1092 lines
29 KiB
Markdown
1092 lines
29 KiB
Markdown
# Sanctification TCG — Functional Spec Workshop Backlog
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This document collects the unresolved or insufficiently-defined decisions in the current functional spec.
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The goal is to work through these one at a time, make explicit decisions, and then fold the final answers back into the functional spec so the spec no longer contains contradictory, placeholder, or ambiguous behavior.
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---
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## Tier 1 — Core Product Mechanics
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### 1. What exactly earns the daily reward?
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Questions to resolve:
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- If one user tracks 3 habits and another tracks 8, can the second user earn a better pack?
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- If custom habits exist, how do we prevent users from creating extra trivial habits to improve rewards?
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- Should rewards be based on:
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- Raw number of completed habits?
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- Percentage of planned habits completed?
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- A fixed set of reward-eligible core habits?
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- Weighted categories?
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- Some other normalized system?
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- How should optional or non-daily habits interact with the reward?
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The functional spec already establishes:
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- Habit completion is binary from the application's perspective.
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- Duration or self-reported difficulty should not increase rewards.
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- The economy should assume honest participation rather than attempt anti-cheat verification.
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---
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### 2. What is the lifecycle of a daily pack?
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The current core loop says the user can open the day's pack immediately or save it, while the pack-upgrade idea says the same pack improves throughout the day.
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Questions to resolve:
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- Can the user open the pack before finishing their habits?
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- If so, what happens to rewards earned afterward?
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- Does the pack remain sealed and upgrade throughout the day until the user explicitly finalizes it?
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- Is there a cutoff time when the day's pack automatically finalizes?
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- Can the user manually finalize early?
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- Does opening a pack end that day's reward progression?
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- How does logging yesterday's habits affect yesterday's pack?
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This should become one explicit state machine in the functional spec.
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---
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### 3. How does habit completion upgrade a pack?
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Candidate mechanisms:
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- Add cards.
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- Improve rarity odds.
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- Improve expected condition.
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- Upgrade the pack type.
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- Some combination of the above.
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The current spec leans toward adding cards because it may feel less like manipulating gambling-style odds, but this is not yet decided.
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Questions to resolve:
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- Which mechanism feels rewarding without becoming casino-like?
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- Should users visibly understand exactly what each completed task did?
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- Should later upgrades affect every card in the pack or only newly-added slots?
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- Is the pack upgrade path deterministic or probabilistic?
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---
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### 4. How much better is a fully completed day than simply logging in?
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The login pack needs to:
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- Be meaningful enough to establish the daily hook.
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- Not make opening the application equivalent to actually completing habits.
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Questions to resolve:
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- How weak is the starting pack?
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- What is the maximum daily pack?
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- What is the expected-value difference between:
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- Login only.
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- Partial completion.
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- Full completion?
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- Should full completion unlock a distinct final slot or presentation rather than merely adding more probability?
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---
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### 5. What does consistency do mechanically?
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The spec has moved away from positive-habit streaks and toward consistency metrics.
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Potential measurements include:
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- 7-day consistency.
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- 30-day consistency.
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- 90-day consistency.
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- Lifetime completion rate.
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- Total completions.
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- Returning after time away.
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Questions to resolve:
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- Which metrics exist in the MVP?
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- Which are purely informational?
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- Which, if any, affect rewards?
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- Should consistency ever improve card economy output?
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- Could consistency instead unlock:
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- Cosmetics.
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- Achievements.
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- Binder decoration.
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- Profile elements.
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- Special non-economic recognition?
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- How should consistency treat scheduled days versus days on which a habit was not expected?
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---
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### 6. How do weekly and other non-daily habits work?
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Examples currently include:
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- Weekly church attendance.
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- Volunteering.
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- Potential future custom habits.
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Questions to resolve:
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- Can habits have arbitrary schedules?
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- Are cadence types limited to daily / weekly for the MVP?
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- How does a weekly habit affect a daily pack?
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- Does church attendance improve one specific day's pack?
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- Does it contribute gradually across the week?
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- Does it produce a separate weekly reward?
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- How is consistency calculated for habits that are not expected every day?
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- How do flexible goals such as "volunteer once this month" work?
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---
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### 7. Do negative habits affect card rewards at all?
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The spec intentionally avoids rewarding recovery milestones with packs so that failure cannot become part of an optimal reward strategy.
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Questions to resolve:
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- Does negative-habit abstinence ever improve pack rewards?
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- Does simply continuing to honestly track affect rewards?
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- Should negative-habit tracking be entirely economically separate from the TCG?
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- Should its rewards instead be:
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- Messaging.
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- Scripture.
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- Visual recognition.
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- Recovery milestones.
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- Accountability interactions.
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- Could tying card rewards to abstinence unintentionally create shame when a user falls?
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A strong candidate direction is to keep negative-habit recovery entirely outside the card economy, but this still needs an explicit decision.
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---
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### 8. How far back can reward-eligible logging go?
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Current working rule:
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- The user can log the previous day and still receive the reward that day qualified for.
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- Older history can still be entered for statistics but does not generate packs indefinitely.
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Questions to resolve:
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- Is the grace period exactly one previous calendar day?
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- Is it based on the user's timezone?
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- What happens after travel or timezone changes?
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- Does yesterday's pack still exist if it was never finalized?
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- What happens if yesterday's habits are edited after its pack was opened?
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- Should completed entries become immutable after the reward is claimed?
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---
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## Tier 2 — Economy and Collection Design
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### 9. How many cards are in a pack, and what are the rarity probabilities?
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Questions to resolve:
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- Base number of cards in the weakest pack.
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- Maximum number of cards in a completed-day pack.
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- Rarity distribution for each pack state/type.
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- Whether every pack guarantees a minimum rarity.
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- Whether pack types have distinct probability tables.
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- Whether rarity odds should remain globally fixed.
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- How often economy variables may be rebalanced after launch.
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This needs simulation rather than intuition alone.
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---
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### 10. What does "about a year to complete the collection" mean?
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The current spec suggests that one person collecting every base card should take roughly at least a year of very consistent use.
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Questions to resolve:
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- Does this refer to:
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- The launch set?
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- The shared Christian core?
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- Every currently-released base card?
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- Each individual set?
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- What happens as new cards are added?
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- Is duplicate protection ever used?
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- Is completion expected without trading?
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- How much should trade-ups accelerate completion?
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- What completion target should be used for economy simulation?
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---
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### 11. How do filler cards work economically?
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Questions to resolve:
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- Exact percentage of Common pulls that are filler.
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- Whether filler cards:
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- Have individual weights.
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- Exist in a dedicated filler sub-pool.
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- Whether fillers count toward:
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- Base compendium completion.
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- Prestige completion.
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- Set completion.
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- Whether every crafting/trade-up system treats filler the same as normal Common cards.
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- Whether filler cards can have finish/material/printing variants.
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- Whether fillers should be visually recognizable as a special classification.
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---
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### 12. How do trade-ups / crafting work?
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Current conceptual example:
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> Consume 20 Common cards to generate 1 Uncommon card.
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Questions to resolve:
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- Exact input ratio.
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- Whether output is guaranteed to be the next rarity.
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- Whether input rarity must all match.
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- Whether finish influences output.
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- Whether material influences output.
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- Whether printing influences output.
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- Whether the user can choose the destination set.
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- Whether the result can already be owned.
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- Whether some cards are protected from trade-ups.
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- Whether a card must be manually unlocked before it can be consumed.
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- Whether destroyed inputs remain visible in provenance history.
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- Whether trade-ups are the primary card sink or one of several sinks.
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---
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### 13. What role does voluntary card burning actually serve?
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Possible concepts currently overlap:
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- Personal ceremony / reset.
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- Destroying duplicates.
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- Crafting input.
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- Trade-up input.
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- Economy sink.
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Questions to resolve:
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- Is "burning" a standalone action?
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- Does burning yield anything?
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- Is crafting visually represented as burning?
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- Can any normal card be burned?
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- Should rare or sentimental cards require extra confirmation?
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- Does a burned card remain visible in historical records?
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- Is the religious symbolism appropriate and useful, or is this simply an economy mechanic with a dramatic animation?
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---
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### 14. When are saved-pack contents determined?
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Questions to resolve:
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- Are card identities rolled:
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- When the pack is earned?
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- When the day is finalized?
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- When the pack is opened?
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- Are finish/material/printing/wear rolled at the same time?
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- Can economy rebalancing affect already-earned unopened packs?
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- Does population count change only once the pack is opened?
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- Can an unopened pack have provenance?
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- Can saved packs ever become collectible objects themselves?
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The implementation should be deterministic enough that server/client behavior cannot accidentally reroll contents.
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---
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## Tier 3 — What Constitutes a Card
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### 15. What is the final rarity structure?
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Current placeholder tiers:
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- Common.
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- Uncommon.
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- Rare.
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- Extraordinary.
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- Legendary.
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Questions to resolve:
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- Final names.
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- Number of tiers.
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- Whether rarity names should be explicitly Biblical/thematic.
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- Whether thematic names create theological implications that should be avoided.
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- Whether rarity affects only pull probability or also:
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- Artwork composition.
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- Border complexity.
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- Animation.
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- Presentation.
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- Whether filler remains outside the rarity hierarchy.
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---
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### 16. What does rarity mean across different sets?
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The spec defines rarity as prominence within the collection rather than spiritual worth.
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It also allows sets to have independent rarity structures.
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Questions to resolve:
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- Is a Legendary from one set economically equivalent to a Legendary from another?
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- Are rarity probabilities shared globally or defined per set?
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- Can a historically important person be Common in one thematic set and Legendary in another?
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- Does a card identity have one canonical rarity or can each printing/set version have its own?
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- How should rarity be communicated so users do not interpret it as spiritual importance?
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---
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### 17. Are finish, printing, and material fully combinatorial?
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Current model implies independent properties:
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- Finish.
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- Printing.
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- Material.
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This creates combinations such as:
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- Holographic + borderless + metal.
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- Textless + wood + matte.
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- Foil + boundless + linen.
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Questions to resolve:
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- Is every combination legal?
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- Can individual card definitions restrict combinations?
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- Are some finishes incompatible with some materials?
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- Are some printings incompatible with text-heavy cards?
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- Do special combinations have different population tracking?
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- Should invalid combinations be encoded as rules or simply never generated?
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---
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### 18. What exactly is a printing?
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Current placeholders:
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- Normal.
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- Borderless.
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- Textless.
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- Boundless.
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Questions to resolve:
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- Concrete visual definition of each.
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- Difference between Borderless and Boundless.
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- Whether printings can change:
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- Cropping.
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- Typography.
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- Text placement.
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- Artwork.
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- Frame geometry.
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- Whether alternate artwork is itself a printing or a separate artwork property.
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- Whether tradition-specific versions are printings, separate cards, or artwork variants.
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---
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### 19. What is the finish taxonomy?
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Current possibilities:
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- Matte.
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- Glossy.
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- Textured.
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- Holographic.
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- Foil.
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- Future holographic/foil patterns.
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Questions to resolve:
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- Are these mutually exclusive?
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- Can a card be both textured and holographic?
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- Is "foil" a finish or a layer/effect?
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- Are holographic patterns subtypes of holographic?
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- Are finish variants purely visual, or do they also affect rarity/value?
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- Do finishes alter simulated weight?
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---
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### 20. What is the material taxonomy?
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Current possibilities:
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- Paper.
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- Plastic.
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- Wood.
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- Linen.
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- Metal.
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Questions to resolve:
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- Final MVP materials.
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- Whether every card can exist in every material.
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- Physical thickness by material.
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- Weight implications.
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- Lighting response.
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- Flexibility / deformation behavior.
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- Edge wear behavior.
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- Whether unusual materials should be extremely rare or simply another independent variant dimension.
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---
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### 21. How does condition / wear work?
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Current concept:
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- Continuous value between `0.00` and `1.00`.
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- `1.00` is pristine.
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- `0.00` is heavily worn but still readable and collectible.
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Questions to resolve:
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- Exact named bands.
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- Exact ranges.
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- Distribution of wear values when cards are generated.
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- Whether rarity affects minimum condition.
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- Whether material affects wear.
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- Whether condition can ever change after a card is opened.
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- Whether trading affects wear.
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- Whether users can repair cards.
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- How much condition should affect collector desirability.
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- Lowest acceptable visual state.
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---
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### 22. Do imperfections belong in the product?
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Potential imperfections:
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- Fingerprints.
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- Hair.
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- Minor print artifacts.
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- Surface marks.
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Questions to resolve:
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- Do they make individual cards more interesting or merely noisy?
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- Are they cosmetic only?
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- Are any imperfections considered desirable misprints?
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- Can imperfections affect population classification?
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- Do users need a way to inspect/identify them explicitly?
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- Should the MVP omit them until the rest of the variant system is proven?
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---
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### 23. How should population be counted?
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Current proposed grouping:
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`Card ID + Finish + Printing + Material`
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Questions to resolve:
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- Whether artwork belongs in the population key.
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- Whether set belongs in the population key.
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- Whether condition should remain excluded.
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- Whether imperfections remain excluded.
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- Whether population numbers are:
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- Global.
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- Public.
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- Approximate.
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- Exact.
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- Whether destroyed cards reduce current population while remaining in historical-minted counts.
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- Whether the app shows:
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- Current surviving population.
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- Total ever opened.
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- Both.
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---
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### 24. Does simulated weight stay in the product?
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Current concept:
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- Cards have simulated weight.
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- Material/finish can slightly alter it.
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- A future digital scale could let users weigh unopened packs.
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Questions to resolve later:
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- Keep or cut.
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- Whether it creates meaningful collectible behavior.
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- Whether pack contents are actually inferable by weight.
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- Whether this becomes exploitable rather than fun.
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- Whether the system is worth the implementation complexity.
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This is intentionally low priority.
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---
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## Tier 4 — The Trinity Card
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### 25. What is the final conceptual / theological framing?
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Current concept:
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- Every user receives The Trinity.
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- It is given rather than earned.
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- It cannot be traded.
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- It cannot be destroyed.
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- It is always mint.
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- It does not participate in normal rarity/population mechanics.
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- Its finish/material presentation can be customized.
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Questions to resolve:
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- Exact theological message.
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- Whether "given, not earned" is framed explicitly as an analogy to grace.
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- Whether that analogy creates denominational disagreement.
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- Whether the card should be called:
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- The Trinity.
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- Holy Trinity.
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- Another title.
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- Whether this is technically a collectible card, foundation card, or a separate object type.
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---
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### 26. Which Scripture belongs on the Trinity card?
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The current spec is inconsistent:
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- One section suggests John 3:16.
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- The MVP table suggests Matthew 28:19.
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Questions to resolve:
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- Which passage best serves the actual purpose of the card?
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- Should the card emphasize:
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- The Trinity directly.
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- Grace / gift.
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- Baptismal formula.
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- God's love and salvation?
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- Whether a verse is sufficient or a short doctrinal text is more appropriate.
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---
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### 27. What should the Trinity artwork depict?
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Current constraint:
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- Avoid an awkward or irreverent literal depiction of Father, Son, and Holy Spirit.
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Questions to resolve:
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- Symbolic approach.
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- Architectural / stained-glass approach.
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- Scripture-focused approach.
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- Cross / dove / light symbolism.
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- Whether any traditional Trinitarian iconography is appropriate.
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- How to avoid accidentally privileging one tradition's visual theology.
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---
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### 28. How customizable is the Trinity card?
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Current sections disagree slightly on whether customization includes:
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- Finish.
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- Material.
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- Printing.
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Questions to resolve:
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- Which properties can be changed.
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- Whether customization is unlimited/free.
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- Whether all users can access all options immediately.
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- Whether customization has any collectible significance.
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- Whether customization changes provenance.
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- Whether a customized Trinity card remains one canonical instance.
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---
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## Tier 5 — Christian Content and Editorial Policy
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||
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### 29. Is the Nicene Creed permanently the doctrinal boundary?
|
||
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Current language describes it as the standard "for now."
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Questions to resolve:
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- Is Nicene Christianity the permanent product scope?
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- Is it simply the MVP editorial baseline?
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- How are groups outside the Nicene boundary represented?
|
||
- Is the application presenting a doctrinal position or merely using one as an organizational framework?
|
||
- What happens with traditions that accept the Nicene Creed but interpret later doctrines very differently?
|
||
|
||
---
|
||
|
||
### 30. How deep do tradition-specific collections go?
|
||
|
||
Initial high-level categories:
|
||
|
||
- Catholic.
|
||
- Orthodox.
|
||
- Protestant.
|
||
|
||
Questions to resolve:
|
||
|
||
- Whether those categories become hierarchical.
|
||
- Examples:
|
||
- Catholic.
|
||
- Eastern Orthodox.
|
||
- Oriental Orthodox.
|
||
- Anglican.
|
||
- Lutheran.
|
||
- Reformed.
|
||
- Baptist.
|
||
- Methodist.
|
||
- Pentecostal.
|
||
- Whether traditions are represented as:
|
||
- Sets.
|
||
- Tags.
|
||
- Collections.
|
||
- All of the above.
|
||
- Whether cards can belong to multiple traditions.
|
||
|
||
---
|
||
|
||
### 31. How are controversies and non-Nicene movements classified?
|
||
|
||
Potential subjects include:
|
||
|
||
- Arianism.
|
||
- Gnosticism.
|
||
- Pelagianism.
|
||
- Nestorian controversies.
|
||
- Latter-day Saint theology.
|
||
- Jehovah's Witnesses.
|
||
- Other disputed movements.
|
||
|
||
Questions to resolve:
|
||
|
||
- Taxonomy.
|
||
- Tone.
|
||
- Difference between:
|
||
- Historical heresy.
|
||
- Schism.
|
||
- Denominational disagreement.
|
||
- Non-Nicene movement.
|
||
- Modern religion with Christian origins.
|
||
- How labels are chosen without turning cards into insult cards.
|
||
- Who approves wording.
|
||
|
||
---
|
||
|
||
### 32. Who reviews doctrinal and historical accuracy?
|
||
|
||
Questions to resolve:
|
||
|
||
- Whether content requires formal review.
|
||
- Who is qualified to review:
|
||
- Scripture.
|
||
- Church history.
|
||
- Catholic-specific content.
|
||
- Orthodox-specific content.
|
||
- Protestant-specific content.
|
||
- Controversial movements.
|
||
- Whether multiple reviewers are needed for disputed topics.
|
||
- How disagreements between credible traditions are presented.
|
||
- Whether the app should explicitly distinguish consensus from disputed interpretation.
|
||
|
||
---
|
||
|
||
### 33. What is the citation/source policy?
|
||
|
||
Questions to resolve:
|
||
|
||
- What sources are acceptable.
|
||
- Whether every card requires citations.
|
||
- Whether primary sources are preferred.
|
||
- How Scripture references are stored.
|
||
- How historical quotations are attributed.
|
||
- Whether users can click through to:
|
||
- Scripture.
|
||
- Primary texts.
|
||
- Historical sources.
|
||
- Further reading.
|
||
- How sources are versioned if card text changes.
|
||
- Whether citations appear directly on the card or only in the detailed information panel.
|
||
|
||
---
|
||
|
||
### 34. What religious-art representation rules are needed?
|
||
|
||
The current general visual direction is established, but subject-specific rules still need consideration.
|
||
|
||
Examples:
|
||
|
||
- Jesus.
|
||
- God the Father.
|
||
- Holy Spirit.
|
||
- Angels.
|
||
- Saints.
|
||
- Crucifixion.
|
||
- Resurrection.
|
||
- Icons.
|
||
- Biblical figures without known historical appearances.
|
||
|
||
Questions to resolve:
|
||
|
||
- How literal depictions should be.
|
||
- Whether tradition-specific iconographic conventions are used.
|
||
- How visual differences between traditions are presented.
|
||
- What requires theological/art review.
|
||
- Whether some concepts should use symbolic rather than figurative art.
|
||
|
||
---
|
||
|
||
## Tier 6 — Privacy, Accountability, and Social
|
||
|
||
### 35. What is the actual privacy/encryption model?
|
||
|
||
Current principle:
|
||
|
||
Private customer content should not simply exist as administrator-readable plaintext.
|
||
|
||
Questions to resolve:
|
||
|
||
- Client-side encryption design.
|
||
- Whether encryption applies to:
|
||
- Custom habit names.
|
||
- Negative habits.
|
||
- Notes.
|
||
- Accountability messages.
|
||
- Prayer requests.
|
||
- Whether BYOK is practical.
|
||
- Key backup.
|
||
- Account recovery.
|
||
- Multi-device synchronization.
|
||
- Search over encrypted data.
|
||
- Anonymous statistics.
|
||
- What metadata necessarily remains server-visible.
|
||
|
||
This will likely require a dedicated technical-spec decision after the functional expectations are settled.
|
||
|
||
---
|
||
|
||
### 36. What are the exact accountability permissions?
|
||
|
||
Current philosophy:
|
||
|
||
- Private by default.
|
||
- Sharing is explicit.
|
||
- Shared state is obscure by default.
|
||
- Users can choose to reveal more detail.
|
||
|
||
Questions to resolve:
|
||
|
||
- Permission levels.
|
||
- Per-partner permissions versus global settings.
|
||
- Whether users can share:
|
||
- Generic prayer-needed status.
|
||
- Habit category.
|
||
- Exact habit.
|
||
- Completion history.
|
||
- Negative-habit lapse.
|
||
- Notes.
|
||
- Whether access is permanent or temporary.
|
||
- Whether users can revoke previously-shared information.
|
||
|
||
---
|
||
|
||
### 37. What triggers an accountability / prayer signal?
|
||
|
||
Questions to resolve:
|
||
|
||
- Manual request only?
|
||
- Can the app suggest sending one?
|
||
- Can anything be sent automatically?
|
||
- Does reporting a negative-habit lapse trigger a prompt?
|
||
- Should the accountability partner ever know that a failure occurred unless explicitly told?
|
||
- Can users define standing rules such as:
|
||
- "Tell this partner when I ask for prayer."
|
||
- "Tell this partner if I have not checked in for X days."
|
||
|
||
Privacy suggests manual or explicitly-configured behavior rather than implicit disclosure.
|
||
|
||
---
|
||
|
||
### 38. What collection metadata is public?
|
||
|
||
Potential metadata:
|
||
|
||
- Binder.
|
||
- Card ownership.
|
||
- Finish/material/printing.
|
||
- Condition.
|
||
- Original opener.
|
||
- Opening date.
|
||
- Population.
|
||
- Trade history.
|
||
- Destroyed-card history.
|
||
|
||
Questions to resolve:
|
||
|
||
- Default visibility.
|
||
- Per-user privacy controls.
|
||
- Whether original-opener identity persists after trading.
|
||
- Whether users can anonymize provenance.
|
||
- Whether population data is public globally.
|
||
- Whether destroyed cards remain visible.
|
||
|
||
---
|
||
|
||
### 39. How will trading work?
|
||
|
||
Questions to resolve later:
|
||
|
||
- Direct offers.
|
||
- Multi-card offers.
|
||
- Counteroffers.
|
||
- Trade confirmation.
|
||
- Trade cancellation.
|
||
- Locked/favorite cards.
|
||
- Protected Trinity/Foundation cards.
|
||
- Trade history.
|
||
- Population/provenance changes.
|
||
- Whether users need to be friends.
|
||
- Whether trading is global or limited to known users.
|
||
- Whether public trade listings ever exist.
|
||
|
||
Trading is intentionally outside the first MVP but the data model may need to leave room for it.
|
||
|
||
---
|
||
|
||
## Tier 7 — MVP and Technology
|
||
|
||
### 40. Is the proposed MVP actually an MVP or a vertical slice?
|
||
|
||
Current MVP includes:
|
||
|
||
- Positive habits.
|
||
- Negative habits.
|
||
- Consistency metrics.
|
||
- Pack rewards.
|
||
- Saved packs.
|
||
- Approximately 50 cards.
|
||
- Filler cards.
|
||
- Multiple rarities.
|
||
- Multiple finishes.
|
||
- Multiple materials.
|
||
- Multiple printings.
|
||
- Wear.
|
||
- Binder.
|
||
- 3D inspection.
|
||
- 3D pack opening.
|
||
- Population/provenance.
|
||
- Economy simulation.
|
||
|
||
Questions to resolve:
|
||
|
||
- Is the goal:
|
||
- Minimum viable product for external users?
|
||
- Internal proof of concept?
|
||
- Technical vertical slice?
|
||
- Personal alpha?
|
||
- Which systems actually need production-grade completeness?
|
||
- Which can be prototypes?
|
||
- What does "MVP complete" mean?
|
||
|
||
The current scope reads more like a vertical slice designed to prove the unique and technically difficult parts of the product.
|
||
|
||
---
|
||
|
||
### 41. How many real cards does the first build actually need?
|
||
|
||
Current target:
|
||
|
||
- Around 50 real cards.
|
||
- Plus 4–6 filler cards, possibly inside or outside that count.
|
||
|
||
Questions to resolve:
|
||
|
||
- Do all 50 need finished art for the first renderer/economy prototype?
|
||
- Could the first implementation use:
|
||
- 10 hero cards.
|
||
- A smaller representative common/uncommon pool.
|
||
- Filler cards.
|
||
- When does the full ~50-card MVP set become necessary?
|
||
- Should content production happen after the hard renderer is proven?
|
||
|
||
---
|
||
|
||
### 42. Three.js vs Flutter Scene / Flutter GPU
|
||
|
||
Current plan:
|
||
|
||
Run a technical spike comparing them using the same difficult card.
|
||
|
||
Questions to evaluate:
|
||
|
||
- Visual fidelity.
|
||
- Shader/material flexibility.
|
||
- Desktop performance.
|
||
- Mobile performance.
|
||
- Touch interaction.
|
||
- Developer ergonomics.
|
||
- Asset pipeline.
|
||
- Code sharing.
|
||
- Future native-client implications.
|
||
|
||
The proposed hard test card is:
|
||
|
||
> Legendary + borderless + metal + holographic + embossed + visible wear
|
||
|
||
This decision should follow the spike rather than be made theoretically.
|
||
|
||
---
|
||
|
||
### 43. What is the exact web framework?
|
||
|
||
Current likely direction:
|
||
|
||
- Web MVP.
|
||
- Potentially React.
|
||
- Potentially React Three Fiber if Three.js is chosen.
|
||
|
||
Questions to resolve after the renderer spike:
|
||
|
||
- React versus another framework.
|
||
- Rendering integration.
|
||
- State-management approach.
|
||
- Server rendering needs.
|
||
- Mobile-browser architecture.
|
||
- Whether the renderer lives as an isolated package.
|
||
|
||
---
|
||
|
||
### 44. What is the shader/material architecture?
|
||
|
||
The functional boundary is already fairly clear:
|
||
|
||
- Database stores renderer-independent card properties.
|
||
- Runtime renderer interprets those properties.
|
||
- Blender is not a production dependency.
|
||
|
||
Still unresolved:
|
||
|
||
- Shared visual specification.
|
||
- Material parameter schema.
|
||
- Wear-mask format.
|
||
- Holographic implementation.
|
||
- Foil implementation.
|
||
- Embossing.
|
||
- Substrate response.
|
||
- Lighting.
|
||
- Renderer fallbacks.
|
||
- Performance tiers.
|
||
- How closely multiple renderer implementations must match visually.
|
||
|
||
---
|
||
|
||
### 45. How are static thumbnails generated?
|
||
|
||
Normal binder/search/trade screens are expected to use static or pre-rendered representations rather than active 3D rendering.
|
||
|
||
Questions to resolve:
|
||
|
||
- Client-side render-to-texture?
|
||
- Server-generated thumbnails?
|
||
- Build-time generation?
|
||
- On-demand cached rendering?
|
||
- Does each card instance need its own thumbnail because wear/finish/material differ?
|
||
- Are thumbnails generated at several lighting angles?
|
||
- How are holographic cards represented in static form?
|
||
- Can the same card contract drive both 3D and thumbnail generation?
|
||
|
||
---
|
||
|
||
# Explicitly Deferred Topics
|
||
|
||
These should not consume much workshop time until the core loop and economy are stable:
|
||
|
||
- Monetization.
|
||
- Native Android/iOS implementation.
|
||
- API/webhook ecosystem.
|
||
- Large-scale card catalog expansion.
|
||
- Digital pack scale / weight mechanics.
|
||
- Deep prestige systems.
|
||
- Advanced social features.
|
||
- Full trading economy.
|
||
|
||
---
|
||
|
||
# Recommended Workshop Order
|
||
|
||
The first decisions should be made together because they define the reward economy:
|
||
|
||
1. Daily reward normalization.
|
||
2. Daily pack lifecycle.
|
||
3. Pack upgrade mechanism.
|
||
4. Login versus full-completion reward gap.
|
||
5. Consistency mechanics.
|
||
6. Weekly/non-daily habit behavior.
|
||
7. Negative-habit relationship to rewards.
|
||
8. Retroactive logging.
|
||
|
||
Once those are settled, proceed to:
|
||
|
||
9. Pack size and rarity math.
|
||
10. Collection-completion target.
|
||
11. Filler economics.
|
||
12. Trade-ups and card sinks.
|
||
|
||
Then move into the card-instance model, content policy, privacy/social design, and renderer/MVP decisions.
|
||
|
||
---
|
||
|
||
# Workshop Status
|
||
|
||
Use this section as decisions are finalized.
|
||
|
||
| # | Topic | Status | Decision |
|
||
|---:|---|---|---|
|
||
| 1 | Daily reward normalization | Open | |
|
||
| 2 | Daily pack lifecycle | Open | |
|
||
| 3 | Pack upgrade mechanism | Open | |
|
||
| 4 | Login vs full-completion gap | Open | |
|
||
| 5 | Consistency mechanics | Open | |
|
||
| 6 | Weekly/non-daily habits | Open | |
|
||
| 7 | Negative habits and rewards | Open | |
|
||
| 8 | Retroactive logging | Open | |
|
||
| 9 | Pack size / rarity probabilities | Open | |
|
||
| 10 | Collection completion target | Open | |
|
||
| 11 | Filler economics | Open | |
|
||
| 12 | Trade-ups / crafting | Open | |
|
||
| 13 | Card burning | Open | |
|
||
| 14 | Saved-pack generation timing | Open | |
|
||
| 15 | Rarity structure | Open | |
|
||
| 16 | Cross-set rarity meaning | Open | |
|
||
| 17 | Variant combinatorics | Open | |
|
||
| 18 | Printing taxonomy | Open | |
|
||
| 19 | Finish taxonomy | Open | |
|
||
| 20 | Material taxonomy | Open | |
|
||
| 21 | Condition / wear | Open | |
|
||
| 22 | Imperfections | Open | |
|
||
| 23 | Population rules | Open | |
|
||
| 24 | Simulated weight | Deferred | |
|
||
| 25 | Trinity conceptual framing | Open | |
|
||
| 26 | Trinity Scripture | Open | |
|
||
| 27 | Trinity artwork | Open | |
|
||
| 28 | Trinity customization | Open | |
|
||
| 29 | Nicene boundary | Open | |
|
||
| 30 | Tradition taxonomy | Open | |
|
||
| 31 | Controversies taxonomy | Open | |
|
||
| 32 | Content review authority | Open | |
|
||
| 33 | Citation/source policy | Open | |
|
||
| 34 | Religious-art rules | Open | |
|
||
| 35 | Privacy/encryption model | Open | |
|
||
| 36 | Accountability permissions | Open | |
|
||
| 37 | Accountability triggers | Open | |
|
||
| 38 | Public collection metadata | Open | |
|
||
| 39 | Trading rules | Deferred | |
|
||
| 40 | MVP vs vertical slice | Open | |
|
||
| 41 | Initial card count | Open | |
|
||
| 42 | Renderer choice | Pending spike | |
|
||
| 43 | Web framework | Pending renderer | |
|
||
| 44 | Shader/material architecture | Pending spike | |
|
||
| 45 | Thumbnail generation | Open | |
|