9Defence · UI design rounds
The same two screens in every concept: build phase and battle playback, with the same copy and state. Static HTML, no game logic. v0 — thin slice marks anything not built yet.
Round 2 · A and C, with B's explicit lanes
Each lane sits directly between the rival's grid column above and yours below, labelled "Lane 1 · column 1". "2" is the modest version and "3" the fuller one.

A2 · Carved Board, aligned
The walnut board, wider, with each column carved as one groove from the rival grid through the lane to yours.
Screenshots: shots/a2-1280.png, shots/a2-390.png
A3 · Carved Board, ornate
A2 plus carved-relief headers, inlaid faction crests, grained tiles, a parchment scroll, and small moving flourishes.
Screenshots: shots/a3-1280.png, shots/a3-390.png
C2 · Island Storybook, aligned
The picture book with the sea as a map: three straight currents from each rival column to the same column of yours.
Screenshots: shots/c2-1280.png, shots/c2-390.png
C3 · Island Storybook, illustrated
C2 plus palms, a ship and gulls on rolling waves, flowing currents, a thundercloud over one lane, and a storybook ending.
Screenshots: shots/c3-1280.png, shots/c3-390.png
Round 1 · three directions

A · Carved Board
A walnut board game on a tablecloth: carved tiles, wooden meeples, played top-down.
Screenshots: shots/a-1280.png, shots/a-390.png
B · War Room
A flat strategy dashboard: labelled panels, monospace numbers, lanes read as a timeline.
Screenshots: shots/b-1280.png, shots/b-390.png
C · Island Storybook
An illustrated picture book: islands at sea, the rival under clouds, lanes as sea currents.
Screenshots: shots/c-1280.png, shots/c-390.png