# Requirements: Felt **Defined:** 2026-02-28 **Core Value:** A venue can run a complete tournament offline on a €100 device with wireless displays and player mobile access — and it just works, on any network, with zero IT involvement. ## v1 Requirements Requirements for Phase 1 (Development Focus: Live Tournament Management). Each maps to roadmap phases. ### Platform Identity - [ ] **PLAT-01**: Players have platform-level Felt profiles (UUID, cross-venue, portable) — not tied to any single venue - [ ] **PLAT-02**: Player profile stores name, nickname, photo, email, phone, notes, custom fields - [ ] **PLAT-03**: Player tournament history, stats, and league standings are cross-venue and travel with the player - [ ] **PLAT-04**: Player can control public visibility of their profile data - [ ] **PLAT-05**: Player can request full data export (GDPR right to portability) in JSON - [ ] **PLAT-06**: Player deletion cascades: anonymize tournament entries (keep aggregate stats), remove PII, propagate via NATS ### Architecture & Infrastructure - [x] **ARCH-01**: Leaf Node runs as single Go binary on ARM64 SBC with embedded LibSQL, NATS JetStream, and WebSocket hub - [ ] **ARCH-02**: Virtual Leaf runs same Go codebase on Core cloud infrastructure for free-tier venues (requires internet) - [x] **ARCH-03**: All financial values stored as int64 cents — never float64 - [x] **ARCH-04**: NATS JetStream embedded on Leaf with `sync_interval: always` for durability - [x] **ARCH-05**: WebSocket hub broadcasts state changes to all connected clients within 100ms - [x] **ARCH-06**: SvelteKit frontend embedded in Go binary via `//go:embed` for single-binary deployment - [x] **ARCH-07**: Leaf is sovereign — all tournament logic runs locally, cloud is never required for operation - [x] **ARCH-08**: Append-only audit trail for every state-changing action (operator, action, target, previous/new state, timestamp) - [ ] **ARCH-09**: Automated daily backup of LibSQL database to USB or cloud, with documented recovery procedure - [ ] **ARCH-10**: Leaf must recover cleanly from hard power-cycle during active tournament (verified by chaos testing) ### Tournament Clock - [x] **CLOCK-01**: Countdown timer per level with second-granularity display, millisecond-precision internally - [x] **CLOCK-02**: Separate break durations with distinct visual treatment - [x] **CLOCK-03**: Pause/resume with visual indicator across all displays - [x] **CLOCK-04**: Manual advance forward/backward between levels - [x] **CLOCK-05**: Jump to any level by number - [x] **CLOCK-06**: Total elapsed time display - [x] **CLOCK-07**: Configurable warning thresholds (e.g., 60s, 30s, 10s) with audio and visual alerts - [x] **CLOCK-08**: Clock state authoritative on Leaf; clients receive ticks via WebSocket (1/sec normal, 10/sec final 10s) - [x] **CLOCK-09**: Reconnecting clients receive full clock state immediately ### Blind Structure - [x] **BLIND-01**: Unlimited configurable levels (round or break, game type, SB/BB, ante, duration, chip-up, notes) - [x] **BLIND-02**: Big Blind Ante support alongside standard ante - [x] **BLIND-03**: Mixed game rotation support (HORSE, 8-Game round definitions) - [x] **BLIND-04**: Save/load reusable blind structure templates - [x] **BLIND-05**: Built-in templates (Turbo ~2hr, Standard ~3-4hr, Deep Stack ~5-6hr, WSOP-style) - [x] **BLIND-06**: Structure wizard (inputs: player count, starting chips, duration, denominations → suggested structure) ### Chip Management - [x] **CHIP-01**: Define denominations with colors (hex) and values - [x] **CHIP-02**: Chip-up tracking per break with visual indicator on displays - [x] **CHIP-03**: Total chips in play calculation - [x] **CHIP-04**: Average stack display ### Financial Engine - [x] **FIN-01**: Buy-in configuration (amount, starting chips, per-player rake, fixed rake, house contribution, bounty cost, points) - [x] **FIN-02**: Multiple rake categories (staff fund, league fund, house) - [ ] **FIN-03**: Late registration cutoff (by level, by time, or by level AND remaining time — e.g., "end of Level 6 or first 90 minutes, whichever comes first") - [ ] **FIN-04**: Re-entry support (distinct from rebuy — new entry after busting) - [x] **FIN-05**: Rebuy configuration (cost, chips, rake, points, limits, level/time cutoff, chip threshold) - [x] **FIN-06**: Add-on configuration (cost, chips, rake, points, availability window) - [ ] **FIN-07**: Fixed bounty system (bounty cost, chip issued, hitman tracking, chain tracking, cash-out) - [ ] **FIN-08**: Prize pool auto-calculation from all financial inputs - [ ] **FIN-09**: Guaranteed pot support (house covers shortfall) - [x] **FIN-10**: Payout structures (percentage, fixed, custom table) with configurable rounding - [ ] **FIN-11**: Chop/deal support (ICM calculator, chip-chop, even-chop, custom) - [ ] **FIN-12**: End-of-season withholding (reserve rake portion for season prizes) - [ ] **FIN-13**: Every financial action generates a receipt with full transaction log - [ ] **FIN-14**: Transaction editing with audit trail and receipt reprint capability ### Player Management - [x] **PLYR-01**: Player database persistent on Leaf (LibSQL), synced to Core (PostgreSQL) - [ ] **PLYR-02**: Search with typeahead, merge duplicates, import from CSV - [ ] **PLYR-03**: QR code generation per player for self-check-in - [ ] **PLYR-04**: Buy-in flow: search/select player → confirm → optional auto-seat → receipt → displays update - [ ] **PLYR-05**: Bust-out flow: select player → select hitman → bounty transfer → auto-rank → rebalance trigger → displays update - [ ] **PLYR-06**: Undo capability for bust-out, rebuy, add-on, buy-in with full re-ranking - [x] **PLYR-07**: Per-player tracking: chip count, playing time, seat, moves, rebuys, add-ons, bounties, prize, points, net take, full action history ### Table & Seating - [x] **SEAT-01**: Tables with configurable seat counts (6-max to 10-max), names/labels - [x] **SEAT-02**: Table blueprints (save venue layout) - [ ] **SEAT-03**: Dealer button tracking - [ ] **SEAT-04**: Random initial seating on buy-in (fills tables evenly) - [ ] **SEAT-05**: Automatic balancing suggestions with operator confirmation required (size difference threshold, move fairness, button awareness, locked players, break short tables first — dry-run preview, never auto-apply) - [ ] **SEAT-06**: Tap-tap manual seat moves on touch interface (tap source seat, tap destination seat) - [ ] **SEAT-07**: Break Table action (dissolve and distribute) - [ ] **SEAT-08**: Visual top-down table layout (player names in seats), list view, movement screen - [ ] **SEAT-09**: Hand-for-hand mode (clock pauses, per-table completion tracking, all tables complete → next hand) ### Multi-Tournament - [ ] **MULTI-01**: Run multiple simultaneous tournaments with independent clocks, financials, and player tracking - [ ] **MULTI-02**: Tournament lobby view (multi-tournament overview on displays) ### League & Season - [ ] **LEAGUE-01**: Leagues (named groups, cross-season) and seasons (time-bounded within a league) - [ ] **LEAGUE-02**: Players can belong to multiple leagues; tournaments assigned to league + season - [ ] **LEAGUE-03**: Custom point formula engine with variables (TOTAL_PLAYERS, PLAYER_PLACE, REBUYS, etc.) and functions (sqrt, pow, if, etc.) - [ ] **LEAGUE-04**: Formula testing (input test values, preview all placements, graph distribution) - [ ] **LEAGUE-05**: Season standings (cumulative, best N of M, minimum attendance, historical archives) - [ ] **LEAGUE-06**: League standings available as display node view ### Regional Tournaments - [ ] **REGION-01**: Anyone can create cross-venue tournaments/leagues (free-tier feature) - [ ] **REGION-02**: Define qualifying events across participating venues - [ ] **REGION-03**: Automatic point aggregation from each venue's qualifying tournaments - [ ] **REGION-04**: Unified leaderboard across all venues - [ ] **REGION-05**: Finals event management ### Display System - [ ] **DISP-01**: Display node registry showing all connected nodes (name, status, resolution, view, group) - [ ] **DISP-02**: Actions: assign view, rename, group, reboot, remove - [ ] **DISP-03**: Tournament views: Clock, Rankings, Seating Chart, Blind Schedule, Final Table, Player Movement, Prize Pool, Tournament Lobby - [ ] **DISP-04**: General views: Welcome/Promo, League Standings, Upcoming Events - [ ] **DISP-05**: Theme system with pre-built dark/light themes and custom theme builder (colors, fonts, logo, background) - [ ] **DISP-06**: Sponsor banner areas (configurable per view) - [ ] **DISP-07**: Screen cycling with rotation config, conditional routing, override, lock - [ ] **DISP-08**: Multi-tournament routing (assign displays to specific tournaments or lobby) - [ ] **DISP-09**: Auto font-scaling to resolution; readable from 10+ feet - [ ] **DISP-10**: Display nodes connect via WebSocket, heartbeat every 5s, Leaf tracks status - [ ] **DISP-11**: All display views must stay under 350MB RSS on Pi Zero 2W during 4-hour continuous operation (non-functional, verified by soak testing) ### Digital Signage - [ ] **SIGN-01**: Info screen content types: info_card, event_promo, sponsor_ad, menu_board, league_table, custom_html, media - [ ] **SIGN-02**: WYSIWYG drag-and-drop content editor with template gallery - [ ] **SIGN-03**: Venue branding auto-applied (logo, colors, fonts from venue profile) - [ ] **SIGN-04**: AI content generation (text prompt → polished promo card with layout, typography, imagery) - [ ] **SIGN-05**: AI image generation (thematic backgrounds, poker graphics, event artwork from prompts) - [ ] **SIGN-06**: Rich text editing with headlines, images, QR codes, countdowns, live data widgets - [ ] **SIGN-07**: Content scheduling (time slots, automated playlists, priority, fallback content) - [ ] **SIGN-08**: Per-screen content assignment (different screens show different content simultaneously) - [ ] **SIGN-09**: Tournament override (screens auto-switch to tournament views during play, revert to signage after) - [ ] **SIGN-10**: Content bundles stored on Leaf as static HTML/CSS/JS, rendered in Chromium kiosk ### Player Mobile PWA - [ ] **PWA-01**: Access via QR code scan, no login required for public views - [ ] **PWA-02**: Live clock view (blinds, timer, next level) - [ ] **PWA-03**: Full blind schedule (current level highlighted) - [ ] **PWA-04**: Rankings (live bust-out order) - [ ] **PWA-05**: Prize pool and payout structure - [ ] **PWA-06**: Personal status (seat, points — after PIN claim) - [ ] **PWA-07**: League standings - [ ] **PWA-08**: Upcoming tournaments - [ ] **PWA-09**: WebSocket real-time updates with auto-reconnect and polling fallback - [ ] **PWA-10**: "Add to Home Screen" PWA prompt ### Events Engine - [ ] **EVENT-01**: Triggers: tournament.started/ended, level.started/ended, break.started/ended, player.busted/bought_in/rebought, tables.consolidated, final_table.reached, bubble.reached, timer.warning, timer.N_remaining - [ ] **EVENT-02**: Actions: play_sound, show_message, change_view, flash_screen, change_theme, announce (TTS), webhook, run_command - [ ] **EVENT-03**: Visual rule builder (select trigger → set conditions → add actions, no code required) - [ ] **EVENT-04**: Rules can be global or per-tournament ### Networking & Access - [ ] **NET-01**: Netbird WireGuard mesh (Leaf ↔ Core ↔ Display Nodes, zero-trust, encrypted) - [ ] **NET-02**: Netbird reverse proxy (player + operator access to Leaf via HTTPS from anywhere) - [ ] **NET-03**: Custom DNS zone (felt.internal for service discovery) - [ ] **NET-04**: Identity-aware SSH (admin access to Leaves via Authentik OIDC) - [ ] **NET-05**: Firewall policies (drop-inbound on display nodes, zero-trust ACLs) - [ ] **NET-06**: Lazy connections (on-demand tunnels at scale for 500+ venues) - [ ] **NET-07**: Custom domain support (venue CNAME → felt subdomain, Netbird handles TLS, felt subdomain as fallback) ### Sync - [ ] **SYNC-01**: NATS-based event sync from Leaf to Core (queued offline, replayed in order on reconnect) - [ ] **SYNC-02**: Idempotent upserts on Core (safe to replay, keyed on event ID) - [ ] **SYNC-03**: Reverse sync (Core → Leaf) for player profiles, league config, tournament templates, new registrations, branding - [ ] **SYNC-04**: During running tournament, Core never overrides Leaf data for that tournament ### Authentication & Security - [ ] **AUTH-01**: Operator PIN login → local JWT (bcrypt hash in LibSQL, works offline) - [ ] **AUTH-02**: Operator OIDC via Authentik when Leaf has internet - [ ] **AUTH-03**: Operator roles: Admin (full control), Floor (runtime actions), Viewer (read-only) - [ ] **AUTH-04**: Core Admin: OIDC via Authentik with mandatory MFA - [ ] **AUTH-05**: Player mobile: no auth for public views, 6-digit PIN claim for personal data (rate limited: exponential backoff after 5 failures, lockout after 10) - [ ] **AUTH-06**: Leaf ↔ Core sync: mTLS certificate + API key per venue - [ ] **AUTH-07**: LUKS full-disk encryption on Leaf NVMe - [ ] **AUTH-08**: PostgreSQL Row-Level Security (RLS) for multi-tenant isolation on Core - [ ] **AUTH-09**: NATS subject namespacing (venue.{id}.*) enforced by NATS authorization ### Export & Import - [ ] **EXPORT-01**: CSV export (configurable columns) - [ ] **EXPORT-02**: JSON export (full tournament data) - [ ] **EXPORT-03**: HTML export (themed with venue branding) - [ ] **EXPORT-04**: Print output from operator UI ### TDD Migration - [ ] **TDD-01**: Import blind structures and tournament templates from TDD XML export - [ ] **TDD-02**: Import player database (names, contact info, aliases, notes) - [ ] **TDD-03**: Import tournament history (results, payouts, bust-out order) - [ ] **TDD-04**: Import league standings and season data - [ ] **TDD-05**: Import custom payout structures - [ ] **TDD-06**: Import wizard with preview, player name matching, template naming - [ ] **TDD-07**: Zero data loss on migration — venue's Felt instance shows complete history from day one ### Operator UI - [ ] **UI-01**: Mobile-first bottom tab bar (Overview, Players, Tables, Financials, More) - [ ] **UI-02**: Floating Action Button (FAB) for quick actions (Bust, Buy In, Rebuy, Add-On, Pause/Resume) - [ ] **UI-03**: Persistent header showing clock, level, blinds, player count - [ ] **UI-04**: Desktop/laptop sidebar navigation with wider content area - [x] **UI-05**: Catppuccin Mocha dark theme (default) and Latte light theme - [x] **UI-06**: 48px minimum touch targets, press-state animations, loading states - [ ] **UI-07**: Toast notifications (success, info, warning, error) with auto-dismiss - [ ] **UI-08**: Data tables with sort, sticky header, search/filter, swipe actions (mobile) ## v2 Requirements Deferred to Development Phases 2-4. Tracked but not in current roadmap. ### Cash Game Operations (Dev Phase 2) - **CASH-01**: Waitlist management by game type and stakes with display integration - **CASH-02**: Table management (open/close, game types, stakes, seat tracking, status board) - **CASH-03**: Game type registry (all poker variants, configurable stakes/betting) - **CASH-04**: Session tracking (player sessions, buy-in/cashout, duration, history) - **CASH-05**: Rake tracking (percentage/time/flat, per-table reporting) - **CASH-06**: Must-move tables (automated progression, main game priority) - **CASH-07**: Seat change requests (queue, notification) - **CASH-08**: Table transfers within sessions - **CASH-09**: Player alerts (waitlist position, seat available, preferred game opened) ### Complete Venue Platform (Dev Phase 3) - **DEALER-01**: Dealer scheduling, skill profiles, shift trading, clock-in/out, rotation - **DEALER-02**: Dealer profiles are platform-level (portable across venues) - **LOYAL-01**: Points engine, tier system, rewards catalog, automated promos - **LOYAL-02**: Cross-venue loyalty for multi-venue operators - **MEMBER-01**: Private venues, memberships, invite codes, member tiers, guest system - **ANALYTICS-01**: Revenue dashboards, player analytics, operational analytics, benchmarking - **PUBLIC-01**: Venue profile page, online event registration, schedule publishing ### Native Apps & Platform Maturity (Dev Phase 4) - **NATIVE-01**: Native player app (iOS + Android) - **NATIVE-02**: Native venue management app (iOS + Android) - **SOCIAL-01**: Private groups, activity feed, achievements, friend-based venue discovery ## Out of Scope | Feature | Reason | |---------|--------| | Online poker / real-money gambling | Felt is a management tool, not a gambling platform | | Payment processing | Tracks amounts, doesn't process transactions | | Video streaming / live broadcast | Different infrastructure, niche use case | | BYO hardware | Security, reliability, support consistency | | Third-party cloud (Cloudflare, AWS) | Self-hosted everything, no MITM | | Crypto payments | Volatile, regulatory uncertainty, wrong market | | Real-time chip count entry by players | Cheating surface, operational chaos | | Staking / backing / action splitting | Legal complexity, out of scope | | Casino CMS integration (IGT, Bally's) | Out of scope for Phase 1-3; planned for Casino Enterprise tier in Phase 4+ | ## Traceability Which phases cover which requirements. Updated during roadmap reorganization. | Requirement | Phase | Status | |-------------|-------|--------| | ARCH-01 | Phase 1 | Complete | | ARCH-02 | Phase 3 | Pending | | ARCH-03 | Phase 1 | Complete | | ARCH-04 | Phase 1 | Complete | | ARCH-05 | Phase 1 | Complete | | ARCH-06 | Phase 1 | Complete | | ARCH-07 | Phase 1 | Complete | | ARCH-08 | Phase 1 | Complete | | ARCH-09 | Phase 7 | Pending | | ARCH-10 | Phase 7 | Pending | | AUTH-01 | Phase 1 | Pending | | AUTH-02 | Phase 7 | Pending | | AUTH-03 | Phase 1 | Pending | | AUTH-04 | Phase 3 | Pending | | AUTH-05 | Phase 2 | Pending | | AUTH-06 | Phase 3 | Pending | | AUTH-07 | Phase 7 | Pending | | AUTH-08 | Phase 3 | Pending | | AUTH-09 | Phase 3 | Pending | | NET-01 | Phase 7 | Pending | | NET-02 | Phase 7 | Pending | | NET-03 | Phase 7 | Pending | | NET-04 | Phase 7 | Pending | | NET-05 | Phase 7 | Pending | | NET-06 | Phase 7 | Pending | | NET-07 | Phase 7 | Pending | | PLAT-01 | Phase 3 | Pending | | PLAT-02 | Phase 3 | Pending | | PLAT-03 | Phase 3 | Pending | | PLAT-04 | Phase 3 | Pending | | PLAT-05 | Phase 3 | Pending | | PLAT-06 | Phase 3 | Pending | | SYNC-01 | Phase 3 | Pending | | SYNC-02 | Phase 3 | Pending | | SYNC-03 | Phase 3 | Pending | | SYNC-04 | Phase 3 | Pending | | EXPORT-01 | Phase 2 | Pending | | EXPORT-02 | Phase 2 | Pending | | EXPORT-03 | Phase 2 | Pending | | EXPORT-04 | Phase 2 | Pending | | CLOCK-01 | Phase 1 | Complete | | CLOCK-02 | Phase 1 | Complete | | CLOCK-03 | Phase 1 | Complete | | CLOCK-04 | Phase 1 | Complete | | CLOCK-05 | Phase 1 | Complete | | CLOCK-06 | Phase 1 | Complete | | CLOCK-07 | Phase 1 | Complete | | CLOCK-08 | Phase 1 | Complete | | CLOCK-09 | Phase 1 | Complete | | BLIND-01 | Phase 1 | Complete | | BLIND-02 | Phase 1 | Complete | | BLIND-03 | Phase 1 | Complete | | BLIND-04 | Phase 1 | Complete | | BLIND-05 | Phase 1 | Complete | | BLIND-06 | Phase 1 | Complete | | CHIP-01 | Phase 1 | Complete | | CHIP-02 | Phase 1 | Complete | | CHIP-03 | Phase 1 | Complete | | CHIP-04 | Phase 1 | Complete | | MULTI-01 | Phase 1 | Pending | | MULTI-02 | Phase 1 | Pending | | FIN-01 | Phase 1 | Complete | | FIN-02 | Phase 1 | Complete | | FIN-03 | Phase 1 | Pending | | FIN-04 | Phase 1 | Pending | | FIN-05 | Phase 1 | Complete | | FIN-06 | Phase 1 | Complete | | FIN-07 | Phase 1 | Pending | | FIN-08 | Phase 1 | Pending | | FIN-09 | Phase 1 | Pending | | FIN-10 | Phase 1 | Complete | | FIN-11 | Phase 1 | Pending | | FIN-12 | Phase 1 | Pending | | FIN-13 | Phase 1 | Pending | | FIN-14 | Phase 1 | Pending | | PLYR-01 | Phase 1 | Complete | | PLYR-02 | Phase 1 | Pending | | PLYR-03 | Phase 1 | Pending | | PLYR-04 | Phase 1 | Pending | | PLYR-05 | Phase 1 | Pending | | PLYR-06 | Phase 1 | Pending | | PLYR-07 | Phase 1 | Complete | | SEAT-01 | Phase 1 | Complete | | SEAT-02 | Phase 1 | Complete | | SEAT-03 | Phase 1 | Pending | | SEAT-04 | Phase 1 | Pending | | SEAT-05 | Phase 1 | Pending | | SEAT-06 | Phase 1 | Pending | | SEAT-07 | Phase 1 | Pending | | SEAT-08 | Phase 1 | Pending | | SEAT-09 | Phase 1 | Pending | | UI-01 | Phase 1 | Pending | | UI-02 | Phase 1 | Pending | | UI-03 | Phase 1 | Pending | | UI-04 | Phase 1 | Pending | | UI-05 | Phase 1 | Complete | | UI-06 | Phase 1 | Complete | | UI-07 | Phase 1 | Pending | | UI-08 | Phase 1 | Pending | | DISP-01 | Phase 2 | Pending | | DISP-02 | Phase 2 | Pending | | DISP-03 | Phase 2 | Pending | | DISP-04 | Phase 2 | Pending | | DISP-05 | Phase 2 | Pending | | DISP-06 | Phase 2 | Pending | | DISP-07 | Phase 2 | Pending | | DISP-08 | Phase 2 | Pending | | DISP-09 | Phase 2 | Pending | | DISP-10 | Phase 2 | Pending | | DISP-11 | Phase 7 | Pending | | PWA-01 | Phase 2 | Pending | | PWA-02 | Phase 2 | Pending | | PWA-03 | Phase 2 | Pending | | PWA-04 | Phase 2 | Pending | | PWA-05 | Phase 2 | Pending | | PWA-06 | Phase 2 | Pending | | PWA-07 | Phase 2 | Pending | | PWA-08 | Phase 2 | Pending | | PWA-09 | Phase 2 | Pending | | PWA-10 | Phase 2 | Pending | | SIGN-01 | Phase 4 | Pending | | SIGN-02 | Phase 4 | Pending | | SIGN-03 | Phase 4 | Pending | | SIGN-04 | Phase 4 | Pending | | SIGN-05 | Phase 4 | Pending | | SIGN-06 | Phase 4 | Pending | | SIGN-07 | Phase 4 | Pending | | SIGN-08 | Phase 4 | Pending | | SIGN-09 | Phase 4 | Pending | | SIGN-10 | Phase 4 | Pending | | EVENT-01 | Phase 4 | Pending | | EVENT-02 | Phase 4 | Pending | | EVENT-03 | Phase 4 | Pending | | EVENT-04 | Phase 4 | Pending | | LEAGUE-01 | Phase 5 | Pending | | LEAGUE-02 | Phase 5 | Pending | | LEAGUE-03 | Phase 5 | Pending | | LEAGUE-04 | Phase 5 | Pending | | LEAGUE-05 | Phase 5 | Pending | | LEAGUE-06 | Phase 5 | Pending | | REGION-01 | Phase 5 | Pending | | REGION-02 | Phase 5 | Pending | | REGION-03 | Phase 5 | Pending | | REGION-04 | Phase 5 | Pending | | REGION-05 | Phase 5 | Pending | | TDD-01 | Phase 6 | Pending | | TDD-02 | Phase 6 | Pending | | TDD-03 | Phase 6 | Pending | | TDD-04 | Phase 6 | Pending | | TDD-05 | Phase 6 | Pending | | TDD-06 | Phase 6 | Pending | | TDD-07 | Phase 6 | Pending | **Coverage:** - v1 requirements: 152 total - Mapped to phases: 152 - Unmapped: 0 **Per-phase breakdown:** - Phase 1 (Tournament Engine): 68 - Phase 2 (Display Views + Player PWA): 25 - Phase 3 (Core Sync + Platform Identity): 15 - Phase 4 (Digital Signage + Events Engine): 14 - Phase 5 (Leagues, Seasons + Regional Tournaments): 11 - Phase 6 (TDD Migration): 7 - Phase 7 (Hardware Leaf): 12 --- *Requirements defined: 2026-02-28* *Last updated: 2026-03-01 — roadmap reorganized from 11 phases to 7 (vertical slices, software-first/hardware-later, dev environment is x86 LXC not ARM64)*