Audition Mode · Build Spec
Audition mode runs a short session of hands in each simulator. Most hands play clean. On a rigged hand, exactly one NPC does exactly one thing that needs handling — and the dealer has to spot it, point at the bet, and make the call: have the player fix it, or call the floor. Which one is right depends on how fast they caught it.
audition.html — pick the games, set hands per game, hit startRows marked ★ are the ones you called out by name. Every entry below is injectable at a real hook in the existing code — nothing here needs a rewrite of the sim it lives in. The catalog is deliberately longer than any one session uses: the picker shows the issues for the spot you point at plus plausible decoys, so the dealer can't win by memorising a short menu.
Table limits are provisional. Every "under the minimum" and "over the maximum" row reads its numbers from one constants block per game. They're currently inferred from each sim's bet generator — when your min/max sheet arrives it drops straight in and every limit row follows.
Timing decides the call. Catch a bet that's wrong while you're still on it and the player simply fixes it. Let the game move past that point and it stops being yours to correct — that's a floor call. Where the window shuts depends on the game: in blackjack the bets close when the cards come out, insurance when the line closes, and a double or split when the action leaves that seat; in the poker sims a bet is yours until you start settling that seat, since the whole hand is already costed when the curtain lifts; in pai gow it runs right through the build phase until you settle the seat; in baccarat it closes the moment a card leaves the shoe. A couple of things are never yours to put right however fast you spot them, because there is nothing to correct at the table — a pai gow foul, and a pitch hand that turns over above 21. Those are marked Floor only.
Deliberately out of scope. Bet increments (players may use $2.50, it's just rare) · putting a bet in the wrong circle · betting into a neighbour's spot · anything involving the player's hands — touching or covering cards, two hands on a hand, passing cards, bending a card · anything the player verbally claims about a payout · insurance taken after the line closed or with no ace showing · capping and pinching — a player adding to or pulling off a live bet. All real, none of it in the simulation.
Missing is a bet that can't stand as placed — a side bet with nothing behind it, a mandatory bet that never went up. Change is not an error at all — it's a duty. A player who tosses $25 at a $5 progressive is buying in: leave the buy-in up, change the rest back. Short of the buy-in is the mirror image — $2.50 on the $5 Red doesn't play, so it goes back. Either way the dealer has to notice, and both ride the same flag flow. (A Blue progressive can't be short: the buy-in is $1 and there's no chip under it.)
Main $15–$100 (provisional) · 21+3 never more than the main · Red plays for $5, Blue for $1 — more than that is a buy-in and needs change · Bust Bonus placed after all players act, capped at the original main (combined originals after a split) · Insurance never more than half the main
| ID | What the player does | The rule they broke | Type |
|---|---|---|---|
| BJS-01 | Main bet is short of the table minimum | Under the posted minimum for the game | Amount |
| BJS-01X | Main bet is over the table maximum | Over the posted maximum for the game | Amount |
| BJS-03 | $50 on 21+3 behind a $25 main | 21+3 can never exceed the main bet | Amount |
| BJS-04 ★ | Bust Bonus is already out before anyone acts | Bust Bonus goes up only after every player has finished acting | Timing |
| BJS-05 | Bust Bonus larger than the original main bet | Capped at the original main — a double doesn't raise the cap | Amount |
| BJS-05D | Bust Bonus matched to a doubled bet instead of the original | Doubling never raises the ceiling; splitting adds the original for each new hand (4 hands at $100 allows $400) | Amount |
| BJS-06 | Drops the Bust Bonus after the hand already busted | The bet is dead once that hand is resolved | Timing |
| BJS-07 | Insurance for more than half the main bet | Insurance maxes at half the main | Amount |
| BJS-09 | Drops $25 on the $5 Red, or $5 on the $1 Blue | Perfectly legal — they're buying in. Leave the buy-in up and change the rest back. | Change |
| BJS-09S | Only $2.50 on the $5 Red | Short of the buy-in — it doesn't play. Hand it back. | Change |
| BJS-10 ★ | Doubles down and puts out more than the original bet | A double can be for less, never for more | Amount |
| BJS-11 ★ | Splits and puts a different amount on the second hand | The split hand must match the original bet exactly | Amount |
| BJS-12 | Side bet is out with nothing in the main circle | Every side bet needs a live main bet behind it | Missing |
| BJS-19 | Drops a side bet after the deal has begun | Side bets close with the main bet | Timing |
| BJS-21 | Grabs the bet back on a push before the dealer releases it | The dealer clears the hand before anyone touches chips | Timing |
| BJS-22 | Doubles on a hand that already has three cards | Doubling is only on the first two cards | Action |
| BJS-23 | Asks to split 9–10 | Only a matching pair can be split | Action |
| BJS-24 | Asks to split again into a third hand | One split only — two hands maximum | Action |
| BJS-25 | Asks for another card on a split ace | Split aces get exactly one card each | Action |
| BJS-26 | Calls for a hit after already standing | A stood hand is finished | Action |
Everything in the shoe list applies except the Red and Blue progressives (BJS‑09), which this game doesn't have. Pitch's own distinctive errors are all card-handling — two hands on the cards, cards below the table edge, showing a neighbour, bending a card — and those are deliberately out of scope. They're real, and the sim can't depict a pair of hands convincingly, so pitch inherits the shoe catalog and adds one action of its own.
| ID | What the player does | The rule they broke | Type |
|---|---|---|---|
| BJP-09 | Scratches for a hit after already tucking to stand | Once tucked, the hand is closed | Action |
| BJP-11 ★ | Turns over a stood hand that totals more than 21 | They tucked a busted hand. Always a floor call — nothing to fix at the table. | Floor only |
Ante $10–$200, mandatory · Odds must equal the Ante, mandatory · Play is exactly 2× the Ante · Bad Beat to $25 · Trips and Goin' Wild to $100 · GW Progressive $5 flat · Linked $5 flat · No dealer qualifier; a tie pushes all three main bets; Odds pushes on anything under a straight
| ID | What the player does | The rule they broke | Type |
|---|---|---|---|
| DWX-01 ★ | Makes the Play bet at 1× the Ante | Play is exactly 2× the Ante | Amount |
| DWX-02 | Makes the Play bet at 3× the Ante | Play is exactly 2× the Ante — no more, no less | Amount |
| DWX-03 | Odds bet is bigger than the Ante | Ante and Odds are always equal | Amount |
| DWX-04 | Odds bet is smaller than the Ante | Ante and Odds are always equal | Amount |
| DWX-05 | Antes with no Odds bet at all | Both are mandatory to get a hand | Missing |
| DWX-06 | Antes $5, or antes $300 | Ante limits are $10 to $200 | Amount |
| DWX-07 | $50 on Bad Beat | Bad Beat maxes at $25 | Amount |
| DWX-08 | $200 on Trips or Goin' Wild | Both max at $100 | Amount |
| DWX-09 | Drops $25 on a $5 progressive | Leave $5 up and change $20 back | Change |
| DWX-09S | Puts less than the buy-in on a progressive | Short doesn't play — hand it back | Change |
| DWX-12 | Side bet out with no Ante or Odds | Side bets require the mandatory bets first | Missing |
| DWX-13 | Makes the Play bet after the dealer's hand is exposed | All decisions come before the reveal | Timing |
| DWX-16 | Drops a side bet after the deal | Side bets close with the Ante | Timing |
| DWX-17 | Folds but leaves the Play wager out | A fold means no Play bet, and Ante plus Odds go to the house | Action |
| DWX-19 | Folds, then changes their mind and makes the Play | A fold is final once the cards are released | Action |
Ante $10–$500 · Play exactly equal to the Ante · Prime and Pair Plus to $500 · All 6 to $100 · Mini Royal $1 flat · Linked $5 flat · Dealer no‑qualify: the Play bet pushes and the Ante pays 1:1
| ID | What the player does | The rule they broke | Type |
|---|---|---|---|
| TCP-01 | Play bet bigger than the Ante | Play must equal the Ante exactly | Amount |
| TCP-02 | Play bet smaller than the Ante | Play must equal the Ante exactly | Amount |
| TCP-03 | Antes $5, or antes above the table max | Ante limits are $10 to $500 | Amount |
| TCP-04 | $250 on All 6 | All 6 maxes at $100 | Amount |
| TCP-05 | Drops $25 on Mini Royal or Linked | Leave the buy-in up and change the rest back | Change |
| TCP-05S | Puts less than the buy-in on Mini Royal or Linked | Short doesn't play — hand it back | Change |
| TCP-08 | Side bet out with no Ante | Every side bet needs a live Ante | Missing |
| TCP-09 | Makes the Play bet after the dealer's cards are exposed | The decision comes before the reveal | Timing |
| TCP-11 | Drops a side bet after the cards are out | Side bets close with the Ante | Timing |
| TCP-13 | Folds but leaves the Play wager out | A fold means no Play bet | Action |
Ante mandatory · Odds must equal the Ante, mandatory · Raise is 3× pre‑flop, 2× on the flop, 1× on the river — one raise per hand · Trips and Pocket Bonus $5–$25 · Blue $1 flat · Red $5 flat
| ID | What the player does | The rule they broke | Type |
|---|---|---|---|
| HUH-01 | Raises 2× pre-flop | The pre-flop raise is 3× the Ante | Amount |
| HUH-02 | Raises 4× pre-flop | The pre-flop raise is 3× — there is no bigger option | Amount |
| HUH-03 | Raises 3× on the flop | The flop raise is 2× | Amount |
| HUH-04 | Raises 2× on the river | The river raise is 1× | Amount |
| HUH-05 | Odds bet doesn't match the Ante | Ante and Odds are always equal | Amount |
| HUH-07 | $50 on Trips or Pocket Bonus | Both run $5 to $25 | Amount |
| HUH-08 | Drops $25 on Blue or Red | Leave the buy-in up and change the rest back | Change |
| HUH-08S | Puts less than the buy-in on Blue or Red | Short doesn't play — hand it back | Change |
| HUH-11 | Side bet out with no Ante or Odds | Side bets require the mandatory bets first | Missing |
| HUH-12 | Raises pre-flop, then raises again on the flop | One raise per hand | Action |
| HUH-13 | Checks the flop, then puts out a 3× raise on the river | A 3× raise is only live pre-flop | Action |
| HUH-15 | Folds but leaves the Raise out | A fold means no Raise, and Ante plus Odds go to the house | Action |
Main from $25 (provisional) · Insurance and Emperor's Treasure to the side‑bet max · Red $5 flat · Blue $1 flat · Emperor's Treasure must be $5 or more to qualify for envy · Two cards in the low hand, five in the high, and the low can never outrank the high · Copies go to the dealer
| ID | What the player does | The rule they broke | Type |
|---|---|---|---|
| PGP-01 ★ | Sets a low hand that outranks the high hand | Foul — the two-card hand can never beat the five-card hand. Always a floor call. | Floor only |
| PGP-02 | Sets three cards in front and four in back | Two in the low hand, five in the high | Setting |
| PGP-03 | Sets only six cards, or slips a seventh into a hand | All seven cards, split two and five | Setting |
| PGP-04 | Rearranges the hand after setting it | Once the hands are set and released, they're final | Setting |
| PGP-05 | Swaps two cards after the dealer's hand is exposed | Nothing moves after the dealer sets | Setting |
| PGP-08 | Main bet of $20 | Below the $25 table minimum | Amount |
| PGP-10 | Side bet above the table maximum | Insurance and Emperor's Treasure are capped | Amount |
| PGP-11 | Drops $25 on the $5 Red, or $5 on the $1 Blue | Leave the buy-in up and change the rest back | Change |
| PGP-11S | Only $2.50 on the $5 Red | Short of the buy-in — it doesn't play. Hand it back. | Change |
| PGP-12 | Side bet out with no main bet | Every side bet needs a live main bet | Missing |
| PGP-15 | Places insurance after looking at their cards | Insurance goes up before the deal | Timing |
Player or Banker $50–$4,000, one or the other · Tie to $500 · 9/7 to $50 · Any 8/6, Koi and Jin to $300 · No commission; a three‑card Banker 7 is a Dragon 7 and pushes all Banker bets
| ID | What the player does | The rule they broke | Type |
|---|---|---|---|
| BAC-01 | Bets Player and Banker in the same seat | One main bet per seat — Player or Banker, never both | Missing |
| BAC-02 | Main bet of $25 | Below the $50 table minimum | Amount |
| BAC-03 | Main bet above $4,000 | Over the table maximum | Amount |
| BAC-04 | $1,000 on Tie | Tie maxes at $500 | Amount |
| BAC-05 | $100 on 9/7 | 9/7 maxes at $50 | Amount |
| BAC-06 | Over $300 on Any 8/6, Koi or Jin | All three cap at $300 | Amount |
| BAC-09 | Side bet out with no Player or Banker bet | Side bets need a live main bet | Missing |
| BAC-12 | Puts a bet out after "no more bets" | The call closes the layout | Timing |
Redline this list. Anything that isn't how your house plays it, cross it out or correct it — the wording here becomes the wording in the picker the dealer reads, so the phrasing matters as much as the rule. Roulette is deliberately excluded.