utwordSystem v3.25.7
System

Deliberately omitted

What the system refuses to build is as load-bearing as what it does. Each omission traces to a principle.

Every item here has been asked for, or would be the obvious next step in a bigger system. Each one would cost more in clarity than it returns. Adding one isn't forbidden, but it needs a decision record that answers the reason given here.

What's left out

Not in the systemBecausePrinciple
Themes beyond the two groundsLight and dark already cover it. A third theme is surface area with no job, and every theme is another set of contrast pairs to keep honest. See D-001.03, 04
A shadow or elevation stackDepth comes from three flat surface levels: ground, raise and lit. Stacked shadows would add noise for a hierarchy that's already legible.03, 04
A fourth hueTwo semantic hues (earned, refused) and one system hue (focus) is the whole palette. A new hue would start diluting meaning and break "one hue, one meaning". See D-002.02, 04
Gold, silver or bronzeThe top three are told apart by the board's own tile states (solid, traced, lit), not by three metal colours that would each be a new hue with one job.02, 05
An icon libraryA handful of 20px stroked glyphs, drawn to one spec. More icons means more to misread and more to keep consistent, for a game that needs almost none.04
A component-count targetA small, opinionated set beats a large generic one. Growth follows demand (what earns a place), never a roadmap goal.04
An animated mode switchChanging mode is a quiet 0.5s cross-fade, not a moment. Celebrating it would contradict the calm.03

A point of view, not a parts bin