sole winning result with Astra seated throughout, without guest changes or human rebuys. One pot does not defeat Astra. Plate9 decides the winner when reached; otherwise the unique largest final stack wins. Tied leaders receive no winner bonus.
Milestone
XP
Credits
First Light
25
10
Sealbreaker
100
25
True Recall
200
20
Against the Tie
750
50
Draft Sovereign
750
50
Golden Nine
1,500
100
The Ninth Ember
7,500
500
Table Victor
500
30
Astra’s Respect
3,000
150
First Light and Sealbreaker pay once per career. The other milestone bonuses can pay once per table. Every settled hand also adds 2 XP; a new ordinary gold plate adds 5 XP and a new lock adds 20 XP. Catch 9 banks pending XP, badges and credit rewards immediately; later milestones bank at a natural ending or a Catch settlement.
XP pursuits refresh as you progress.
Open Career → XP pursuits. These five challenges run together across tables and pay their XP immediately when completed. Completing all five awards another 250 XP, advances the pursuit cycle and resets all five counters. Spending XP does not erase pursuit progress or historical earnings. Saving and reloading cannot award the same event again.
Pursuit
Goal
XP
At the table
Complete 12 settled hands.
150
Golden progress
Earn 6 new gold plates.
250
Keep the seal
Earn 3 new locks.
400
True memory
Match 2 eligible Trip cards.
200
See it through
Finish a natural table after at least 8 hands.
300
The completed-table pursuit requires at least eight settled hands in that table and a natural Plate9 or chip-out ending. A forfeit or Catch reset cannot complete it. Pursuit XP already earned stays banked even if you later leave.
Continue from Catch, or settle. At Catch 9 you may continue toward Plate9 or settle the table. A Catch reset settles accepted challenges and banks remaining progress, without a table victory or rating change. Starting the next table then requires the standard buy-in confirmation. The reset remains available at settled hand or Trip boundaries. Guest handoffs preserve cards, memory and obligations; their optional 200-credit stack waits for a cleared main pot and makes the table unrated.
Skill is separate from XP.
Local skill starts at 1,200 and is provisional for ten rated tables. It compares results against authored guest ratings. Forfeits cannot improve it. Titles: Visitor below 1,100; Regular 1,100; Contender 1,300; Strategist 1,550; Master 1,800; Ember Elite 2,050. Career level follows lifetime XP.
Choose your card finish.
Ember Brass is included. Aurora Teal costs 50 credits, Obsidian Pearl 150 and Imperial Violet 300. These use your banked credit balance. Purchases are permanent and apply uniformly to concealed cards. Game credits and XP have no cash value.
Opponent Insight · 100,000 credits.
Open Career → Table tools and review the purchase. Confirm spends exactly 100,000 banked credits once, permanently unlocking every opponent’s graph. XP is never spent. The saved purchase result shows your remaining balance.
Each guest’s public card row has a fixed, full-width bar above it. Before purchase, its centered gold lock stays visible and the chart is unavailable. After purchase, the lock becomes a graph icon. Press that same bar to slide the graph upward; press again to hide it downward. The bar and card row do not move. Reduced motion opens and closes instantly.
Patterns % plots rolling averages over up to the last twelve publicly revealed plays: matched calls or raises; unmatched raises (possible bluffs, never proof of intent); and raises with a J, Q, K or A committed card. Checking a matching hand does not count as a matched wager. A match does not guarantee winning. Concealed Stays do not enter these percentages until that same play is publicly revealed.
Wagers C plots each play’s main stake and main-pot return, including any draft bonus in the returned pot. Side challenges and additional draft payments are not part of the stake line, so this is not an overall profit chart. Hover or use the arrow keys for the inline play readout; there are no tooltips. Switch between 48 and 96 recent plays.
History begins with this update and follows each guest across tables and restarts. Up to 96 completed plays per guest are retained, including wins or ties and folds. A hand shared by departing and arriving guests is omitted for that seat. Older saves load without invented history and receive a preserved backup before their first updated save.
13
SCULPTURES AND PLAYABLE MYSTERY GUESTS
The Time Crystal Collection.
Helios Observatory · 22,000 XP · Super 2 invitation
Open Career with R, then Time crystals. Sixteen sculptures celebrate the club’s imagined galactic history. Click one for its image, description, XP price and invitation.
Choose Acquire, review the XP cost, then confirm. The purchase spends available XP, issues a dated certificate and immediately reveals a playable mystery guest in the guest list. Lifetime XP and credits are unaffected.
There are exactly ten mystery guests: two each in Guard, Veteran and Super, plus four in Emperor. Higher classes require higher-priced sculptures. Some sculptures share an invitation: buying another sculpture with that invitation adds the collectible, without creating another guest. The shop tells you when its guest is already unlocked.
All 32 original guests remain available. A revealed mystery guest has a full profile, portrait and a class-appropriate Ting playing style. Locked profiles show a question mark and identify which sculptures unlock them. Earned guests can be invited to either seat.
Class
Mystery guests
Sculptures
XP prices
Guard
2
4
500 · 800 · 1,200 · 1,800
Veteran
2
4
2,600 · 3,500 · 4,800 · 6,500
Super
2
4
9,000 · 12,000 · 16,000 · 22,000
Emperor
4
4
32,000 · 45,000 · 500,000 · 1,000,000
Choose the invitation you want.
Sculpture
Price
Unlock
First Signal
500 XP
Guard 1
Solstice Relay
800 XP
Guard 1
Aurora Mainframe
1,200 XP
Guard 2
Pilgrim Fieldphone
1,800 XP
Guard 2
Orion Courier
2,600 XP
Veteran 1
Vellum Spiral
3,500 XP
Veteran 1
Meridian Array
4,800 XP
Veteran 2
Atlas Console
6,500 XP
Veteran 2
Aeon Vessel
9,000 XP
Super 1
Horizon Liner
12,000 XP
Super 1
Echo Communicator
16,000 XP
Super 2
Helios Observatory
22,000 XP
Super 2
Sovereign Arc
32,000 XP
Emperor 1
Chronarch Engine
45,000 XP
Emperor 2
Dyson Sphere
500,000 XP
Emperor 3
Massive Galactic Trader Ship
1,000,000 XP
Emperor 4
Two extraordinary Emperor invitations.
Dyson Sphere · 500,000 XP · Freddie MercuryMassive Galactic Trader Ship · 1,000,000 XP · Stephen Hawking
The Dyson Sphere unlocks Freddie Mercury, Queen’s singer and songwriter, with unexpected high-note bluff wagers. The Massive Galactic Trader Ship unlocks Stephen Hawking, with a sliding table of probabilities that follows public clues and remembered cards. Their multiverse personas are healthy and energetic. Both are Emperor-class guests with distinct, bounded playing traits and the same hidden-card rules as everyone else. These are fictional game personalities, not historical claims about their card-playing ability.
Freddie’s portrait is a still concert photograph with naturally closed eyes. Stephen and the original guests use their authored eye animations. Photograph: Queen - Freddie Mercury by Carl Lender, 16 November 1977, CC BY 2.0. Resized and encoded as WebP; in-game views may clip or mirror it. Full credits are included in THIRD-PARTY-NOTICES.txt.
A first Catch 9 bonus can fund the 500-XP Guard 1 or 1,200-XP Guard 2 entry sculpture. A Plate9 victory and its other eligible bonuses make larger purchases possible. The Emperor sculptures remain longer-term goals; repeatable major victories and pursuit cycles keep earning opportunities open.
14
A WINDOW INTO YOUR OPPONENT’S WORK
The Ting decision terminal.
Click the right Ting icon rail or press T. The panel slides in beside the table and records actual guest computation: the current phase, the legal checks, completion or fallback status, processing time, and the action once it can be public. The time includes worker dispatch and receipt; the deliberate club-pace display delay is excluded.
Concealed ranks, private estimates and uncommitted choices never enter this display. Placement, Stay, Trip and exchange choices remain sealed until the relevant phase resolves. Clear removes the displayed history without erasing a guest’s retained memory. The broad scrollbar lets you inspect earlier entries; switch off Following live decisions to keep your place.
Detailed receipts explain the method used for the phase, the guest’s declared playing traits, evaluated and admissible alternatives, public call and raise prices, credit consequences and the latest public betting actions. An offered challenge is shown as conditional until accepted. Weighted selection can choose among several admissible actions; the terminal does not claim to reveal a private motive. Timings separate input processing, sampling, rules, validation and selection; cached programs are identified. Details reuse the completed decision and public table facts, with no extra simulations. Private scores, remembered cards and rule-match counts stay sealed.
The terminal keeps the latest 25 receipts; each new entry replaces the oldest automatically. It stops updating its display while closed. Details toggles a compact view. Scrolling pauses live following. The terminal does not pause play. Close it with its corner icon, T, or the right rail.
15
KEEP THIS CLOSE
The table, at a glance.
Event
Gold awarded?
Lock?
x2?
Revealed ordinary pair
Yes, even losing or folded
No
No
Routine current gold pair win
Already gold
No
No
Sole higher gold pair over opponents’ tied pairs
Already gold
Yes, if capacity permits
No
Sole draft pair / triple win
Already gold
Yes, if capacity permits
Draft losers only
Draft high-card win or split
No
No
Draft losers only
Successful Trip memory match
Yes, face up
No
No
Odd chips in split pots go clockwise from the action marker among the winners. At most one plate locks in a round.
F1 Player guideF Focus tableF8 Table toolsCtrl Space Pause / resume tableM Mute table soundsCtrl F Find in this guideEsc Return to the table
Click the small cards icon in either opponent’s titlebox to open a slim public-board row. Concealed cards stay face down; Escape closes the row. The primary play deck, independent replacement deck and separate gold draft each keep their own role. Worked examples teach the rules; they never expose your live concealed cards.
16
THE SPACEPORT ECONOMY
The Ninth Ember Exchange
Use the graph icon beside Career or Ctrl + E to trade 60 fictional Ninth Ember companies in 10 sectors. The table pauses and private cards are covered while you visit. Close the exchange and resume when ready.
Read the market
Search issuers, filter sectors, sort movers, and save a watchlist. The chart offers line and candle views, volume, crosshair inspection, and a fixed price-and-volume readout. The 10m, 30m and 80m buttons select history ranges; the initial archive has 40 simulated minutes. News, holdings and transactions are below the chart. Directory changes cover ten minutes.
Quotes move every 20 seconds while Plate9 is open. Sector activity, company shocks and irregular news interact with fresh randomness. News never guarantees the next move. Closed applications do not simulate offline gains; returning from sleep advances at most one quote.
Place an order
Choose Buy shares or Sell shares. These buttons select the order type; they do not execute a trade. To sell, select a company whose shares you own. The Held filter helps you find them.
Enter the number of shares. Use whole shares. Check the price, fee and the amount you will pay or receive. Max fills in the most you can buy or sell.
Select Review purchase or Review sale. The review screen shows the full cost or proceeds and your cash after the order. Reviewing does not move credits or shares.
Select Confirm purchase or Confirm sale. This final button executes the order and saves it. Cancel leaves your credits and shares unchanged. If the quote changes, cancel and review the new price before confirming.
Look for PURCHASE COMPLETE or SALE COMPLETE. A saved trade shows the shares bought or sold, credits paid or received, the included fee, remaining cash, shares now owned and a receipt number. The result stays open until you choose Done, View transactions or Escape. View transactions opens your saved receipt history. An order that could not be saved shows ORDER NOT COMPLETED and leaves your credits and shares unchanged.
The exchange fee is 0.35%, with a minimum of 0.05 credits. Only banked credits may be spent; sales are limited to shares you own.
Fractional credits remain in exchange cash. Positions, fee-inclusive cost basis, realized results and the latest 200 receipts persist with your career. Credits and holdings save together; an unsuccessful save cancels the order. No table stakes or XP are spent.
17
THE FEEL OF THE TABLE
Playing plates, movement and sound
Satin metal card faces use bold angular ranks on one continuous surface. The lower rank remains exposed beneath a committed card, without a separate bottom panel. Opponent cards have no added rank label, and controls have no hover or focus tooltips. Guest and Ting rails use icons, with accessible names. Commit and replacement slides take 320 ms and do not delay the game or extend memory time. Reduced motion skips them; privacy pause or memory expiry conceals private cards immediately.
Windows plays short native audio cues without retaining a Qt audio stream. Mute and the in-game volume continue to work. The next cue retries if Windows rejects an output request. Use Table menu → Test sound to check output while paused. There is no background sound loop.
18
NINE RIDES / ONE COLLECTION
Bicycle card decks
Open Career, then Bicycle decks. Each of the nine decks costs 80,000 banked credits once. Stock-sale proceeds and table earnings use this same balance. Selling a stock returns credits only after you confirm the sale.
Select a deck to inspect its regular and gold backs. Choose Review purchase, check the price and remaining balance, then Confirm purchase. PURCHASE COMPLETE means the deck is saved, owned and equipped. Cancel spends nothing. If saving fails, your credits, collection and equipped deck stay unchanged.
Choose Equip this deck · Free to switch to an owned deck without paying again. Ownership and selection survive closing Plate9. Each bicycle deck pairs its original back art with clean white regular faces and a thin border in the back’s primary color. Gold cards keep reflective metal on both faces and backs, without green inlays or deck-colored borders. Normal bicycle backs keep their original artwork. Rank positions, suits and game rules stay the same. Choose Ember Brass or another finish under Career record to return to a classic back.
The Downhill Mountain Biker design features a downhill speed specialist in an aerodynamic suit on a purpose-built streamlined bicycle, descending a paved mountain road.
20
OFFLINE / THE NINTH EMBER CIRCUIT
Twenty-seven arrive. Three reach the final.
Open the gold Circuit trophy beside Career and the Exchange, or press Ctrl+J. Review the entry, then confirm 5,000 banked credits. The fee is charged once; resuming the same event is free. Your ordinary table is parked intact, including its cards, committed wagers, opponent memory and career progress.
The field contains you, 14 challengers drawn from a hidden pool of 72, nine ordinary guests and three mystery invitations. Recent opponents rotate out in favour of less recently encountered players. The opening draw puts one player from each of three strength bands at every table. Mystery guests can appear without a sculpture purchase; their names and portraits are revealed when they sit with you. Encountering them here does not unlock their ordinary career invitation.
Stage
Field
Limit
Advancement
Opening
9 tables / 27 players
24 rounds
One winner per table
Semifinals
3 tables / 9 players
24 rounds
One winner per table
Championship
1 table / 3 players
32 rounds
Final places and prizes
All three seats start each stage with 200 tournament chips. These chips never become banked credits. Every player uses the standard Plate9 card deck; career finishes and bicycle decks are restored when you leave the Circuit. There are no rebuys, top-ups, guest substitutions or Catch 9 resets.
Opponent line graphs are included during Circuit play. Click an opponent’s public card-row button, then its centred graph bar. No purchase is required. The chart records public plays you have witnessed in this event, carries those observations across its stages and never reveals concealed cards or an opponent’s private memory. Career ownership and ordinary-table chart history are unchanged.
Nine locked plates wins a table outright. Otherwise a table ends at its ordinary chip-out boundary or after its round limit, including the last scheduled Trip. All funded main pots, reserves and side challenges settle before ranking: first chips, then locks, then open gold. An exact qualifier tie uses a fair seeded draw fixed before play. An exact final tie shares the title and the affected prizes; any indivisible final credit follows the original seat order. A chip victory does not award the nine-lock Plate9 achievement.
The final prizes are 40,000 / 20,000 / 10,000 credits. The result shows your prize, entry fee, net result and saved receipt. Ordinary table rewards and rating are separate; a genuine nine-lock Plate9 retains its existing achievement reward. Other tables run the same referee and authored Ting opponents in bounded background jobs. Their portraits, free chips, locks, pot and escrow update from actual play. Select a table to inspect its public record.
The bracket stays fixed: O01–O03 feed S01, O04–O06 feed S02, O07–O09 feed S03, and the three semifinal winners feed F01. The next stage becomes available after every table in the current stage settles. If eliminated, you can follow the remaining stages to the championship.
Save & Exit preserves the exact event and restores your ordinary table. Closing the app also saves the Circuit; it returns paused. Withdraw requires a separate confirmation, ends that run and does not refund the entry. At the championship result, Finish & return to lounge archives the receipt and allows a fresh field. Brief draw, arrival and result animations respect the existing reduced-motion setting.