Runtime
Every move at every table becomes a durable, ordered message. These are the totals. No table, player or card is named here.
48
Tables in play
146
Durable messages
0
Messages refused
3
External effects
4
Alarms scheduled
0
Dead letters
Moves played
| Move | Times played |
|---|---|
| Cards drawn | 97 |
| Life changed | 53 |
| Cards played | 44 |
| Cards moved | 29 |
| Cards returned to a library | 23 |
| Cards tapped | 19 |
| Counters changed | 16 |
| Libraries shuffled | 13 |
| Counters added | 10 |
| Counters moved | 9 |
| Life reset | 8 |
| Zone changes | 7 |
How it works
Shuffle Up and Play is built on Solid Objects. One table is one addressable object with durable state, an ordered mailbox and its own alarms, kept in a plain SQL database. A move is a message, so it survives a lost connection and applies once.