- **Barrier Plate:** 1x2. Activated by a neighbour. When active: raises a shield in the direction the astronaut faces for 1.2 seconds. Cooldown 1.5 seconds.
- **Relay** *(the Fork Relay)*: 1x1. Activated by a neighbour. When active: all adjacent items get activated. Cooldown 0.2 seconds. It passes an activation along, so a detector can reach items it does not touch. It is still the part the Cargo Turn service board needs.
- **Arc Emitter:** 2x2. Activated by a neighbour. When active: lightning jumps from the nearest enemy through up to six bodies standing close together. Cooldown 3 seconds.
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- **Previous reward, 2026-09-21:** the Waiting Area chest supplied one Arc Emitter and one Trigger button. The owner replaced that pair with Boots of Dodgin on 2026-09-22. Previously awarded items remain property, including anything left in an already opened chest. The Arc and its neighbour/button mechanics remain available; both current chests now draw from the shared deck described below.
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- **Previous reward, 2026-09-21:** the Waiting Area chest supplied one Arc Emitter and one Trigger button. The owner replaced that pair with Boots of Dodgin on 2026-09-22. Previously awarded items remain property, including anything left in an already opened chest. The Arc and its neighbour/button mechanics remain available; current dynamic chests draw from the shared deck described below.
- **Boots of Dodgin** *(owner's card, 2026-09-22)*: one 2x1 item representing a pair of boots. +10% walking speed while in the pack. Press Space: spend 5 seconds of oxygen for +200% movement speed for 0.5 second. This triples the boosted walking speed: **3.3× base speed with one pair**. Cooldown 3 seconds. Cannot activate while already dodging from any item.
- **Isolation bridge:** 1x4 bar. Does nothing in the pack. It is cargo, and it is awkward on purpose.
- **Iron bar** *(owner's card, 2026-09-22)*: 1x1. Does nothing. Three separate copies are in the chest deck; one chest gives one copy.
@@ 77,13 77,17 @@
## The shared chest deck — owner decision, 2026-09-22
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**Current Threat integration:** new departures earn a chest every 30 seconds spent in dynamic unsafe rooms, across the Promenade, Waiting Area and Cafeteria. Each event reserves one remaining deck card without choosing it; the next card is drawn only when that chest is opened. Pending and unopened chests cannot overbook the deck. When every remaining card is reserved, no further chest is earned, but existing reserved chests can still be opened. Today's twelve-card deck therefore commits its rewards by six minutes; no extra twelve-chest cap or automatic refill exists.
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Baseline rarity is saved at the threshold: 90% ordinary, 9% rare, 1% extra rare. Rarity has no item effect yet. A full pack leaves the drawn item in the same chest. New departures expire pending/unopened rewards and reshuffle the deck; drawn items left behind remain accessible without consuming new cards. An already-active pre-Threat save finishes its old finite encounters until the next departure. [Threat](/Hold%20The%20Flood/Threat) records the complete current rules and trial settings; the verification paragraphs below refer to their dated earlier implementations.
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The owner changed both current chests (Western Promenade and Waiting Area) to dynamic rewards: one shared shuffled deck, now expanded to **12 individual items: one Service Gun, one Boots of Dodgin, one Oxygen Tank, three Iron bars, three Copper bars and three Plastic salvage**. Each draw removes that item until a new departure refills and reshuffles the deck. The starting gun is separate. Static chests remain available with specified items and do not consume deck entries. [Rooms](/Hold%20The%20Flood/Rooms) records the request verbatim and owns the chest rules.
Each material copy is its own 1x1 item with no effect. One draw gives only one copy, not a stack of three. The tank uses its existing size and behavior and is supplied full (five minutes). A saved departure retains its deck until the next departure refills it from the expanded list; this preserves already-consumed cards and old two-card saves.
The material pictures reuse [Lorc's Metal bar](https://game-icons.net/1x1/lorc/metal-bar.html) and [Caro Asercion's Soda bottle](https://game-icons.net/1x1/caro-asercion/soda-bottle.html), under CC BY 3.0. Grey iron, copper-coloured copper and muted green plastic tiles are implementer choices. The pictures are fitted to 1x1 squares with credits in the project; no generated artwork or purchases. Item names and cards identify the materials as well as colour.
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Draw on first opening is the implementer's default. If the item will not fit, it waits at the chest; reopening or loading keeps the same item. Saving preserves the order and used cards, even after both have been drawn. An exhausted deck stays empty until departure. Existing opened chest contents and property from earlier versions remain intact; taking an item left from an earlier trip does not consume a new card or top up that chest. Old saves without deck information get one fresh deck without changing earlier static rewards.
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Draw on first opening is the implementer's default. If the item will not fit, it waits at the chest; reopening or loading keeps the same item. Saving preserves the order and used cards, including after the deck is exhausted. An exhausted deck stays empty until departure. Existing opened chest contents and property from earlier versions remain intact; taking an item left from an earlier trip does not consume a new card or top up that chest. Old saves without deck information get one fresh deck without changing earlier static rewards.
**Previous two-card verification:** all **289 tests passed (229 Core + 60 Unity)**, covering draw order, exhaustion, full packs, old and current saves, return/death versus departure, and static single/multiple rewards. Normal E and pack interactions pass for both room visit orders. In play, a saved first draw stayed consumed after restarting; the other chest gave the remaining item. Repeated E created nothing further, returning kept the deck empty, and the next departure restored both cards. Visiting the Waiting Area first then gave the pistol there and boots in the Promenade. Both pickups and their inventory screens were inspected. These checks isolate rewards with cleared-room state; they do not remeasure combat difficulty.