/* Couch Quest — the phone.
 *
 * The same world as the shared screen (host/ui/THEME.md): near-black charcoal, bone type,
 * ONE antiqued gold accent, an ember reserved for danger. The palette values here are the
 * hex of host/ui/palette.gd — the TV and the phone must never look like two products.
 *
 * The difference is the hand, not the register: this is read at 30cm by a thumb, so tap
 * targets are large and touch feedback is immediate, while the type stays solemn.
 */

/* THE FONTS ARE SUBSET AND WOFF2-ENCODED (design/DEPLOYMENT_SPEC.md §0.3).
 *
 * These were 976 KB of variable TTF, blocking, on a first load budgeted at one second —
 * two families shipping every glyph for every script they support, to render a page that
 * is Latin and mostly uppercase. Subsetting to what the phone actually renders takes them
 * to 155 KB together, an 84% cut, with no visible change: the subset keeps all of Latin,
 * so a player typing their own name still gets their own name.
 *
 * Regenerate with `node controller/tools/subset_fonts.mjs` after ANY change to UI copy;
 * `--check` fails the suite if the shipped files are stale, and the suite additionally
 * decodes these very bytes and proves the glyphs are in them.
 *
 * The .ttf masters and their OFL notices stay in fonts/ — they are the source this is
 * derived from, and the licence requires the notice regardless of what ships.
 *
 * `font-display: swap` is load-bearing, not hygiene: the words are the pillar, so the page
 * renders immediately in Georgia and upgrades when the face arrives. A phone on a slow
 * carrier link shows the story rather than a blank screen with the story in it. */
@font-face {
  font-family: "Cinzel";
  src: url("fonts/Cinzel.woff2") format("woff2");
  font-weight: 400 700;
  font-display: swap;
}
@font-face {
  font-family: "EB Garamond";
  src: url("fonts/EBGaramond.woff2") format("woff2");
  font-weight: 400 700;
  font-display: swap;
}

:root {
  /* surfaces */
  --abyss: #07070a;
  --bg: #101015;
  --panel: #16151c;
  --panel-2: #1f1d26;
  /* ink */
  --ink: #eae3d4;
  --parchment: #c4bba8;
  --muted: #8a8276;
  /* the one accent, and the one warning */
  --gold: #c9a961;
  --gold-dim: #7a6534;
  --ember: #c4472b;

  --good: var(--gold);
  --mixed: var(--parchment);
  --bad: var(--ember);

  --hair: 1px;
  --tap: 60px;          /* thumbs, not cursors */
  --fade: 240ms;        /* 200–300ms, nothing bouncy */

  --display: "Cinzel", "Trajan Pro", Georgia, serif;
  --body: "EB Garamond", Georgia, "Times New Roman", serif;
}

* { box-sizing: border-box; -webkit-tap-highlight-color: transparent; }

html, body {
  margin: 0;
  min-height: 100%;
  color: var(--ink);
  font: 19px/1.5 var(--body);
  /* The same room as the TV: a low pool of light, a dark floor, a vignette. */
  background:
    radial-gradient(120% 70% at 50% 118%, rgba(201, 169, 97, 0.10) 0%, transparent 62%),
    radial-gradient(140% 100% at 50% 0%, #14131a 0%, var(--bg) 45%, var(--abyss) 100%);
  background-attachment: fixed;
}

#app { max-width: 560px; margin: 0 auto; padding: 24px 22px 104px; }

.screen { animation: fade var(--fade) ease; }
@keyframes fade { from { opacity: 0; } to { opacity: 1; } }

/* ---- type ---------------------------------------------------------------- */
h1, h2, h3 { font-family: var(--display); font-weight: 600; margin: 0 0 10px; }
h2 { font-size: 26px; letter-spacing: 0.08em; text-transform: uppercase; }
h3 { font-size: 20px; letter-spacing: 0.06em; }

.brand {
  font-size: 40px; letter-spacing: 0.22em; text-align: center;
  margin: 14vh 0 6px; text-transform: uppercase; color: var(--ink);
}
.tagline {
  text-align: center; color: var(--muted); margin: 0 0 40px;
  letter-spacing: 0.16em; font-size: 13px; text-transform: uppercase;
}
.muted { color: var(--muted); }
.error { color: var(--ember); min-height: 1.2em; margin: 6px 0; font-size: 16px; }
.hint { color: var(--muted); font-size: 16px; }

/* A hairline is the only divider this design owns. */
.rule, .manual { border-top: var(--hair) solid var(--gold-dim); }

/* ---- fields -------------------------------------------------------------- */
label {
  display: block; margin: 20px 0 0; color: var(--muted);
  font-size: 12px; letter-spacing: 0.18em; text-transform: uppercase;
}
input, textarea {
  width: 100%; margin-top: 10px; padding: 14px 4px; min-height: var(--tap);
  background: transparent; color: var(--ink);
  border: 0; border-bottom: var(--hair) solid var(--gold-dim);
  border-radius: 0; font-family: var(--body); font-size: 21px;
  transition: border-color var(--fade) ease;
}
input:focus, textarea:focus { outline: none; border-bottom-color: var(--gold); }
#room-input {
  text-transform: uppercase; letter-spacing: 0.42em; text-align: center;
  font-family: var(--display); font-size: 40px; color: var(--gold);
}
textarea { min-height: 92px; resize: vertical; font-size: 18px; }

/* ---- buttons: a line of type over a hairline ----------------------------- */
button {
  width: 100%; min-height: var(--tap); margin-top: 18px;
  padding: 15px 18px; cursor: pointer;
  font-family: var(--display); font-size: 17px;
  letter-spacing: 0.14em; text-transform: uppercase;
  color: var(--parchment); background: transparent;
  border: 0; border-bottom: var(--hair) solid var(--gold-dim); border-radius: 0;
  transition: color var(--fade) ease, border-color var(--fade) ease, background var(--fade) ease;
}
button.primary { color: var(--gold); border-bottom-color: var(--gold); }
button.ghost { color: var(--muted); }
button:active { color: var(--ink); background: rgba(201, 169, 97, 0.09); border-bottom-color: var(--gold); }
button:disabled { color: var(--panel-2); border-bottom-color: var(--panel-2); }

/* ---- build --------------------------------------------------------------- */
.build-head { display: flex; align-items: baseline; justify-content: space-between; gap: 12px; }
.build-head button { width: auto; margin: 0; padding: 10px 0 8px; font-size: 12px; letter-spacing: 0.12em; }
.progress { display: flex; gap: 8px; list-style: none; padding: 0; margin: 20px 0; }
.progress li { flex: 1; height: 2px; background: var(--panel-2); }
.progress li.done { background: var(--gold-dim); }
.progress li.active { background: var(--gold); }
.build-step h3 { margin: 14px 0 6px; color: var(--parchment); }
.grid { display: grid; grid-template-columns: 1fr 1fr; gap: 2px; margin-top: 12px; }
.card {
  text-align: left; padding: 16px 14px; min-height: var(--tap);
  background: rgba(22, 21, 28, 0.6);
  border: 0; border-bottom: var(--hair) solid var(--panel-2); border-radius: 0;
  transition: border-color var(--fade) ease, background var(--fade) ease;
}
.card b {
  display: block; font-family: var(--display); font-size: 16px;
  letter-spacing: 0.06em; color: var(--ink); font-weight: 600;
}
.card small { color: var(--muted); font-size: 14px; line-height: 1.35; display: block; margin-top: 4px; }
.card.sel { border-bottom-color: var(--gold); background: rgba(201, 169, 97, 0.08); }
.card.sel b { color: var(--gold); }
.summary { margin-top: 22px; color: var(--muted); font-size: 15px; }

.icons { display: grid; grid-template-columns: repeat(6, 1fr); gap: 12px; margin-top: 12px; }
.swatch {
  aspect-ratio: 1; border-radius: 50%; border: 2px solid transparent;
  min-height: 44px; transition: border-color var(--fade) ease;
}
.swatch.sel { border-color: var(--gold); }

/* ---- choices ------------------------------------------------------------- */
.choices { display: flex; flex-direction: column; gap: 2px; }
/* Flex, not float: a floated child of a <button> escapes the button's content box, which
 * pushed the DC tag off the right edge of the phone entirely. */
.choice {
  display: flex; align-items: baseline; justify-content: space-between; gap: 16px;
  text-align: left; padding: 20px 4px; margin: 0; min-height: var(--tap);
  font-family: var(--body); font-size: 20px; letter-spacing: 0; text-transform: none;
  color: var(--ink); border-bottom: var(--hair) solid var(--panel-2);
}
.choice-label { display: flex; flex-direction: column; gap: 4px; text-align: left; }
/* Your class's own slot, named in this world's language — the phone's echo of the shared
 * screen's gold class tag. */
.class-tag {
  font-family: var(--display); font-size: 11px; letter-spacing: 0.18em;
  text-transform: uppercase; color: var(--gold);
}
.choice .dc {
  flex: 0 0 auto; color: var(--muted); font-family: var(--display);
  font-size: 13px; letter-spacing: 0.1em; white-space: nowrap;
}
.choice.classslot { border-bottom-color: var(--gold-dim); }
.choice.classslot .dc { color: var(--gold); }
.wildcard { margin-top: 28px; border-top: var(--hair) solid var(--gold-dim); }
.wildcard summary {
  cursor: pointer; color: var(--muted); padding: 16px 0; min-height: var(--tap);
  font-family: var(--display); font-size: 14px; letter-spacing: 0.14em; text-transform: uppercase;
}

/* ---- the die ------------------------------------------------------------- */
.die {
  width: 148px; height: 148px; margin: 26px auto; display: grid; place-items: center;
  font-family: var(--display); font-size: 62px; font-weight: 600; color: var(--ink);
  background: rgba(22, 21, 28, 0.55);
  border: var(--hair) solid var(--gold-dim); border-radius: 2px;
}
/* THE DIE IS IN THE AIR. Tumbles until the HOST's result arrives — an indefinite loop,
 * not a timed one, because the phone has no idea how long the table will take and must
 * never imply the number has landed before it has. */
.die.rolling {
  animation: tumble 0.9s ease-in-out infinite;
  color: var(--gold-dim); border-color: var(--gold);
}
@keyframes tumble {
  0%   { transform: rotate(0deg)   scale(1);    opacity: 0.55; }
  50%  { transform: rotate(8deg)   scale(1.04); opacity: 1;    }
  100% { transform: rotate(0deg)   scale(1);    opacity: 0.55; }
}
/* REDUCED MOTION: no rotation, no scaling — a slow shimmer that still says "working".
 * The global reduced-motion rule kills every animation, so the shimmer is re-enabled
 * deliberately here: a motionless die with no number reads as a BROKEN phone, which is
 * worse than the motion it was meant to spare. */
@media (prefers-reduced-motion: reduce) {
  .die.rolling {
    animation: shimmer 1.8s ease-in-out infinite !important;
    transform: none;
  }
  @keyframes shimmer {
    0%, 100% { opacity: 0.45; }
    50%      { opacity: 1; }
  }
}
/* THE REVEAL. The raw number, as large as a phone will carry it, legible at arm's
 * length across a lit room — this is the moment of the beat (pillar 2). */
.die.reveal {
  width: 220px; height: 220px; font-size: 104px;
  animation: settle 0.5s cubic-bezier(0.2, 0.7, 0.3, 1);
}
/* Weight, not bounce: the die settles rather than springs. */
@keyframes settle {
  0% { opacity: 0.35; letter-spacing: 0.3em; }
  100% { opacity: 1; letter-spacing: 0; }
}
/* Gold for a natural 20, ember for a natural 1 — the same two colours the TV uses,
 * so the phone and the shared screen agree about what just happened. */
.die.nat20 { color: var(--gold); border-color: var(--gold); }
.die.nat1 { color: var(--ember); border-color: var(--ember); }
.result-tier.crit_success, .result-tier.success { color: var(--gold); }
.result-tier.crit_fail, .result-tier.fail { color: var(--ember); }
.manual { margin-top: 34px; padding-top: 22px; }

/* ---- the lock-in timer: a hairline burning down, never a bar -------------- */
.beat-timer {
  position: sticky; top: 0; z-index: 2; padding: 10px 0 12px;
  background: linear-gradient(180deg, var(--bg) 55%, transparent);
  font-family: var(--display); font-size: 15px; letter-spacing: 0.16em;
  color: var(--gold); text-align: right;
}
.beat-timer::after {
  content: ""; display: block; height: 3px; margin-top: 8px;
  /* --burn is set by app.js each tick: 1 = full, 0 = spent. */
  width: calc(var(--burn, 1) * 100%); margin-left: auto; margin-right: auto;
  background: var(--gold); transition: width 1s linear, background var(--fade) ease;
}
.beat-timer.warn { color: var(--ember); }
.beat-timer.warn::after { background: var(--ember); }

/* ---- result -------------------------------------------------------------- */
.center { text-align: center; margin-top: 12vh; }
.spinner {
  width: 34px; height: 34px; margin: 0 auto 22px;
  border: 2px solid var(--panel-2); border-top-color: var(--gold);
  border-radius: 50%; animation: spin 1.4s linear infinite;
}
@keyframes spin { to { transform: rotate(360deg); } }

.result-math { color: var(--muted); font-size: 17px; letter-spacing: 0.04em; }
.result-tier {
  font-family: var(--display); font-size: 15px; letter-spacing: 0.2em;
  text-transform: uppercase; color: var(--muted); margin: 10px 0;
}
.result-badge {
  font-family: var(--display); font-size: 27px; letter-spacing: 0.16em;
  text-transform: uppercase; padding: 20px 0; margin-top: 14px;
  border-top: var(--hair) solid var(--gold-dim);
  border-bottom: var(--hair) solid var(--gold-dim);
  background: transparent;
}
.result-badge.good { color: var(--good); }
.result-badge.mixed { color: var(--mixed); }
.result-badge.bad { color: var(--bad); }
.result-text { margin-top: 20px; font-size: 19px; }

/* ---- status furniture ---------------------------------------------------- */
.stall-banner {
  position: fixed; left: 0; right: 0; bottom: 34px; padding: 14px 20px;
  background: var(--panel); border-top: var(--hair) solid var(--ember);
  color: var(--ink); font-size: 16px;
}
.stall-banner button { width: auto; margin-top: 10px; }

.conn-status {
  position: fixed; left: 0; right: 0; bottom: 0; padding: 9px 14px;
  font-family: var(--display); font-size: 11px; letter-spacing: 0.16em;
  text-transform: uppercase; color: var(--muted);
  background: rgba(7, 7, 10, 0.94); border-top: var(--hair) solid var(--panel-2);
  text-align: center;
}
.conn-status.ok { color: var(--gold-dim); }
.conn-status.warn { color: var(--gold); }
.conn-status.err { color: var(--ember); }

@media (prefers-reduced-motion: reduce) {
  *, *::after { animation: none !important; transition: none !important; }
}

/* WAVE 3, FINDING 4 — a screen that came back from sleep and has not been confirmed.
 * It is dimmed and desaturated so it cannot be mistaken for a live one, and it stays
 * readable, because the player still needs to see what they were doing. Cleared the
 * instant anything arrives from the room. */
.screen.stale { opacity: 0.45; filter: grayscale(0.6); }
.screen.stale button { pointer-events: none; }

/* The roll you made, held for the rest of the beat (finding 5). Sits above the
   connection strip so it survives every screen change without stealing the layout. */
.roll-line {
  position: fixed; left: 0; right: 0; bottom: 34px; padding: 10px 14px;
  font-family: var(--display); font-size: 13px; letter-spacing: 0.12em;
  text-transform: uppercase; text-align: center; color: var(--parchment);
  background: rgba(7, 7, 10, 0.92); border-top: var(--hair) solid var(--gold-dim);
}
.roll-line.nat20 { color: var(--gold); border-top-color: var(--gold); }
.roll-line.nat1 { color: var(--ember); border-top-color: var(--ember); }

/* ---- identity card (roadmap item 1) --------------------------------------
 * The player's own character, in the same register as everything else: hairlines,
 * bone type, gold for good and ember for bad — and NEVER colour alone. Every tinted
 * number carries a + or − glyph, so the card reads correctly to a colourblind player
 * with the tints switched off entirely.
 */
.idcard {
  margin-top: 26px; border-top: var(--hair) solid var(--gold-dim); padding-top: 18px;
  animation: fade var(--fade) ease;
}
.idcard-head { display: flex; align-items: center; gap: 14px; }
.idcard-head h3 { margin: 0; font-size: 19px; letter-spacing: 0.05em; color: var(--ink); }
.idcard-kind { margin: 2px 0 0; color: var(--muted); font-size: 14px; }

/* THE FACE (§4.4), in the frame that was reserved for it at this exact size so nothing
 * reflowed when the art landed — and nothing did. The gold hairline is the border; the
 * pack's own baked border was cropped off at import, because two frames around one face
 * is just a smaller face.
 *
 * The circle is baked into the asset as well as set here: a CSS border-radius and Godot's
 * StyleBoxFlat are two rasterisers that would reach two slightly different edges for the
 * same player on the two screens. `background-size: cover` under a round frame is belt and
 * braces for a slow LAN, where the image arrives after the frame does. */
.idcard-icon {
  flex: 0 0 auto; width: 52px; height: 52px; border-radius: 50%;
  border: var(--hair) solid var(--gold-dim); background: rgba(201, 169, 97, 0.07);
  background-size: cover; background-position: center;
}

/* The build's last step: one face, dealt. See the note in app.js for why it is dealt
 * rather than browsed — forty-two of these in a grid is a contact sheet, at the end of a
 * build the whole table is waiting on. */
.icon-pick {
  width: 168px; height: 168px; margin: 18px auto 4px; border-radius: 50%;
  border: var(--hair) solid var(--gold-dim); background: rgba(201, 169, 97, 0.07);
  background-size: cover; background-position: center;
}
.idcard-hp { margin-left: auto; text-align: right; font-family: var(--display); flex: 0 0 auto; }
.idcard-hp span { font-size: 22px; color: var(--ink); }
/* The label carries the provenance of the number above it ("HP" vs "HP · as written"),
 * so it must never wrap and turn the head into two rows. */
.idcard-hp small {
  display: block; font-size: 10px; letter-spacing: 0.14em; color: var(--muted);
  white-space: nowrap;
}

.statgrid {
  display: grid; grid-template-columns: repeat(3, 1fr); gap: 2px;
  list-style: none; padding: 0; margin: 18px 0 0;
}
.statgrid li {
  padding: 12px 4px; border-bottom: var(--hair) solid var(--panel-2); text-align: center;
}
.statgrid .stat-name {
  display: block; font-family: var(--display); font-size: 11px;
  letter-spacing: 0.16em; color: var(--muted);
}
.statgrid .stat-score { display: block; font-size: 19px; color: var(--ink); margin-top: 3px; }
.statgrid .stat-mod { display: block; font-size: 15px; margin-top: 2px; }

/* THE TINT RULE. Gold leans favourable, ember unfavourable, parchment neutral —
 * always alongside the glyph, never instead of it. Not red/green, by design. */
.mod-up { color: var(--gold); }
.mod-down { color: var(--ember); }
.mod-zero { color: var(--parchment); }

.idcard-conditions { margin-top: 16px; border-top: var(--hair) solid var(--panel-2); padding-top: 12px; }
.idcard-conditions .cond { display: block; font-size: 15px; color: var(--ink); margin-top: 6px; }
.idcard-conditions .cond em { color: var(--muted); font-style: normal; font-size: 14px; }

/* ---- the ability slot (§4.2/§4.3 actives) ---------------------------------
 * The slot the card reserved, now holding controls. It sits directly under the card when
 * the card is up and under the choices when it is not, because its windows and the card's
 * idle states are different sets — see the note in index.html.
 *
 * A RULED ability is a button. The eight unruled ones are still a line of text with no
 * control at all: the rule that a dead button promises something that does not exist did
 * not change when the actives landed. */
.idcard-ability {
  margin-top: 16px; padding-top: 12px; border-top: var(--hair) solid var(--gold-dim);
  font-size: 15px; color: var(--parchment);
}
.idcard-ability .ability-row { margin: 0; }
/* Text and control are deliberately the SAME shape, so the difference a player reads is
 * "this one can be pressed", not "these are two unrelated things". */
.idcard-ability .ability-line,
.idcard-ability button.ability {
  display: flex; align-items: baseline; justify-content: space-between; gap: 14px;
  width: 100%; margin: 0; padding: 14px 4px; min-height: var(--tap);
  text-align: left; text-transform: none; letter-spacing: 0;
  font-family: var(--body); font-size: 15px; color: var(--parchment);
  background: transparent; border: 0; border-bottom: var(--hair) solid var(--panel-2);
}
/* WHAT MAKES ONE OF THEM PRESSABLE, read at a glance and without colour: a SURFACE. It is
 * the same signal the build screen's cards use and the same one the choice list uses — a
 * thing you touch sits on a panel, a thing you only read does not. Tint and hairline agree
 * with it, but neither carries it alone: photographed side by side, the difference has to
 * survive a greyscale print, and an ink-vs-parchment shift on its own did not. */
.idcard-ability button.ability {
  color: var(--ink); border-bottom-color: var(--gold-dim);
  background: rgba(22, 21, 28, 0.6); padding-left: 14px; padding-right: 14px;
}
/* A control that cannot be pressed loses the surface, because it is not one right now. */
.idcard-ability button.ability:disabled {
  color: var(--muted); border-bottom-color: var(--panel-2); background: transparent;
}
.ability-text { flex: 1 1 auto; }

/* THE USE STATE, under the toggle-legibility law (playtest wave 3, finding 5): a WORD, a
 * MARKER whose weight carries at ten feet before the word does, and a tint that is only
 * ever reinforcement. Strip the colour out and it still says whether you have it. */
.ability-use {
  flex: 0 0 auto; text-align: right; font-family: var(--display);
  letter-spacing: 0.14em; text-transform: uppercase; white-space: nowrap;
}
.ability-use .ability-pips { display: block; font-size: 15px; letter-spacing: 0.12em; }
.ability-use .ability-word { display: block; font-size: 11px; margin-top: 2px; }
.ability-use.ability-ready { color: var(--gold); }
.ability-use.ability-spent { color: var(--muted); }
.ability-use.ability-static { color: var(--parchment); }

/* Why a control cannot be pressed, in the host's own words. */
.ability-why {
  margin: 0 0 10px; padding: 0 4px; color: var(--muted); font-size: 14px;
  font-family: var(--body); letter-spacing: 0; text-transform: none;
}

/* The picker: which path, which ally, which of the two things Mend does. */
.ability-panel { margin-top: 8px; border-top: var(--hair) solid var(--gold-dim); padding-top: 6px; }
.ability-prompt {
  margin: 8px 0 2px; color: var(--gold); font-family: var(--display);
  font-size: 12px; letter-spacing: 0.16em; text-transform: uppercase;
}
.ability-panel button {
  display: block; width: 100%; margin: 0; padding: 14px; min-height: var(--tap);
  text-align: left; text-transform: none; letter-spacing: 0;
  font-family: var(--body); font-size: 17px; color: var(--ink);
  background: rgba(22, 21, 28, 0.6);
  border-bottom: var(--hair) solid var(--panel-2);
}
.ability-panel button small {
  display: block; margin-top: 3px; color: var(--muted); font-size: 14px;
}
/* An ineligible ally is VISIBLE and unpickable, never dropped: a picker that hides the
 * players it will not take leaves the Cleric unable to tell "beyond mending" from "gone".
 * It loses the surface, keeps its name and numbers, and says why. */
.ability-panel button:disabled {
  color: var(--muted); border-bottom-color: var(--panel-2); background: transparent;
}
.ability-panel .ability-cancel { background: transparent; }
.ability-cancel { font-family: var(--display) !important; font-size: 13px !important;
  letter-spacing: 0.14em !important; text-transform: uppercase !important; }

/* What came back. `landed` is the host's own numbers; `refused` is the host's own sentence. */
.ability-note { margin: 12px 0 0; padding: 0 4px; font-size: 16px; }
.ability-note.ability-landed { color: var(--gold); }
.ability-note.ability-refused { color: var(--ember); }
.ability-note.ability-pending { color: var(--parchment); animation: breathe 1.6s ease-in-out infinite; }
@keyframes breathe { 0%, 100% { opacity: 0.5; } 50% { opacity: 1; } }

/* REDUCED MOTION, and it is the rolling die's exception said again for the same reason.
 * The global rule kills every animation; applied to a control that has been pressed and is
 * waiting on the host, that leaves a line of text sitting still, which reads as a phone
 * that did not hear the tap. A slow opacity breath survives — no motion, still working. */
@media (prefers-reduced-motion: reduce) {
  .ability-note.ability-pending {
    animation: breathe 2.4s ease-in-out infinite !important;
    transform: none;
  }
}

/* Foresight armed: the choices are, for a moment, not choices — they are the thing being
 * looked at. Gold hairlines say which taps have changed meaning. */
.choices.arming .choice { border-bottom-color: var(--gold); }
.choices.arming .choice .dc { color: var(--gold); }
/* The path that was actually paid for. */
.choice.revealed { background: rgba(201, 169, 97, 0.10); }
.choice.revealed .dc { color: var(--gold); font-size: 15px; }

/* The decision strip: the same six modifiers, compressed, above the choices. */
.statstrip {
  display: grid; grid-template-columns: repeat(6, 1fr); gap: 1px;
  list-style: none; padding: 0; margin: 0 0 18px;
  border-top: var(--hair) solid var(--panel-2);
  border-bottom: var(--hair) solid var(--panel-2);
}
.statstrip li { padding: 10px 0; text-align: center; transition: background var(--fade) ease; }
.statstrip .stat-name { display: block; font-family: var(--display); font-size: 10px; letter-spacing: 0.12em; color: var(--muted); }
.statstrip .stat-mod { display: block; font-size: 15px; margin-top: 2px; }
/* A stat a choice on screen actually tests. */
.statstrip li.relevant { background: rgba(201, 169, 97, 0.10); }
.statstrip li.relevant .stat-name { color: var(--gold); }
