Working session · decide the motion language Live Interactive Benches

Animation Lab & Motion Workbench

Nine interface moments, three options each, running on a mock of the real match screen built from the shipped card art, the shipped dice faces and the shipped palette. Every demo has a trigger, a Reset, and speeds of , ½× and ¼×.

How to use this page. Watch a group at 1× first — that is the only speed a player ever sees, and the only one that answers "does this feel right". Then drop to ¼× to find out why: what is staggered, what overlaps, where the eye is being sent. Argue at ¼×, decide at 1×.

1 · The Reveal

The moment the whole game is designed around. Both sides have committed; four cards turn; the player has roughly one second to count quadrants and colours across a 2×2 cross-product. Everything here is a trade between drama and time-to-read.

Option A — Snap Reveal

Option B — Pitch, then Swing

Option C — Cross Sweep

OptionDurationArgues forArgues against
A · Snap0.36 sFastest read. The reveal is one event, matching the rule (all four flip simultaneously).No dread. Nothing marks the pitcher's commitment as separate from yours.
B · Pitch/Swing1.05 sBuilds the beat the physical game has naturally. Names who did what.Nearly 3× the latency, every play. Also technically misrepresents simultaneity.
C · Sweep0.70 sDrags the eye across the whole mat; ends near the hand, where the next decision is.The stagger implies an order the rules do not have.

Decision — the reveal

Chosen:  ·  Timing override:

2 · Counting combinations

The teaching moment. A new player does not yet know that quadrant and colour are counted independently, and this animation is where they find out — or never do.

Option A — Wire Tally

Option B — Stamp Ladder

Option C — Two Channels

OptionDurationArgues forArgues against
A · Wires1.55 sThe only one that shows which cards made each match. Genuinely teaches the rule.Longest by far.
B · Stamps0.68 sFast, and the row length is the count.Teaches nothing.
C · Channels1.35 sTwo beats named after the two rules.Hides pair match specifics.

Decision — combination counting

Chosen:

3 · The dice

Option A — Tray Tumble

Option B — Cascade

Option C — Slam & Read

OptionDurationArgues forArgues against
A · Tumble1.75 sPhysical boardgame feel.Slowest.
B · Cascade1.15 sClear readability of 5-dice resolution.Spreadsheet fill feel.
C · Slam1.20 sLoud impact with trauma shake.Hardest to read simultaneously.

Decision — dice

Chosen:

4 · Runners advancing

Option A — Trail Slide

Option B — Hop Beat

Option C — Single Sweep

OptionDurationArgues forArgues against
A · Trails1.15 sTrackable movers with visual trails.Video-game feel.
B · Hops1.00 sPhysical piece rhythm.Slower for 4 movers.
C · Sweep0.76 sFastest overall.Harder to follow.

Decision — base running

Chosen:

5 · Rally scoring roguelike

Option A — Formula Assembly

Option B — Odometer

Option C — Chain Slam

Decision — rally scoring

Chosen:

6 · Dealing the hand

Option A — Fan Deal

Option B — Strip, then Fan

Option C — Snap Fan

Decision — hand deal

Chosen:

7 · Camera choreography

Option A — Locked Table

Option B — Three-Pose Cut

Option C — One Slow Push

Decision — camera

Chosen:

8 · Strike & out feedback

Option A — Centre Stamp

Option B — Travel to the Count

Option C — Count First

Decision — strike and out

Chosen:

9 · The walk

Option A — The Called Walk

Option B — Quiet Advance

Option C — Cause, then Effect

Decision — the walk

Chosen: