Bunfight's current mixed-Crew record comes from a deterministic simulator and targeted rules-engine checks. The repaired Always Be Chewing expansion now has its own current rules regression too. This page separates those records from older automated runs and from the human table testing that still has to happen.
2,100representative mixed-Crew games
45.5%first-player win rate
0ties
40%–58%project-defined automated sanity gate
Always Be Chewing after repair
Every declared expansion contract executes.
The current 98-card expansion source was replayed card by card after its rules repair. All 20 declared actions and all 29 declared mechanics executed, and four fixed-seed deck-building lanes accounted for every valid and invalid attempt.
This proves rules and data coverage. It does not count as a played match, a balance result, a Draft pod, a fun score, or a human session.
98 / 98expansion cards executed
20 / 20declared actions executed
29 / 29declared mechanics executed
0games or human sessions claimed
Seven mixed Kitchens
Every result stayed inside the same band.
The proof used representative unrestricted-Crew Kitchens derived from the Core Set's card-type distribution. It tested Crew mixing; it did not invent a second set of deck-building rules.
Burger Heroes Mixed50.2%
Drive-Thru Legends Mixed48.2%
Fry Friends Mixed50.8%
Grill Villains Mixed42.8%
Nugget Ninjas Mixed47.8%
Sauce Sorcerers Mixed53.0%
Shake Squad Mixed57.2%
Execution coverage
Targeted checks executed every card.
Ordinary games executed effects from 107 unique cards. Separate targeted checks then ran all 420 cards and all 12 structured action families through the rules engine. That distinction matters: 420 cards were not all played in ordinary games.
420 / 420cards executed by targeted deterministic checks
12 / 12structured action families executed
107unique cards exercised during ordinary balance games
0uncovered cards, actions, or structured effects in the rules engine
Method and provenance
How the current run was made.
The simulator used seven legal representative Kitchens under the current unrestricted Crew-mixing rule. It played every pair 100 times and alternated which Kitchen went first.
Evidence version
2026-08-03-deterministic-v2
Run date
August 3, 2026
Pairings
21
Games per pairing
100
Seeds
420000–422099
First-player order
Alternated each game
Evidence record SHA-256: fc0075cffe7c2a1325e3478b922d40c7ed1d4176d55b1260e12b45ea0d8a5fa6
These records answer different questions and sometimes reuse the same cards and formats. Do not add them together into one game total.
Current rules evidence
Mixed-Crew round robin
2,100 games
What it supports
Seven representative mixed-Crew Kitchens played every pair 100 times. All seven overall win rates and the first-player rate stayed inside the project’s 40–58% automated sanity gate.
What it does not prove
This checks one representative Kitchen for each Crew. It does not test every possible 40-card Kitchen or prove that a matchup is fun.
Historical automated smoke test
Seven starter Kitchens
2,100 games
What it supports
The seven starter Kitchens played every pair 100 times under an earlier automated lane. The first-player rate was 51.0%, with no ties; starter win rates ranged from 42.3% to 54.8%.
What it does not prove
Historical deterministic autoplay only. It is not current mixed-Crew evidence, a teaching test, or a record of people learning the game.
Historical automated format test
Five-format strategy simulations
5 formats × 1,000 games each
What it supports
Six unnamed programmed strategies each ran in Starter, Constructed, Draft, Sealed, and Pack Rush. Each format has its own 1,000-game record.
What it does not prove
This lane predates the final unrestricted-Crew Kitchen architecture. Programmed strategies are not people or agent-led playtesters, and this record does not prove drafting skill, table behavior, or enjoyment.
Current rules and package checks
Core Set, boosters, and limited decks
420 cards
What it supports
The rules harness validated 420 cards, sampled 500 Play Boosters with no collation failures, built 24 Draft decks and 24 Sealed decks with legal starting Heroes, and ran 60 Pack Rush games.
What it does not prove
These checks validate data, collation, deck construction, and rule execution. They do not replace physical card review or a live Draft pod.
Superseded evidence
Former constructed matrix
2,100 games
What it supports
This earlier constructed matrix recorded a 48.0% first-player rate and zero ties under the former off-Crew restriction.
What it does not prove
It is not current Kitchen evidence. Grill Villains finished at 34.2% and Shake Squad at 60.2%, and the off-Crew rule was later removed.
Historical pre-repair expansion evidence
Always Be Chewing expansion review
9 scenarios + 1,200 proxy attempts
What it supports
Nine archived Codex-simulated expansion scenarios from May 9, 2026—three constructed, three expansion-heavy, and three limited-format—document historical design testing before the expansion repair. A simplified curve-pressure proxy also attempted 1,200 runs: 1,017 valid and 183 invalid random builds.
What it does not prove
These are pre-repair historical design records, not human playtests or current balance approval. The separate current regression checks repaired rules/data contracts, not gameplay.
Current deterministic contract regression
Always Be Chewing repaired-source regression
98 cards · 20 actions · 29 mechanics
What it supports
The repaired 98-card Always Be Chewing source executes every declared card, action, and mechanic contract. Four fixed-seed construction lanes account for every valid and invalid build attempt.
What it does not prove
This is deterministic rules and data regression, not gameplay, balance, fun, human playtesting, retail collation, or commercial approval.
Printable human playtest sheet
Record one real table session.
Use your browser's Print command. One completed sheet counts as one session only after people have played and the notes have been kept with the testing record.
Date and location
Player names
Format
Kitchen A
Kitchen B
Starting player
Winner
Final Bun count
Match length
Turns played
First confusing moment
Funniest moment
Slow moment
Card-readability issue
Rule-wording issue
Balance concern
Cards to retest
Decision and next fixes
Play the current package
Put it on a real table.
The public Print and Play package and the worksheet above are the next useful proof. Record the first confusing moment, funniest moment, slow turn, card-readability problem, and any rule wording that makes two players stop and argue.