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The social slice: the shared world gets teeth, letters, and a house game.
- Ambush (async PvP, classic door-game player-kill spirit): waylay an adventurer who has
not yet begun their day. Ordered gates — known target, not yourself, the
gatekeeper shields the young (both >= min level), level band +-2, the
SLEEP RULE (acting today makes you watchful — an active-play defense),
mercy for the downed (hp<=1 cannot be piled on: even bandits have
standards), once per pair per UTC day. Win: capped gold cut transfers,
victim wakes at the spawn-stone with a private note; lose: the sleeper
wakes blade-in-hand and the Herald crows your shame. The attacker wears
the counter-blows the combat log narrates (state matches story). Both
players persist in one transaction.
- The inn mailbox: events carry a target ('' = public). door_log delivers
private notes to the addressee only; the Watch and other players never
see them. Mail is DURABLE past the in-memory tail (SQLite backfill for
cursors older than the resident window) — the broadsheet is ephemeral,
letters are not. Sanitized, daily-capped.
- Inn dice: 2d6 against the house, bet- and count-capped per day, big wins
make the news.
- Six new banded settings; four day-counter columns join the shared lazy
UTC reset; schema stamp stays 1 (pre-1.0 mutates in place by design).
Tests 184 -> 231; sleep rule, mercy gate, band boundary (exact/over),
refusal precedence, attacker wear, zero-gold robbery, mail eviction
survival, and Watch privacy all pinned; guards revert-verified.