Read it once, then play

The canvas is the sitting. The playbook is the contract: why this title exists, how the field reads, what a good round feels like, what to name after a loss, and which cousin it is not. Those sentences are unique per game on purpose. Identical H2s under thirty-eight Play buttons are a template, not a playbook.

If you only wanted the button, you already have it. The writing is so the first death has a vocabulary. Without that vocabulary, restart is just a loop.

The guide is the long sitting

The how-to URL is a longer drill: headings that belong to that title, not a shared outline. Use it when you want a two-minute practice that is complete even if the number stays low. The playbook is the version that still fits under the canvas on a phone.

Journal essays cover the arcade as a whole—lives, ads, families, stopping. The playbook covers this canvas. If a sentence could be pasted onto another title unchanged, it should not be in the playbook.

Cuts belong next to the game

Endless Runner has no double-jump. Orbit Dodge has no boost. Pin Bowl does not keep leftover pins. Those refusals are why the cousin is a cousin. The studio note on the game page is the inventory of cuts for that title.

If we ship a batch without a playbook, that title is a demo. The catalog-grows-in-batches essay is the policy. This essay is the object: the block of writing under the canvas is part of the game.