Eval Driven Game Development

Eval-driven development for game balance — propose eval scenarios for review, build harnesses that run ad hoc and in CI/CD, and instrument the game so balance is measurable. Use when someone asks whether a faction, card, unit, class, item, economy, drop table, difficulty curve, or matchup is balanced, overtuned, underpowered, swingy, snowbally, or solved; wants to simulate a rules change before shipping it; wants win rates, first-player advantage, TTK, game length, or strategy diversity measured; needs a balance regression check for a content patch or new faction or card set; has flaky, disabled, or ignored balance evals; or wants balance gates, simulation runs, or playtest metrics in their test suite or CI. Also trigger on "is this overpowered", "how do we know this is fair", "balance testing", "simulate the meta", "playtest data", "tune these numbers", "balance regression", and on making a digital or tabletop game testable (headless mode, seeded RNG, deterministic replay, event logs).

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