Glossary

37 words this site uses in a way that is not obvious from English. Where a term has a page behind it, the page is linked.

Action kind
The engine-level verb behind a room's action. Two rooms can name and price the same kind differently; only the kind has behaviour. Rooms are data
Beat
The unit of slow time: fifteen seconds, twenty or twenty-four to a party. Heat cools, energy returns, trust drifts and the room decides, only ever on a beat. Beats
Betrayal bar
The probability above which an alliance dies. 0.42 in the pair rooms, 0.45 in the crew room, both measured against the exact wording used. The betrayal bar
Bloc
A two-person alliance: shared heat, mutual cover, split odds on the prize. Only forms if the other person already trusts you. Blocs and crews
Brain
Whatever answers the nine questions: the model, the deterministic house brain, or the chaos brain in village testing. The house brain
Brain board
The full-detail panel showing each of the nine answers with its distribution, plus anything the code overruled.
Cadence
How often one character consults their gut, roughly five seconds for the impulsive and eleven for the patient. A personality output, not a scheduler setting. Two clocks
Chaos brain
A village test brain that answers every question at random. If two villages cannot survive three years of it, a real model will kill them. The chaos brain
Class
What a character is allowed to do. Paired with a rig, it is the whole of their personality. Personality rigs
Coercion
The pass that decides whether the model's answer survives the rules: forbidden moves, gates, confidence floors, empty tanks. Every override is shown. Coercion
Confidence
The probability mass on the move a character picked. A measurement, not a self-report. Distributions
Count
One of three moments in The Syndicate when the cage pays the biggest crew and splits it evenly. The last count pays everything left. How a room decides
Crew
An alliance of any size in The Syndicate. The only route to being paid, and capped at one clear of the field. The crew cap
Crew cap
A crew may only grow to one clear of the field, so recruiting stops at a lead of two. Without it the room settles into eleven people and ten chips each. The crew cap
Detail
The watch mode. Basic is the party; full detail puts the machine on screen beside it. Remembered per browser.
Evaluation model
A model that answers typed questions about one shared state in a single call, each answer a probability distribution. Evaluation models
Focus
The last loud public thing. Heads turn toward it, a ring runs across the floor, and the camera eases onto it until you touch anything. Presentation-only 3D
Heat
How much of the room's attention is on you. On the rooftop it is how the host notices you; in the writers' room it is how you get named. Trust, heat, standing
House brain
A deterministic personality heuristic that answers the same nine questions with synthesised distributions, so the site runs with no key at all. The house brain
Jev
typesafe-ai/jev, the evaluation model Parlour runs on. Billed on input tokens only. Jev
Mask
The face a character wears while acting: warm, sharp, mysterious, useful, wounded. A room declares its own set.
Notable
A villager whose judgement moves other people's days (the reeve, the priest, the constable, the masters), and therefore one the model is asked about on a cadence. A budgeted brain
Objective
The room's rules in plain English, carried in the RoomSpec. The engine never reads it; the UI reads nothing else. Rooms are data
Party file
One JSON document holding the whole night, world plus complete event log, that reads as a transcript and can be resumed. Party files
Pose
The gesture a body makes for an action kind: an open hand for an offer, a hand at the mouth for a rumour. One per kind, exhaustively. Presentation-only 3D
Rig
A character's arithmetic: prices halved or raised, moves forbidden, gates by beat, a confidence floor. Never a paragraph of description. Personality rigs
RoomSpec
A room as plain data: cast, rigs, locations, action menu, two room questions, ticker templates. Rooms are data
Selection
How a room chooses. Tap (positive, from outside), ballot (negative, from inside), or count (payment by coalition size). How a room decides
Skim
The fourteen chips walking out takes off the people you leave. Worth most on the beat before a count. Walking out
Stand-off
How far back people stand in a zone with furniture in the middle. Without it the room stands on the card table. Presentation-only 3D
Standing
What the room thinks of you. Lost per witness when you are turned down in public. Refusals
Tap
The host's choice of somebody for the afterparty, at beats 10, 16 and 20. Positive selection from outside the politics. How a room decides
Ticker
The line-by-line account of the night. Templates filled by the engine, never written by the model.
Tie
One number recording how well two villagers know each other, written at midnight by the day's company and never sent in frames. Ties
Trust
A private, pairwise, asymmetric quantity. The only road to an alliance. Below 0.25 a relationship is functionally over. Trust, heat, standing
Village day
Eight real minutes. Three days to a season, twelve to a year, so winter comes every twelve days. The economy
Yard
The village's building crew. Mends ruins first, then doubled-up families, then upgrades, and must never treat an unbuilt site as a ruin. Land and houses

The long version is at how it works.