Part 1
Risk is a wheel definition, not a hidden modifier
Each BoredGamez Hangman risk level maps to a fixed array of 24 equally sized wedges. A wedge is either a virtual-coin amount, Bankrupt, or Lose a Turn. Selecting a risk chooses that whole array before a player joins the table.
Easy contains one Bankrupt and one Lose a Turn wedge. Medium contains two Bankrupt and one Lose a Turn wedge. Hard contains four Bankrupt and two Lose a Turn wedges. Insane contains six Bankrupt and two Lose a Turn wedges. Publishing those counts makes the trade-off inspectable instead of hiding it behind labels.
Part 2
Larger values arrive with more disruption
Easy cash wedges range from 50 to 250 virtual coins. Insane cash wedges range from 500 to 5,000. The higher wheel therefore exposes larger amounts but also gives Bankrupt one quarter of its positions. That is a material gameplay difference rather than a cosmetic difficulty name.
The wheel result is only one part of a turn. After a cash wedge, the player still needs to select a consonant that appears in the puzzle. Vowels use a fixed 250-coin virtual cost, and a solve attempt depends entirely on the phrase. Wheel composition cannot predict the match winner by itself.
- All risk wheels contain exactly 24 wedges.
- Buy-ins rise from 25 to 1,000 virtual coins across the four levels.
- Wheel values and buy-ins have no real-world monetary value.
Part 3
The turn state keeps actions unambiguous
The multiplayer room tracks an active player and a specific phase: action, spinning, consonant, vowel, solve, and terminal states. The server accepts only the action expected by the current phase. That prevents two browser tabs from applying incompatible moves to the same turn.
The host message shown in the room is derived from that state. It is presentation, while the server state remains authoritative. This separation also lets reconnecting players rebuild the current board, guessed letters, spin value, and turn owner from stored match data.