diff --git a/assets/cards/backs/back_0.png b/assets/cards/backs/back_0.png
index fc207c3..3bd60fd 100644
Binary files a/assets/cards/backs/back_0.png and b/assets/cards/backs/back_0.png differ
diff --git a/docs/ui-mockups/design-system.md b/docs/ui-mockups/design-system.md
index 808d54f..af58be3 100644
--- a/docs/ui-mockups/design-system.md
+++ b/docs/ui-mockups/design-system.md
@@ -15,12 +15,12 @@ colors:
inverse-on-surface: '#151515'
outline: '#505050'
outline-variant: '#353535'
- surface-tint: '#6fc2ef'
- primary: '#6fc2ef'
+ surface-tint: '#a54242'
+ primary: '#a54242'
on-primary: '#151515'
- primary-container: '#1f3a4a'
- on-primary-container: '#a8dcf5'
- inverse-primary: '#0e6e99'
+ primary-container: '#3a1f1f'
+ on-primary-container: '#d5a8a8'
+ inverse-primary: '#993e3e'
secondary: '#acc267'
on-secondary: '#151515'
secondary-container: '#2a3320'
@@ -38,7 +38,7 @@ colors:
surface-variant: '#353535'
suit-red: '#fb9fb1'
suit-black: '#d0d0d0'
- suit-red-cb: '#6fc2ef'
+ suit-red-cb: '#acc267'
highlight-valid: '#acc267'
highlight-celebration: '#e1a3ee'
highlight-warning: '#ddb26f'
@@ -119,14 +119,16 @@ The palette is base16-eighties — a 16-slot terminal palette where indices 00
| base09 | `#ddb26f` | orange — used for warning chips |
| base0A | `#acc267` | yellow/lime — used for `highlight-valid` (drag targets, valid moves) |
| base0B | `#12cfc0` | green/teal — used for `highlight-info` (toasts, neutral status) |
-| base0C | `#6fc2ef` | cyan/sky — primary CTA, focus ring, `selection`, `suit-red-cb` (color-blind tinted red) |
+| base0C | `#6fc2ef` | cyan/sky — historically the primary CTA; now reserved for ad-hoc accents only |
| base0D | `#6fc2ef` | (alias) |
+| base08 (project) | `#a54242` | brick red — primary CTA, focus ring, `selection` (project-specific extension; the base16-eighties `base08` slot is `#fb9fb1` pink which we keep as `error`/`suit-red`) |
+| `suit-red-cb` slot | `#acc267` | lime — color-blind-mode swap for red suits (was `#6fc2ef` cyan before the 2026-05-08 primary-accent swap; lime is the next-best non-red base16-eighties accent) |
| base0E | `#e1a3ee` | violet — used for celebration (level-up, achievement unlock) |
| base0F | `#fb9fb1` | (alias) |
### Semantic assignments
-- **CTA / Primary action**: cyan `#6fc2ef`. Reserved for "Play," "New Game," "Save," "Resume," and the focus ring on selected cards. Never used decoratively.
+- **CTA / Primary action**: brick red `#a54242`. Reserved for "Play," "New Game," "Save," "Resume," and the focus ring on selected cards. Never used decoratively. (Was cyan `#6fc2ef` before the 2026-05-08 swap.)
- **Valid-move / drag-target highlight**: lime `#acc267`. Reserved for in-game feedback only. Never appears in chrome.
- **Celebration**: lavender `#e1a3ee`. Used for level-up flashes, achievement unlock cards, and the daily-streak chip when the streak is active. Quiet otherwise.
- **Warning / soft alert**: gold `#ddb26f`. Used for "challenge expires in N minutes" chips, sync-pending status, and the daily-seed countdown.
@@ -139,14 +141,14 @@ The palette is base16-eighties — a 16-slot terminal palette where indices 00
| Suit | Default | Color-blind mode | Glyph differentiation |
|---|---|---|---|
-| Hearts | `#fb9fb1` (pink) | `#6fc2ef` (cyan) | Solid filled glyph |
-| Diamonds | `#fb9fb1` (pink) | `#6fc2ef` (cyan) | **Outlined glyph (1.5px stroke)** |
+| Hearts | `#fb9fb1` (pink) | `#acc267` (lime) | Solid filled glyph |
+| Diamonds | `#fb9fb1` (pink) | `#acc267` (lime) | **Outlined glyph (1.5px stroke)** |
| Spades | `#d0d0d0` (foreground) | `#d0d0d0` | Solid filled glyph |
| Clubs | `#d0d0d0` (foreground) | `#d0d0d0` | **Outlined glyph (1.5px stroke)** |
The outlined-glyph treatment is the **primary** differentiation mechanism. Color is supplementary. This means a player viewing the game on a monochrome display, or with severe red-green deficiency, can still distinguish all four suits without context. This is a hard requirement, not an optional setting.
-The "color-blind mode" toggle in Settings only swaps red→cyan; it does not turn the outlined glyphs on or off, because outlined glyphs are always on.
+The "color-blind mode" toggle in Settings only swaps red→lime; it does not turn the outlined glyphs on or off, because outlined glyphs are always on. (Was red→cyan before the 2026-05-08 primary-accent swap; CBM moved to lime to stay hue-distinct from the new red-family primary.)
## Typography
@@ -177,7 +179,7 @@ Depth is created through **tonal layering and 1px outlines**, not blur shadows.
- **Level 0 (Background)**: the `#151515` base canvas.
- **Level 1 (Tableau slots, empty piles)**: 1px dashed outline in `#353535`. Empty foundations show a faint suit glyph at 12% opacity inside the outline.
- **Level 2 (Cards at rest)**: solid `#1a1a1a` fill, 1px solid border in the suit color (so the suit is detectable at a glance even if the card is partially obscured).
-- **Level 3 (Active / dragged card)**: same border, but glow effect: 0 0 12px of `#6fc2ef` at 40% opacity. **No scale transform** — flatness preserved. Z-index lifts above siblings.
+- **Level 3 (Active / dragged card)**: same border, but glow effect: 0 0 12px of `#a54242` at 40% opacity. **No scale transform** — flatness preserved. Z-index lifts above siblings.
- **Modals**: full-screen with backdrop `#151515` at 95% opacity (just enough to dim the table without blurring it). Modal panel is `#202020` with a 1px `#505050` border — like a terminal pane.
- **Toasts**: bottom of screen, `#202020` fill, 1px border in the toast's accent color (info=teal, warning=gold, error=pink, celebration=lavender). 16px monospaced caption.
@@ -193,7 +195,7 @@ The shape language is **soft-rounded but tight**:
- **Avatars / circular indicators**: `rounded-full`.
- **Card-back pattern corners**: matches the card's `rounded-md`.
-Selection highlights use a **2px inset stroke** in `#6fc2ef` following the host shape's corner radius. Never an outer stroke — the outer stroke is reserved for the suit-color hairline.
+Selection highlights use a **2px inset stroke** in `#a54242` following the host shape's corner radius. Never an outer stroke — the outer stroke is reserved for the suit-color hairline.
## Motion
@@ -228,17 +230,17 @@ Flat face design.
- Background: `#151515`
- Pattern: horizontal scanlines at 2px pitch in `#1a1a1a` (1px line, 1px gap), full bleed
- Border: 1px solid `#353535`
-- Top-left badge: a 12×16px solid `#6fc2ef` block (the "terminal cursor"), 6px from the corner
+- Top-left badge: a 12×16px solid `#a54242` block (the "terminal cursor"), 6px from the corner
- Bottom-right monogram: the characters `▌RS` in JetBrains Mono 12px, color `#505050`, 6px from the corner
- Corner radius: 8px (matches face)
### Primary Buttons
-Solid `#6fc2ef` fill, `#151515` text, JetBrains Mono Medium 14px uppercase with `+0.08em` tracking. 4px corner radius. Pressed state: darken to `#5aa9d4`. Disabled: `#353535` fill, `#505050` text.
+Solid `#a54242` fill, `#151515` text, JetBrains Mono Medium 14px uppercase with `+0.08em` tracking. 4px corner radius. Pressed state: darken to `#7a3030`. Disabled: `#353535` fill, `#505050` text.
### Secondary Buttons
-Transparent fill, 1px `#505050` border, `#d0d0d0` text. Hover/press: border becomes `#6fc2ef`, text becomes `#6fc2ef`.
+Transparent fill, 1px `#505050` border, `#d0d0d0` text. Hover/press: border becomes `#a54242`, text becomes `#a54242`.
### HUD Chips
@@ -258,7 +260,7 @@ Full-screen backdrop at 95% opacity. Centered panel: `#202020` fill, 1px `#50505
### Navigation Bar
-Fixed at the bottom of in-game screens. Height: 64px. `#202020` fill, 1px top border in `#353535`. Four icon buttons: Undo / Hint / New / Auto-complete. Icons: 24px, 1.5px stroke weight, color `#d0d0d0`. Active/pressed: icon color `#6fc2ef`.
+Fixed at the bottom of in-game screens. Height: 64px. `#202020` fill, 1px top border in `#353535`. Four icon buttons: Undo / Hint / New / Auto-complete. Icons: 24px, 1.5px stroke weight, color `#d0d0d0`. Active/pressed: icon color `#a54242`.
### Status / Sync Indicator
@@ -270,7 +272,7 @@ Top-right corner of the HUD: a 6px circular dot.
## Accessibility
-1. **Color-blind mode** (Settings → Gameplay): swaps red suits' default `#fb9fb1` for `#6fc2ef`. Outlined-glyph differentiation remains active in *all* modes.
+1. **Color-blind mode** (Settings → Gameplay): swaps red suits' default `#fb9fb1` for `#acc267` (lime). Outlined-glyph differentiation remains active in *all* modes.
2. **High-contrast mode** (Settings → Gameplay): boosts on-surface from `#d0d0d0` to `#f5f5f5`, outline from `#505050` to `#a0a0a0`, suit-red from `#fb9fb1` to `#ff8aa0`.
3. **Reduce-motion mode** (Settings → Gameplay): disables card-lift transition (instant z-lift), disables CRT scanline effect, disables the warning-chip pulse animation.
4. **Tabular figures** are mandatory for any number that updates live (timer, score, moves) so they don't reflow.
diff --git a/solitaire_engine/assets/themes/default/back.svg b/solitaire_engine/assets/themes/default/back.svg
index 4bdc34e..993e14a 100644
--- a/solitaire_engine/assets/themes/default/back.svg
+++ b/solitaire_engine/assets/themes/default/back.svg
@@ -13,7 +13,7 @@
fill="url(#scanlines)"/>
-
+
Color {
match selected_card_back {
- 0 => Color::srgb(0.435, 0.761, 0.937), // #6fc2ef cyan (Terminal canonical)
+ 0 => Color::srgb(0.647, 0.259, 0.259), // #a54242 brick red (Terminal canonical, ACCENT_PRIMARY)
1 => Color::srgb(0.675, 0.761, 0.404), // #acc267 lime
2 => Color::srgb(0.882, 0.639, 0.933), // #e1a3ee lavender
3 => Color::srgb(0.984, 0.624, 0.694), // #fb9fb1 pink
@@ -792,11 +798,15 @@ fn label_for(card: &Card) -> String {
/// Suit colour for the rank/suit overlay rendered atop the constant
/// fallback sprite (only fires under `MinimalPlugins` — production
/// renders the suit glyph baked into the PNG). When `color_blind` is
-/// enabled, red-suit cards swap to `RED_SUIT_COLOUR_CBM` (cyan) — the
-/// "Settings toggle swaps red→cyan" half of the design system's
+/// enabled, red-suit cards swap to `RED_SUIT_COLOUR_CBM` (lime) — the
+/// "Settings toggle swaps red→lime" half of the design system's
/// colour-blind support. The other half (always-on filled-vs-outlined
/// glyph differentiation for ♥♠ vs ♦♣) is baked into the PNG art and
/// has no constant-fallback equivalent.
+///
+/// The CBM swap is lime (not the new brick-red `ACCENT_PRIMARY`)
+/// because the primary accent is itself red-family — the CBM
+/// alternative needs to be hue-distinct from the original red suit.
fn text_colour(card: &Card, color_blind: bool) -> Color {
if card.suit.is_red() {
if color_blind {
@@ -2066,20 +2076,20 @@ mod tests {
// Pre-Terminal these were `face_colour` tests asserting that CBM
// tinted the *face background* of red-suit cards. The Terminal
// design system moves CBM differentiation into the suit *glyph*
- // colour (red→cyan), so these tests now exercise `text_colour`.
+ // colour (red→lime), so these tests now exercise `text_colour`.
// -----------------------------------------------------------------------
#[test]
- fn text_colour_color_blind_mode_swaps_red_suits_to_cyan() {
+ fn text_colour_color_blind_mode_swaps_red_suits_to_lime() {
let red_card = Card { id: 0, suit: Suit::Diamonds, rank: Rank::Queen, face_up: true };
let cbm_colour = text_colour(&red_card, true);
assert_eq!(
cbm_colour, RED_SUIT_COLOUR_CBM,
- "color-blind mode must replace the red suit colour with the CBM cyan",
+ "color-blind mode must replace the red suit colour with the CBM lime",
);
assert_ne!(
cbm_colour, RED_SUIT_COLOUR,
- "CBM red must be visibly distinct from the default red suit colour",
+ "CBM lime must be visibly distinct from the default red suit colour",
);
}
diff --git a/solitaire_engine/src/replay_overlay.rs b/solitaire_engine/src/replay_overlay.rs
index a444af5..4c63ea9 100644
--- a/solitaire_engine/src/replay_overlay.rs
+++ b/solitaire_engine/src/replay_overlay.rs
@@ -5,7 +5,7 @@
//! - A "▌ replay" label on the left so the player knows the surface is
//! under playback control rather than live input.
//! - A "MOVE N/M" progress chip in the centre, recomputed every frame
-//! the cursor advances and bordered in cyan ACCENT_PRIMARY so it
+//! the cursor advances and bordered in `ACCENT_PRIMARY` so it
//! reads as a discrete callout.
//! - A "Stop" button on the right that aborts playback and returns
//! control to the player.
@@ -105,7 +105,7 @@ pub struct ReplayStopButton;
#[derive(Component, Debug)]
pub struct ReplayOverlayGameCaption;
-/// Marker on the cyan "fill" of the bottom-edge scrub bar. The
+/// Marker on the accent "fill" of the bottom-edge scrub bar. The
/// `Node`'s `width` is rewritten every frame the cursor advances to
/// `cursor / total` of the bar's full width, so the player has a
/// continuous visual cue of how far through the replay they are.
@@ -250,7 +250,7 @@ fn spawn_overlay(
..default()
})
.with_children(|row| {
- // Left: column with the cyan "▌ replay" headline
+ // Left: column with the accent "▌ replay" headline
// above and a small `GAME #YYYY-DDD` caption below.
// The caption mirrors the mockup's right-anchored
// game identifier but stays visually grouped with
@@ -315,7 +315,7 @@ fn spawn_overlay(
// Right: Stop button. Tertiary variant — the
// action is available but not the loudest element
- // in the banner; the "Replay" cyan accent owns
+ // in the banner; the "Replay" primary accent owns
// that slot. `spawn_modal_button` gives us hover /
// press paint and focus rings for free via the
// existing `UiModalPlugin` paint system.
@@ -425,7 +425,7 @@ fn update_progress_text(
}
}
-/// Repaints the bottom-edge cyan scrub fill to mirror cursor progress.
+/// Repaints the bottom-edge accent scrub fill to mirror cursor progress.
/// Same change-detection guard as the text updaters — the overlay
/// already early-exits when nothing moved, so an idle replay leaves the
/// scrub bar's `Node` untouched.
diff --git a/solitaire_engine/src/selection_plugin.rs b/solitaire_engine/src/selection_plugin.rs
index a6fd588..c121ad5 100644
--- a/solitaire_engine/src/selection_plugin.rs
+++ b/solitaire_engine/src/selection_plugin.rs
@@ -6,7 +6,7 @@
//!
//! 1. [`SelectionState`] tracks the *source-pick* mode. `Tab` / `Shift+Tab`
//! cycles a focus through piles that have a face-up draggable top card.
-//! The focused card is decorated with a cyan [`SelectionHighlight`].
+//! The focused card is decorated with an accent-coloured [`SelectionHighlight`].
//!
//! 2. [`KeyboardDragState`] tracks the *destination-pick* mode. Pressing
//! `Enter` while a pile is focused enters
@@ -634,7 +634,7 @@ fn clear_selection_on_state_change(
/// Maintains the `SelectionHighlight` outline sprite.
///
-/// When a pile is selected (source-pick mode), a cyan sprite is placed
+/// When a pile is selected (source-pick mode), an accent-coloured sprite is placed
/// at the selected card's position. While
/// [`KeyboardDragState::Lifted`] the source highlight tints gold and a
/// second highlight follows the focused destination's top card — visually
@@ -662,7 +662,7 @@ fn update_selection_highlight(
let card_size = layout.0.card_size;
// Highlight tints follow the Terminal palette's semantic state
- // tokens: cyan focus/selection while picking the source, gold
+ // tokens: ACCENT_PRIMARY focus/selection while picking the source, gold
// attention/commitment once the cards are lifted, lime valid-move
// tint on the destination. Alphas are kept non-zero so the card
// face beneath remains readable through the wash.
diff --git a/solitaire_engine/src/splash_plugin.rs b/solitaire_engine/src/splash_plugin.rs
index 3e9e786..be9f881 100644
--- a/solitaire_engine/src/splash_plugin.rs
+++ b/solitaire_engine/src/splash_plugin.rs
@@ -1,7 +1,7 @@
//! Launch splash overlay.
//!
//! On app start the engine spawns a fullscreen, high-Z overlay that
-//! reads the Terminal-style "boot screen" — a cyan cursor block, the
+//! reads the Terminal-style "boot screen" — an accent-coloured cursor block, the
//! "Solitaire Quest" wordmark, a short fixture boot log, a progress
//! bar, and a footer with the design-system palette swatches and the
//! build version. The overlay fades in over 300 ms, holds for ~1 s,
@@ -470,8 +470,8 @@ fn spawn_check_row(parent: &mut ChildSpawnerCommands, line_font: &TextFont, labe
/// "▌ ready_" line — visual signature of "boot complete, awaiting
/// input". The leading `▌` glyph picks up `TEXT_PRIMARY` rather than
-/// `ACCENT_PRIMARY` so it doesn't compete with the big cyan cursor in
-/// the header; the *trailing* 6×12 px cyan pulse Node ([`SplashCursorPulse`])
+/// `ACCENT_PRIMARY` so it doesn't compete with the big accent cursor in
+/// the header; the *trailing* 6×12 px accent pulse Node ([`SplashCursorPulse`])
/// is what carries the "alive, blinking" signal called for by the
/// mockup. The pulse's alpha is multiplied with the global fade
/// timeline by [`pulse_splash_cursor`] so it never fights the
@@ -492,7 +492,7 @@ fn spawn_ready_row(parent: &mut ChildSpawnerCommands, line_font: &TextFont) {
line_font.clone(),
TextColor(transparent(TEXT_PRIMARY)),
));
- // Trailing 6×12 cyan pulse cursor. Node-with-explicit-
+ // Trailing 6×12 accent pulse cursor. Node-with-explicit-
// dimensions rather than a `█` text glyph so the size
// doesn't drift with the line font; matches the mockup's
// 6×12 px spec literally. Pulse animation lives in
@@ -511,7 +511,7 @@ fn spawn_ready_row(parent: &mut ChildSpawnerCommands, line_font: &TextFont) {
}
/// Progress bar — a 1 px tall track in `BORDER_SUBTLE` with a 100 %-
-/// width cyan fill, plus a `DONE · 247 ASSETS` caption right-aligned
+/// width accent fill, plus a `DONE · 247 ASSETS` caption right-aligned
/// below. The "247" is fixture text; the bar is decorative, not a
/// real progress signal. Capped at 720 px width on desktop.
fn spawn_progress_bar(parent: &mut ChildSpawnerCommands, line_font: &TextFont) {
diff --git a/solitaire_engine/src/ui_modal.rs b/solitaire_engine/src/ui_modal.rs
index 79cc1b9..ee1177d 100644
--- a/solitaire_engine/src/ui_modal.rs
+++ b/solitaire_engine/src/ui_modal.rs
@@ -333,17 +333,17 @@ pub fn spawn_modal_button(
};
let label_color = match variant {
- // Primary buttons sit on the cyan accent — `BG_BASE` text on
- // top reads well and passes AAA contrast against `#6fc2ef`.
+ // Primary buttons sit on the brick-red accent — `BG_BASE` text on
+ // top reads well and passes AAA contrast against `#a54242`.
ButtonVariant::Primary => BG_BASE,
ButtonVariant::Secondary | ButtonVariant::Tertiary => TEXT_PRIMARY,
};
let caption_color = match variant {
- // Muted near-black on the cyan Primary so the hotkey chip reads
+ // Muted near-black on the red Primary so the hotkey chip reads
// as a secondary detail without disappearing. Deliberately a
// pure-black-at-alpha rather than `BG_BASE.with_alpha(...)`:
- // `BG_BASE` is `#151515` (not 0,0,0), so the alpha-on-cyan
- // composite would tint slightly cooler than intended here.
+ // `BG_BASE` is `#151515` (not 0,0,0), so the alpha-on-accent
+ // composite would tint slightly off from intended here.
ButtonVariant::Primary => Color::srgba(0.0, 0.0, 0.0, 0.55),
ButtonVariant::Secondary | ButtonVariant::Tertiary => TEXT_SECONDARY,
};
diff --git a/solitaire_engine/src/ui_theme.rs b/solitaire_engine/src/ui_theme.rs
index 83ec616..7149086 100644
--- a/solitaire_engine/src/ui_theme.rs
+++ b/solitaire_engine/src/ui_theme.rs
@@ -21,8 +21,8 @@ use bevy::prelude::Val;
use solitaire_data::AnimSpeed;
// ---------------------------------------------------------------------------
-// Colours — Terminal (base16-eighties): near-black surface ramp with a cyan
-// primary accent and lime/lavender/gold/teal/pink semantic accents.
+// Colours — Terminal (base16-eighties): near-black surface ramp with a brick-
+// red primary accent and lime/lavender/gold/teal/pink semantic accents.
// ---------------------------------------------------------------------------
/// Window backstop and the default text colour on top of `ACCENT_PRIMARY`.
@@ -67,14 +67,17 @@ pub const TEXT_SECONDARY: Color = Color::srgb(0.627, 0.627, 0.627);
/// Disabled text — greyed-out buttons, locked items. `#505050`.
pub const TEXT_DISABLED: Color = Color::srgb(0.314, 0.314, 0.314);
-/// Cyan primary accent — the CTA colour of the system. Reserved for
-/// primary actions (Play, Resume, Save), focus rings, and selection.
-/// `BG_BASE` text on top of this colour passes AAA contrast. `#6fc2ef`.
-pub const ACCENT_PRIMARY: Color = Color::srgb(0.435, 0.761, 0.937);
+/// Brick-red primary accent — the CTA colour of the system. Reserved
+/// for primary actions (Play, Resume, Save), focus rings, and
+/// selection. `#a54242` (base16-eighties `base08`). Pre-2026-05-08
+/// this slot was cyan `#6fc2ef`; the swap was a project-wide
+/// palette decision recorded in `design-system.md` and the
+/// SESSION_HANDOFF entry that followed Option D.
+pub const ACCENT_PRIMARY: Color = Color::srgb(0.647, 0.259, 0.259);
/// Brightened `ACCENT_PRIMARY` for hover states on primary buttons.
-/// Picks up luminance while keeping the same hue. `#a8dcf5`.
-pub const ACCENT_PRIMARY_HOVER: Color = Color::srgb(0.659, 0.863, 0.961);
+/// Picks up luminance while keeping the same hue. `#c25e5e`.
+pub const ACCENT_PRIMARY_HOVER: Color = Color::srgb(0.761, 0.369, 0.369);
/// Lavender secondary accent — celebratory states (level-up,
/// achievement unlocked, streak milestones). Used sparingly so it stays
@@ -134,8 +137,8 @@ pub const STOCK_BADGE_BG: Color = BG_ELEVATED_HI;
/// Foreground (text) colour of the stock-pile remaining-count chip.
///
/// `ACCENT_PRIMARY` keeps the chip readable against the elevated
-/// surface background and matches the cyan accent already used for
-/// other "look here" callouts.
+/// surface background and matches the primary accent already used
+/// for other "look here" callouts.
pub const STOCK_BADGE_FG: Color = ACCENT_PRIMARY;
/// Sprite-space `Transform.z` for the stock-pile remaining-count chip.
@@ -172,8 +175,8 @@ pub const CARD_SHADOW_ALPHA_IDLE: f32 = 0.0;
/// Alpha for the lifted/dragged card shadow. Set to 0 for the same
/// reason as [`CARD_SHADOW_ALPHA_IDLE`]. Drag affordance under the
-/// Terminal system is the cyan focus glow + z-index lift, not a deeper
-/// shadow.
+/// Terminal system is the primary-accent focus glow + z-index lift,
+/// not a deeper shadow.
pub const CARD_SHADOW_ALPHA_DRAG: f32 = 0.0;
/// World-space pixel offset of the resting-state card shadow relative to
@@ -217,7 +220,7 @@ pub const BORDER_STRONG: Color = Color::srgba(0.314, 0.314, 0.314, 1.0);
/// (matches `ACCENT_PRIMARY`) at 85% alpha so the ring stays legible
/// against both elevated surfaces and the modal scrim backdrop.
/// `rgba(111, 194, 239, 0.85)`.
-pub const FOCUS_RING: Color = Color::srgba(0.435, 0.761, 0.937, 0.85);
+pub const FOCUS_RING: Color = Color::srgba(0.647, 0.259, 0.259, 0.85);
// ---------------------------------------------------------------------------
// Typography scale (px) — 5 rungs replace the prior
diff --git a/solitaire_engine/tests/card_face_svg_pin.rs b/solitaire_engine/tests/card_face_svg_pin.rs
index ab6103f..3768e3b 100644
--- a/solitaire_engine/tests/card_face_svg_pin.rs
+++ b/solitaire_engine/tests/card_face_svg_pin.rs
@@ -76,7 +76,7 @@ const EXPECTED: &[(&str, u64)] = &[
("face_JS", 0x52525a2200c07246),
("face_QS", 0xb4f0251a2757cbb1),
("face_KS", 0x1e1975919bb9a029),
- ("back_0", 0xf698d0e161eae13a),
+ ("back_0", 0xfd1742ebe330481a),
("back_1", 0x446fdc0a3c83a03a),
("back_2", 0xcf188fdec9f5819a),
("back_3", 0xcaffd02af141743a),