Fix shop action costs and pass semantics.
Only buying costs gold; selling and trading (Triple) are free. Pass is now a final action, legal only at or under the pet limit: it forfeits remaining gold and ends that player's shopping for the round, with the shop closing once everyone has passed. That makes the separate cleanup phase unreachable (you sell down in-shop before passing), so it is removed. The client asks for confirmation before passing, and the bot knows buys are the only coin sink, when passing is legal, and that it must sell down before it can pass.
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@@ -48,18 +48,20 @@ Set via environment or a `.env` file (see `.env.example`):
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Six rounds, each with its own shop tier deck. Per round:
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1. **Shop** — each player has 3 gold and players alternate actions, 1 gold
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each: **buy** one of 4 face-up cards; **sell** any number of hand cards
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(each becomes an 🍎 apple, +1 power food, and Sell effects fire); or
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**trade in** 3 same-suit pets (the Triple action) to pick 1 of the top 2
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cards of the next tier's deck — Triple effects fire on the traded cards
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and the received pet's Buy effect fires. Passing forfeits remaining gold.
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2. **Cleanup** — anyone holding more than 5 pets must sell down to 5.
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3. **Arrange** — Battle Prep effects fire first (e.g. Giraffe hands out
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1. **Shop** — each player has 3 gold and players alternate actions: **buy**
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one of 4 face-up cards (1 gold — the only action that costs anything);
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**sell** any number of hand cards for free (each becomes an 🍎 apple, +1
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power food, and Sell effects fire); or **trade in** 3 same-suit pets (the
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Triple action, also free) to pick 1 of the top 2 cards of the next tier's
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deck — Triple effects fire on the traded cards and the received pet's Buy
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effect fires. **Passing** is a final action, only legal at 5 pets or
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fewer: it forfeits remaining gold and ends that player's shopping for the
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round. The shop closes once everyone has passed.
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2. **Arrange** — Battle Prep effects fire first (e.g. Giraffe hands out
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apples), then players secretly order their decks. Food cards apply to the
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next pet after them; trailing foods are wasted. A pet only benefits from
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its last-applied **perk** (e.g. Honey, Garlic).
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4. **Battle** — automatic stack machine. Cards reveal off the top of each
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3. **Battle** — automatic stack machine. Cards reveal off the top of each
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deck until a pet is in play. Play effects fire on reveal (rocks roll a d6
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with faces 0/0/1/1/2/2 and hit the opposing pet before the clash; Skunk
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strips foods; Wolverine steals apples; Chili mills the enemy deck). The
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