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The Reserve

Wine Cellar Spec ready

Eight independent barrel wine-mysteries; RFID token + bottles + objects validated at stateless A/B/C stations; collect three bottles to unlock the corrected memory.

On this page

Overview & player flow

Start at 1 of 8 barrels → watch a corrupted memory + clue → find a specific wine bottle → validate it at the Reserve → object-selection puzzle in the Drawing Room → return to the Reserve for a 2nd bottle → Library physical book clue identifies the 3rd bottle → bring all 3 back to the original barrel → place together → unlock the corrected memory.

8 separate barrel games, intentionally NOT interconnected: no central computer, no shared state, no comms between stations. Every station decides only from the RFID presented to it + its own local answer table.

Identity & readiness
FieldValue
Firmware types3 master firmwares: Type A (barrel), Type B (Reserve validator), Type C (Drawing Room). Interchangeable within type.
Stations8× Type A (Wine Cellar) · TBD× Type B (Reserve) · 8× Type C (Drawing Room) · Library (no electronics)
ControllerBrett says "Arduino" (type unspecified) — confirm ESP32 per platform default at bench
RFID items8 game tokens (GAME 1–8) · wine bottles (logical) · 24 Drawing Room objects (3 × 8 games)
Spec statusAuthoritative (Brett clean sheet)
Prototype statusNot yet built
Open questions8 (see below)
Firmware
⚠ Placeholder — no firmware built yet Mock layout only. Rule: only three master firmwares (Type A/B/C); each holds mappings for all 8 games in lookup/config tables so answers change without rewriting code. Any Type A ↔ A, B ↔ B, C ↔ C — no game-specific firmware.
ImageBoard targetVersionDownload
Type A — Barrel masterArduino/ESP32 TBDv0.0.0 PlaceholderPlaceholder
Type B — Reserve validator masterArduino/ESP32 TBDv0.0.0 PlaceholderPlaceholder
Type C — Drawing Room masterArduino/ESP32 TBDv0.0.0 PlaceholderPlaceholder
Changelog
⚠ Placeholder changelogFormat example only — no real releases.
Build list / BOM

Supplier P/Ns Placeholder. Component lists real (from clean sheet).

Type A — Barrel (×8)

QtyComponentRole / notes
1Arduino (type TBD)Opening video + final 3-bottle validation
1BrightSign HD223/224Holds all 8 games' media (interchangeable)
1Display + speaker/audioOpening + final/restored video
1RFID game-token readerIdentifies GAME 1–8
3Bottle RFID read positionsFinal 3-bottle set (order-independent)
PSU, wiring/connectors, enclosure, SD card

Type B — Reserve validator (× TBD)

QtyComponentRole / notes
1Arduino (type TBD)Validate Bottle 1, then Bottle 1+2 (never Bottle 3)
1RFID game-token readerScan token first
2Bottle RFID positionsBottle 1+2 as unordered set
Feedback + audio/trigger, PSU, wiring, enclosure

Type C — Drawing Room (×8)

QtyComponentRole / notes
1Arduino (type TBD)Validate token + selected object
1RFID game-token readerScan token
3Object RFID read positions + 3 tagged objectsPlayer selects one
Feedback, clue media/trigger, PSU, wiring, enclosure
Wiring & service / harness
⚠ Placeholder — pending prototype Diagrams + harness/formboard produced from the reference units (one per type), then frozen.

Complete tech flow (real)

Barrel:       token → opening video
Reserve:      token + Bottle 1 → validate
Drawing Room: token + selected object → validate
Reserve:      token + Bottle 1+2 → validate
Library:      physical book clue (Bottle 3) — no electronics
Barrel:       Bottle 1+2+3 → validate → final/restored video

RFID readers use defined placement positions (not one large field): Type A = 3, Type B = 2, Type C = 3. Test with final scenic materials (bottles/metal/foil/orientation/distance).

Game logic

Station roles

Universal 10-second lockout

On wrong: clear feedback, no next clue/final, lock the validator/station 10 s, ignore attempts, auto-return to READY.

⚠ Note — differs from Lost Ledger The Reserve locks per validator/station. Lost Ledger locks per physical UID. Do not cross-apply. (Not a placeholder — a real design difference to preserve.)

Answer content model (example)

GAME 1 → Bottle 1 = 026
GAME 1 → Bottle 1+2 = 026 + 084
GAME 1 → Final Set = 026 + 084 + 147
GAME 1 → Correct Drawing Room Object = Object B

Per-game answer values are TBD (from content sheet) — do not invent.

Media manifest
Barrel opening videos:   1 per game (8)   — on every barrel BrightSign
Barrel final/restored:   1 per game (8)   — on every barrel BrightSign
Drawing Room clue media: per game
Feedback:                success + incorrect (per station)

Exact filenames TBD (Brett's media naming not in the clean sheet).

Show-control / tunable values (future)
⚠ Placeholder — future show-edit mode Illustrative — Placeholder, not wired.
ParameterTargetRangeDefault
lockout_ms PHAll validators0–3000010000
station_volume PHStation audio0–3022
Open questions — bench / shop checklist
  1. Confirm controller type per station (Brett unspecified) — ESP32 vs other; verify it drives token reader + 2–3 RFID positions + BrightSign trigger + feedback.
  2. Multi-position RFID (3/2/3): discrete positions vs field; likely I²C mux; bench-test the reader.
  3. Capture real UIDs for tokens, bottles, and 24 objects → lookup tables.
  4. Per-game answer content (bottle IDs, final set, correct object) — content sheet; do not invent.
  5. Exact electrical BrightSign trigger on real HD223/224; confirm which model.
  6. Final quantity of Type B Reserve validators.
  7. RFID reliability with final scenic materials (bottles, metal/foil, orientation, distance).
  8. Confirm the "success response" media/feedback per station (Type B Validation 1).