Add pets for tiers 1-3.
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@@ -47,23 +47,36 @@ 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 coins and players alternate actions, 1 coin
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each: **buy** one of 4 face-up cards; **discard** any number of hand cards
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(each becomes an 🍎 apple, +1 power food); or **trade in** 3 same-suit pets
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to pick 1 of the top 2 cards of the next tier's deck (the other goes under
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that deck). Passing forfeits remaining coins.
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2. **Cleanup** — anyone holding more than 5 pets must discard down to 5
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(discards become apples).
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3. **Arrange** — players secretly order their decks. Food cards apply to the
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next pet after them; trailing foods are wasted.
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4. **Battle** — automatic. Front pets simultaneously deal their full power to
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each other as damage markers; a pet with markers ≥ power dies (attack
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power never drops while wounded). Last player with pets standing wins the
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round: 1 trophy for rounds 1–5, 2 trophies for round 6. Draws award
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nothing.
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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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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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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). The two
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pets simultaneously deal their full power to each other as damage markers;
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a pet with markers ≥ power faints (attack never drops while wounded).
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Faint effects can push cards (apples, bees) onto either deck, recycle a
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pet's apples (Dodo), or set aside delayed rocks that hit BOTH active pets
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(Badger); survivors that took damage fire Hurt effects. Garlic prevents 1
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damage from every attack that hits its pet — a clash that damages no one
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ends the battle as a stalemate draw. Last player able to field a pet
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wins: 1 trophy for rounds 1–5, 2 for round 6. Draws award nothing.
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Most trophies after round 6 wins. Pet effects are not yet implemented (the
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card model carries an `effect` field for when they land).
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Apples and bees are **temporary**: they leave your deck after the battle.
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Most trophies after round 6 wins.
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Tiers 1–3 use real card data (T1: Ant, Cricket, Duck, Otter, Mosquito, Fish;
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T2: Worm, Flamingo, Peacock, Swan, Rat, Spider + Honey; T3: Dog, Dolphin,
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Giraffe, Camel, Sheep, Dodo, Badger + Garlic). Tiers 4–6 are effect-less
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placeholders awaiting their real definitions.
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## Layout
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