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Added
- Settings, Gameplay, Table has a new Table animations switch. Turn it off and cards and pegs land in place, and the flourishes, screen shake and the characters who act out plays all stand down. The show still counts item by item and the peg still steps to each score. Whatever drifts behind the board, like falling snow, keeps moving. The menus outside a match and the hub keep their motion. You can set it for one save or for all of them.
- Every room on the Long Tally now plays on a board of its own, and every board is a closed track, so the last hole sits just before the first. The Parlor's is an oval, the Tundra's track dips into a crevasse, the Desert rolls over two dunes, the Swamp's lower run rises in two crests, the Mountain climbs a ridge, and the Beyond crosses itself in a figure eight at the start. In vs. AI and online the board follows the venue you pick.
- Each room past the Parlor has a hazard on two of its holes, the same for both players. Land on the Tundra's crevasse and your peg slides back three holes. The Desert's sinkhole takes 2 off your next hand show, the Swamp's snare makes the next prize your peg lands on pay nothing, the Mountain's slip pegs the rival two holes, and a void in the Beyond stops your peg a hole short. Point at one to read its rule.
- Each of those rooms also has weather, at most once a board, on a hand from the fourth to the tenth. An avalanche buries five Tundra holes for three hands, a sandstorm walks the Desert's sinkholes five holes on, the Swamp's river floods two stretches of prizes for two hands, and rocks cover five Mountain holes for two hands. On a looping Beyond board the voids drift on each lap. Pure Cribbage has none of it, and under Reverse it all sleeps.
- How to Play has a new Hazards and the Weather page, and the first time a campaign board has hazards on it, the Coach points them out.
Improved
- Table characters now sits right under Table animations. Turn just that one off to keep the cards and pegs moving without the characters acting out plays at the table.
- The board now fills the middle of the table between the rival's hand and yours, with the cut card and the running count inside it. Both players' powerups and the tile key moved into a column on its left, and your sort buttons moved to the left of your hand. The Events log sits beside the rival as a short list, with an arrow that opens the full log. The rival's hand shrinks where it needs to so it never covers the board.
- Pegs now lean out toward the board's edge on every side of the track, so on the near run they hang toward you, and a peg that hops around a bend flies along the curve in one hop instead of a string of short ones.
- On Hard and Expert the rival now plays around a crevasse, a sinkhole, a slip, a void and the weather when it pegs, steering its own peg off them when the cards allow.
- Weekly challenges set in a room with hazards now have that room's hazards and weather too. Scores set under the new rules go on their own board, apart from scores set on the last version, and a challenge run left unfinished in the last version starts over.
Fixed
- In a campaign match, a jack cut for his heels or a Tally the Cut payout that pegs a player out now ends the board right there, instead of dealing one more hand.
- The Hand Log at the end of a vs. AI or online match no longer prints a color code as words beside a heart or diamond card.
- Turning on Reduce motion during a match now stops the Beyond heat meter's pulse and its filling bar straight away, instead of only from the next match.
- The tip that names the Table characters setting, the first time a character appears, is now short enough to read before it fades.
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