diff --git a/CLAUDE.md b/CLAUDE.md
new file mode 100644
index 0000000..23f3820
--- /dev/null
+++ b/CLAUDE.md
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+# CLAUDE.md — Règles du projet
+
+Ce fichier est lu par Claude Code au début de chaque session. Il fixe le cadre du projet.
+Le cadrage complet est dans `docs/cadrage.md`, l'étape en cours dans `docs/etape-0.md`.
+
+## Le projet en bref
+
+**Ustagammon** : application de backgammon pour apprendre et progresser, entièrement hors ligne.
+- **Moteur** : GNU Backgammon (C, GPLv3). Il est la seule autorité pour les règles, les coups légaux, le videau et les évaluations. L'application ne réimplémente jamais de logique de backgammon de son côté.
+- **Cibles** : Android (téléphone de test : Fairphone 4, arm64) et, si le prototype le valide, une PWA avec le moteur compilé en WebAssembly. Pas d'iOS.
+- **IA générative** : en V1, uniquement des boutons qui copient un prompt contextualisé. Aucun appel réseau.
+- **Licence** : tout le code sous GPLv3. Les contenus pédagogiques (leçons, textes) sous CC BY-SA 4.0.
+- **Langue** : interface, contenus, commentaires de code et messages de commit en français.
+- **Communauté de départ** : l'app sera d'abord diffusée auprès des joueurs de l'Atelier du Huit, café associatif à Cugnaux. Elle doit être accessible à de vrais débutants.
+- **Identité visuelle** : définie par le brief créatif (https://claude.ai/artifact/36WMwZWqvMxXvSSVBJTgwd). Les choix de produit, de ton et d'identité appartiennent au porteur du projet ; le rôle de Claude Code est technique : les mettre en œuvre et signaler leurs conséquences techniques.
+
+## Contraintes de l'environnement (importantes)
+
+- **Machine de développement ancienne** : ThinkPad Edge E420s (2011), CPU 2 cœurs, peu de RAM, disque dur classique (pas de SSD).
+ - Compiler avec `-j2` au maximum. Pas de builds parallèles lourds.
+ - Ne jamais recompiler le moteur s'il n'a pas changé (dépendances make correctes, artefacts en cache).
+ - Pas d'Android Studio, pas d'émulateur : build en ligne de commande, tests sur le vrai téléphone via adb.
+ - Les chaînes d'outils lourdes (NDK, Emscripten, gnubg de référence) tournent dans des conteneurs Docker légers, construits une fois.
+- **Aucun service cloud** : ni GitHub Actions ni CI distante. Le code est poussé sur un Gitea personnel, qui ne sert qu'à l'héberger. Tout se lance en local via make.
+- **Le développeur ne relit pas le code en détail** (projet « vibe codé ») et n'est spécialiste ni du C, ni du NDK, ni de WebAssembly. Les tests automatiques sont le filet de sécurité principal : aucune fonctionnalité sans test.
+
+## Le contrat du Makefile
+
+Toutes les opérations passent par make. Après chaque modification, lancer `make lint` puis `make test` ; ne déclarer une tâche finie que si les deux passent.
+
+| Commande | Rôle |
+| --- | --- |
+| `make setup` | Installe ou construit la chaîne d'outils (images Docker, dépendances). Idempotent. |
+| `make build` | Compile le moteur (si nécessaire) puis l'application. |
+| `make test` | Lance tous les tests, dont les positions de référence comparées à GNU Backgammon. |
+| `make lint` | Vérifie le style et les erreurs courantes. |
+| `make deploy` | Android : installe l'APK sur le téléphone (adb). Web : sert la PWA sur le réseau local. |
+| `make clean` | Supprime les artefacts de build, sans toucher aux images Docker ni au cache du moteur. |
+| `make help` | Liste les commandes, une ligne d'explication chacune. |
+
+Des cibles plus fines (`make engine`, `make engine-wasm`, `make bench`…) sont bienvenues si elles apparaissent dans `make help`.
+
+## Façon de travailler
+
+1. **Petites étapes vérifiables.** Une étape = un résultat observable (une commande qui répond, un test qui passe). Présenter un plan court avant toute étape de plus d'une heure.
+2. **Tests d'abord pour le moteur.** Les positions de référence sont évaluées avec le GNU Backgammon de bureau (en ligne de commande, dans Docker) et stockées dans `tests/reference/`. Le moteur embarqué doit concorder.
+3. **Expliquer simplement.** Après chaque étape : ce qui a été fait, comment le vérifier soi-même (commande exacte), ce qui reste.
+4. **Ne jamais masquer un échec.** Pas de test désactivé, pas de résultat simulé. Dire clairement ce qui bloque et la cause probable.
+5. **Commits fréquents**, messages courts en français. Ne jamais pousser sur le dépôt distant sans demande explicite.
+6. **Dépendances** : peu, maintenues, compatibles GPLv3. Signaler chaque nouvelle dépendance et sa licence.
+7. **Journal** : `docs/journal.md` reçoit une entrée datée à la fin de chaque session (fait, décidé, reste à faire). Les décisions structurantes vont dans `docs/decisions.md`.
+
+## Sources du moteur
+
+- GNU Backgammon : https://git.savannah.gnu.org/cgit/gnubg.git
+- gnubg-nn (bibliothèque d'évaluation seule) : https://git.savannah.gnu.org/cgit/gnubg/gnubg-nn.git
+- CBG, portage Android de GNU Backgammon (GPLv3, point de départ pour la compilation NDK) : https://github.com/clavierhaus/gnubg-android
+
+Respecter les mentions de copyright ; créditer ces projets dans `CREDITS.md`.
+
+## Structure cible du dépôt (ajustable)
+
+```
+.
+├── CLAUDE.md
+├── Makefile
+├── LICENSE GPLv3
+├── CREDITS.md
+├── docs/ cadrage, étape en cours, journal, décisions
+├── engine/ sources du moteur (sous-module ou copie versionnée) + interface C
+├── engine-cli/ programme en ligne de commande pour interroger le moteur
+├── web/ prototype puis application PWA
+├── android/ prototype puis application Android
+├── docker/ Dockerfiles des chaînes d'outils
+└── tests/ tests, dont tests/reference/
+```
diff --git a/LICENSE b/LICENSE
index 36fdea7..f288702 100644
--- a/LICENSE
+++ b/LICENSE
@@ -1,232 +1,674 @@
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-END OF TERMS AND CONDITIONS
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-How to Apply These Terms to Your New Programs
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- Ustagammon
- Copyright (C) 2026 pierre
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- This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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+ GNU GENERAL PUBLIC LICENSE
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+ 13. Use with the GNU Affero General Public License.
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+
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+ 16. Limitation of Liability.
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+
+ END OF TERMS AND CONDITIONS
+
+ How to Apply These Terms to Your New Programs
+
+ If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+ To do so, attach the following notices to the program. It is safest
+to attach them to the start of each source file to most effectively
+state the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+
+ Copyright (C)
+
+ This program is free software: you can redistribute it and/or modify
+ it under the terms of the GNU General Public License as published by
+ the Free Software Foundation, either version 3 of the License, or
+ (at your option) any later version.
+
+ This program is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
+
+ You should have received a copy of the GNU General Public License
+ along with this program. If not, see .
Also add information on how to contact you by electronic and paper mail.
-If the program does terminal interaction, make it output a short notice like this when it starts in an interactive mode:
+ If the program does terminal interaction, make it output a short
+notice like this when it starts in an interactive mode:
- Ustagammon Copyright (C) 2026 pierre
- This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
- This is free software, and you are welcome to redistribute it under certain conditions; type `show c' for details.
+ Copyright (C)
+ This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
+ This is free software, and you are welcome to redistribute it
+ under certain conditions; type `show c' for details.
-The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, your program's commands might be different; for a GUI interface, you would use an “about box”.
+The hypothetical commands `show w' and `show c' should show the appropriate
+parts of the General Public License. Of course, your program's commands
+might be different; for a GUI interface, you would use an "about box".
-You should also get your employer (if you work as a programmer) or school, if any, to sign a “copyright disclaimer” for the program, if necessary. For more information on this, and how to apply and follow the GNU GPL, see .
+ You should also get your employer (if you work as a programmer) or school,
+if any, to sign a "copyright disclaimer" for the program, if necessary.
+For more information on this, and how to apply and follow the GNU GPL, see
+.
-The GNU General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Lesser General Public License instead of this License. But first, please read .
+ The GNU General Public License does not permit incorporating your program
+into proprietary programs. If your program is a subroutine library, you
+may consider it more useful to permit linking proprietary applications with
+the library. If this is what you want to do, use the GNU Lesser General
+Public License instead of this License. But first, please read
+.
diff --git a/PROMPTS.md b/PROMPTS.md
new file mode 100644
index 0000000..ddcbd8f
--- /dev/null
+++ b/PROMPTS.md
@@ -0,0 +1,108 @@
+# Prompts à coller dans Claude Code
+
+À utiliser dans l'ordre, une session à la fois. Attendre que chaque sous-étape soit terminée et vérifiée (vous lancez vous-même la commande de démo) avant de passer à la suivante.
+
+---
+
+## Prompt 1 — Démarrage et étape 0a
+
+```text
+Bonjour. Lis CLAUDE.md, docs/cadrage.md et docs/etape-0.md avant toute chose.
+
+Nous démarrons l'étape 0a : le moteur GNU Backgammon interrogeable en ligne de commande.
+
+Avant de coder :
+1. Résume en 10 lignes maximum ce que tu as compris du projet et des contraintes de ma machine.
+2. Examine les trois sources possibles du moteur (gnubg, gnubg-nn, le dépôt CBG) et propose
+ celle à utiliser, avec tes raisons. Attends ma validation.
+
+Ensuite :
+3. Mets en place le squelette du dépôt : Makefile (setup, build, test, lint, clean, help),
+ LICENSE GPLv3, CREDITS.md, docs/journal.md, docs/decisions.md, .gitignore.
+4. Crée l'image Docker de référence avec GNU Backgammon de bureau, et génère au moins
+ 30 positions de référence dans tests/reference/.
+5. Écris l'interface C minimale du moteur et le programme engine-cli (sortie JSON).
+6. Fais passer make test.
+
+Travaille par petites étapes, fais un commit à chaque étape réussie, et termine par la
+commande exacte que je dois lancer pour vérifier moi-même.
+```
+
+---
+
+## Prompt 2 — Étape 0b, le test WebAssembly
+
+```text
+Relis docs/etape-0.md, section 0b, et docs/journal.md.
+
+Objectif : compiler le même moteur en WebAssembly et mesurer s'il est assez rapide sur mon
+Fairphone 4.
+
+1. Ajoute une image Docker Emscripten et une cible make engine-wasm.
+2. Crée dans web/ une page minimale : moteur chargé dans un Web Worker, saisie d'une
+ position et des dés, affichage du meilleur coup et du temps de calcul.
+3. Ajoute un test qui rejoue les positions de référence via le build WebAssembly
+ (avec Node ou un navigateur sans interface) et vérifie qu'elles concordent avec 0a.
+4. Ajoute make deploy-web pour servir la page sur mon réseau local, et affiche l'adresse
+ à ouvrir depuis mon téléphone.
+5. Ajoute une page ou une cible make bench qui mesure : temps par coup selon le niveau
+ d'évaluation, taille téléchargée, mémoire.
+
+Quand c'est prêt, dis-moi exactement quoi ouvrir sur le téléphone et quelles mesures
+te rapporter.
+```
+
+---
+
+## Prompt 3 — Bilan des mesures et décision
+
+```text
+Voici les mesures relevées sur mon Fairphone 4 :
+[collez ici les résultats de la page de mesure]
+
+Compare-les aux seuils de docs/etape-0.md. Recommande un socle (PWA ou Android natif)
+avec tes raisons, les risques restants et ce que chaque option implique pour la suite.
+Consigne la décision dans docs/decisions.md une fois que je l'ai validée.
+```
+
+---
+
+## Prompt 4a — Si la PWA est retenue : plateau minimal
+
+```text
+Le socle retenu est la PWA. Passe à l'étape 0d.
+
+Crée dans web/ un plateau minimal jouable : une partie complète contre le moteur,
+coups et videau décidés par le moteur, dés tirés par l'app, saisie de mes coups au toucher.
+Pas encore de design soigné : l'objectif est de valider la boucle de jeu complète.
+Ajoute les tests de la boucle de jeu, rends l'app installable et utilisable hors ligne
+(manifeste et service worker), et vérifie le tout avec make test et make deploy-web.
+```
+
+## Prompt 4b — Si Android natif est retenu : étape 0c puis plateau
+
+```text
+Le socle retenu est Android natif. Fais l'étape 0c puis 0d de docs/etape-0.md.
+
+Rappel des contraintes : pas d'Android Studio, pas d'émulateur, build en ligne de commande
+dans Docker, Gradle limité (-j2, mémoire du démon réduite). Installation sur mon Fairphone
+par make deploy (adb). Appuie-toi sur la configuration NDK du dépôt CBG.
+Termine par un plateau minimal jouable, sans design soigné.
+```
+
+---
+
+## Prompt de reprise (début de chaque nouvelle session)
+
+```text
+Relis CLAUDE.md, docs/journal.md et docs/decisions.md. Résume en 5 lignes où nous en
+sommes et propose la prochaine petite étape. Attends ma validation avant de coder.
+```
+
+## Prompt de fin de session
+
+```text
+Nous arrêtons pour aujourd'hui. Vérifie que make lint et make test passent, fais un commit,
+et ajoute une entrée datée dans docs/journal.md : ce qui a été fait, décidé, et la prochaine
+étape. Ne pousse pas sur le dépôt distant.
+```
diff --git a/docs/cadrage.md b/docs/cadrage.md
new file mode 100644
index 0000000..a1311ca
--- /dev/null
+++ b/docs/cadrage.md
@@ -0,0 +1,154 @@
+# Ustagammon — Document de cadrage
+
+Version du 1er novembre 2026. Version vivante et commentée : https://claude.ai/artifact/HAhVos4LEL7F2S2uCaZyMJ
+Identité visuelle et nom : voir le brief créatif, https://claude.ai/artifact/36WMwZWqvMxXvSSVBJTgwd
+
+## Vision et objectifs
+
+Une application mobile de backgammon, entièrement hors ligne, qui fait progresser le joueur du premier lancer de dés jusqu'au niveau expert. Elle s'appuie sur le moteur GNU Backgammon pour tout ce qui est calculable, et sur l'IA générative (hors de l'app en V1) pour tout ce qui relève de l'explication.
+
+Constat de départ : les apps existantes basées sur GNU Backgammon (CBG notamment) ont un moteur excellent mais une interface peu intuitive. Les chiffres sont là, la pédagogie manque.
+
+**Objectifs de la V1**
+- Jouer contre GNU Backgammon dans une interface fluide et agréable, avec des niveaux adaptés à chaque profil.
+- Comprendre chaque partie grâce à une analyse visuelle, au niveau des rapports illustrés déjà produits avec le skill d'analyse.
+- Apprendre selon un parcours structuré, des règles aux concepts avancés.
+- Prolonger l'explication dans une IA tierce par un bouton qui copie un prompt contenant tout le contexte de la position.
+
+**Hors périmètre V1** : jeu en ligne, comptes utilisateurs, IA générative intégrée, version iOS (non prévue), version web (décidée après le prototype).
+
+## Profils et parcours
+
+Quatre parcours successifs. Le joueur choisit son point d'entrée au premier lancement (court questionnaire), puis l'app propose le palier suivant quand il atteint l'objectif du sien.
+
+| Parcours | Pour qui | Contenu principal | Niveau de l'IA | Objectif de sortie |
+| --- | --- | --- | --- | --- |
+| 1. Découvrir | Curieux, jamais joué | Règles en tutoriel interactif, parties guidées, coups légaux surlignés, annulation libre | Débutant, très bridé | Finir une partie seul sans aide aux règles |
+| 2. Comprendre | Connaît les règles, joue au feeling | Leçons par concept (ouvertures, construction, prime, blitz, course, sortie, bases du videau), positions d'entraînement | Intermédiaire | Moins de 20 d'erreur moyenne par partie (unité GNU, à calibrer) |
+| 3. Se perfectionner | Joueur de club | Analyse de chaque partie, exercices tirés de ses erreurs, videau et tables d'équité de match | Fort | Moins de 10 d'erreur moyenne |
+| 4. Aller plus haut | Joueur confirmé | Rollouts, révision espacée des gaffes, statistiques par type de position, défis | Maximal | Progression continue |
+
+**Principe transversal** : à chaque palier, le joueur peut demander pourquoi. Le moteur donne la réponse chiffrée, l'app la met en image, un bouton copie un prompt pour obtenir une explication en langage naturel.
+
+## Principes d'expérience
+
+1. **Le plateau d'abord** : plein écran en jeu, informations secondaires en tiroir.
+2. **Gestes naturels** : glisser un pion, ou toucher pion puis destination ; double toucher pour le seul coup évident.
+3. **Aide dosée selon le parcours** : beaucoup de guidage au début, retiré progressivement, réactivable.
+4. **Chiffres traduits** : chaque équité a un libellé (bon, imprécision, erreur, gaffe), une couleur et une phrase courte.
+5. **Retour non intrusif** : un discret indicateur après chaque coup ; le détail seulement à la demande.
+6. **Comparaison visuelle** : coup joué et meilleur coup côte à côte, pions animés.
+7. **Vocabulaire progressif** : glossaire intégré, chaque terme technique est touchable.
+8. **Direction artistique** cohérente avec les rapports existants : thème clair et sombre, palette sobre, typographie lisible.
+
+## Fonctionnalités par module
+
+| Module | Fonctionnalités | V1 |
+| --- | --- | --- |
+| Jeu | Partie simple ou match en N points, videau, Crawford, Jacoby, niveaux, annulation (selon parcours), indice, sauvegarde et reprise automatique, branches de partie (reprendre depuis un coup précédent sans perdre la partie en cours, plusieurs branches rechargeables) | Oui |
+| Coach en direct | Indicateur après chaque coup, comparaison avec le meilleur coup, conseil de videau, désactivable | Oui |
+| Analyse de partie | Taux d'erreur, chance aux dés, moments décisifs, graphe d'équité, liste des erreurs avec visualiseur, export SGF | Oui |
+| Leçons | Tutoriel des règles, leçons par concept avec positions animées, quiz | Règles et 5 premières leçons |
+| Exercices | Positions à résoudre (coup ou videau), bibliothèque et ses propres erreurs, révision espacée | Bibliothèque de base |
+| Progression | Historique, évolution du taux d'erreur, forces et faiblesses par type de position, badges | Historique et courbe d'erreur |
+
+**Outils transverses** : saisie libre d'une position, import d'un identifiant GNU ou XGID, glossaire, réglages.
+
+## Écrans clés
+
+1. **Plateau de jeu** : plein écran, dés et videau tactiles, barre d'actions minimale (annuler, indice, menu), tiroir du coach replié.
+2. **Fin de partie** : résultat, taux d'erreur comparé à la chance, trois moments décisifs, accès à l'analyse.
+3. **Analyse** : graphe d'équité (toucher un point ouvre la position), liste des erreurs filtrable, visualiseur pas à pas coup joué contre meilleur coup. Depuis n'importe quel coup, « Rejouer d'ici » crée une branche ; la partie d'origine reste intacte et rechargeable.
+4. **Accueil** : reprendre, nouvelle partie, prochaine leçon, exercice du jour, progression résumée.
+5. **Parcours et leçons** : carte des leçons, chaque leçon en écrans courts (explication, position animée, à vous de jouer).
+6. **Exercice** : une position, la consigne, le joueur joue, puis la correction du moteur.
+7. **Progression** : courbe d'erreur, erreurs par thème, historique.
+
+Sur les écrans 1, 3 et 6, chaque position porte le bouton « Demander à une IA ».
+
+## IA générative en V1 : prompts à copier
+
+L'app n'appelle aucune IA : un bouton copie dans le presse-papiers un prompt rempli avec le contexte exact. Règle d'or : **le moteur décide, l'IA explique**.
+
+| Bouton | Où | Contexte injecté | Demande |
+| --- | --- | --- | --- |
+| Pourquoi ce coup est meilleur ? | Coach, analyse | Position, dés, coup joué, top 3 avec équités et probabilités | Expliquer la différence en concepts |
+| Expliquer cette décision de videau | Coach, analyse | Position, score, videau, équités ND, D/P, D/T | Expliquer doubler, prendre ou passer |
+| Bilan de ma partie | Fin de partie | Score, taux d'erreur, chance, erreurs et leur coût | Identifier 3 thèmes à travailler |
+| Expliquer ce concept | Leçons, glossaire | Concept, niveau, position d'exemple | Expliquer simplement avec une analogie |
+| Créer des exercices | Progression | Thèmes d'erreurs récurrents, niveau | Proposer des exercices ciblés |
+
+Chaque prompt contient : le rôle (coach) et le niveau du joueur ; la position en identifiants GNU et en diagramme texte ; les chiffres du moteur avec le niveau d'évaluation ; la consigne de ne pas contredire ces évaluations ; la langue de réponse.
+
+```text
+Tu es un coach de backgammon. Je suis un joueur de niveau {niveau}.
+Voici une position (GNU Position ID : {position_id}, Match ID : {match_id}) :
+{diagramme_texte}
+Score : {score}. Videau : {videau}. Dés : {des}.
+J'ai joué {coup_joue} (équité {equite_joue}).
+GNU Backgammon ({niveau_eval}) recommande :
+{top3_coups_avec_equites_et_probabilites}
+Explique-moi, sans recalculer ces évaluations, pourquoi le meilleur coup
+est supérieur au mien : quels concepts sont en jeu et que retenir.
+Réponds en {langue}, en moins de 200 mots.
+```
+
+Les gabarits sont des fichiers séparés, versionnés et testés. En V2, la même couche pourra appeler une IA directement sans modifier les écrans.
+
+## Architecture technique
+
+Le moteur est compilé en bibliothèque native et caché derrière une interface interne : aucun écran ne l'appelle directement.
+
+```
+Interface (Kotlin natif ou web)
+ │
+Services de l'app (partie, coach, parcours, progression, stockage) ──► Générateur de prompts ──copier──► IA tierce (hors app)
+ │
+Interface moteur (abstraction)
+ │
+GNU Backgammon : bibliothèque Android (NDK) ou WebAssembly (PWA)
+```
+
+- **Moteur** : code C compilé pour ARM64 (NDK) ou WebAssembly (Emscripten). Les optimisations SSE sont remplacées par NEON, SIMD WebAssembly ou du C générique. Le portage de CBG sert de point de départ ; son APK pèse environ 35 Mo.
+- **Données du moteur** : réseaux, base de fin de partie, tables d'équité de match, embarqués et chargés une fois.
+- **Interface moteur** : coups légaux, meilleur coup par niveau, décision de videau, évaluation, analyse de partie. Positions au format identifiant GNU.
+- **Niveaux de l'IA** : profondeur d'évaluation et bruit volontaire de GNU Backgammon.
+- **Calcul en arrière-plan** : hors du fil d'affichage, annulable ; analyse de fin de partie progressive.
+- **Stockage local** : SQLite (ou IndexedDB en web) ; parties stockées en arbre pour les branches (chaque branche pointe vers sa partie et son coup d'origine) ; export SGF avec variantes ; leçons en fichiers versionnés.
+- **Tests** : positions de référence évaluées avec GNU Backgammon de bureau, comparées automatiquement à la version embarquée.
+
+## Licence et distribution
+
+- Code sous **GPLv3**, condition de GNU Backgammon ; permet aussi de reprendre le travail de CBG.
+- **Android (V1)** : F-Droid et Play Store. Code source public, hébergé sur le Gitea personnel du projet ; builds et tests en local via make, sans service cloud.
+- **Version web (option)** : PWA installable, hors ligne, moteur en WebAssembly, sous GPLv3. Aucune version iOS prévue.
+- **Contenus** pédagogiques sous CC BY-SA.
+- **Diffusion initiale** : la communauté de l'Atelier du Huit (café associatif, Cugnaux).
+
+## Découpage en versions
+
+| Étape | Contenu | Critère de fin | Durée estimée |
+| --- | --- | --- | --- |
+| 0. Prototype technique | Moteur appelé depuis l'app, test WebAssembly, plateau minimal | Partie complète sur le Fairphone 4, moins de 2 s par coup | 2 à 3 semaines |
+| 1. V1 Jouer et comprendre | Plateau soigné, niveaux, coach, fin de partie, analyse, branches, tutoriel des règles, prompts, sauvegarde | Un débutant apprend et joue seul ; un joueur de club comprend ses erreurs | 2 à 3 mois |
+| 2. V1.5 Apprendre | Parcours 2 complet, exercices, progression | Parcours 1 et 2 complets | 2 mois |
+| 3. V2 Perfectionnement et IA | Parcours 3 et 4, rollouts, révision espacée, IA intégrée en option | Parcours complets | À définir |
+
+## Risques
+
+| Risque | Parade |
+| --- | --- |
+| Moteur difficile à isoler en bibliothèque | Repartir de CBG ou gnubg-nn ; valider dès l'étape 0 |
+| Évaluations profondes lentes sur téléphone | Arrière-plan, niveaux adaptés, analyse progressive |
+| Contenus pédagogiques longs à produire | Peu de leçons très soignées ; brouillons par IA relus par un joueur fort |
+| Explications d'IA tierces erronées | Prompts qui imposent les chiffres du moteur |
+| Moteur trop lent ou lourd en WebAssembly | Mesurer dès l'étape 0 ; à défaut, Android seul |
+| PC de développement ancien | Docker, `-j2`, pas d'émulateur, recompilation minimale |
+
+## Questions ouvertes
+
+- [ ] Socle : PWA (moteur WebAssembly) ou Kotlin natif ? Décidé à la fin de l'étape 0.
+- [ ] Moteur : reprendre CBG ou repartir de gnubg-nn ?
+- [ ] Seuils d'erreur des parcours, à calibrer sur de vraies parties.
+- [ ] Relecture des contenus pédagogiques (par exemple Philippe, à l'Atelier du Huit ?).
+- [x] Nom de l'application : **Ustagammon** (voir le brief créatif).
diff --git a/docs/etape-0.md b/docs/etape-0.md
new file mode 100644
index 0000000..4f2a48d
--- /dev/null
+++ b/docs/etape-0.md
@@ -0,0 +1,73 @@
+# Étape 0 — Prototype technique
+
+**But** : prouver que la chaîne technique fonctionne avant d'investir dans le design, et trancher entre deux socles : PWA (moteur en WebAssembly) ou Android natif.
+
+**Règle** : chaque sous-étape se termine par une démonstration que le développeur peut lancer lui-même avec une commande `make`.
+
+---
+
+## 0a. Le moteur en ligne de commande
+
+**Objectif** : interroger le moteur GNU Backgammon sur une position, depuis le PC.
+
+À faire :
+1. Récupérer les sources du moteur (choisir entre gnubg, gnubg-nn ou le moteur extrait par CBG ; justifier le choix dans `docs/decisions.md`).
+2. Définir une **interface C minimale** du moteur (`engine/include/moteur.h`), indépendante de toute interface graphique :
+ - initialiser le moteur (charger réseaux, base de fin de partie, table d'équité de match) ;
+ - lister les coups légaux pour une position et des dés ;
+ - donner le meilleur coup et le classement des coups avec leur équité, pour un niveau d'évaluation donné ;
+ - donner la décision de videau (pas de double, double/prend, double/passe, avec équités) ;
+ - évaluer une position (probabilités de gain, gammon, backgammon).
+ Les positions entrent et sortent au format **GNU Position ID + Match ID**.
+3. Écrire `engine-cli`, un petit programme qui expose ces fonctions en ligne de commande, avec une sortie JSON.
+4. Générer un jeu de **positions de référence** (au moins 30 : ouvertures, contact, course, sortie, décisions de videau) avec le GNU Backgammon de bureau dans Docker, et stocker les résultats attendus dans `tests/reference/`.
+5. `make test` compare `engine-cli` aux références (même meilleur coup, équités à une tolérance près, à fixer).
+
+**Démo** : `make engine && ./build/engine-cli bestmove 31` affiche le meilleur coup en JSON ; `make test` passe.
+
+---
+
+## 0b. Le test WebAssembly (décisif)
+
+**Objectif** : savoir si le moteur tourne assez vite et léger dans le navigateur du téléphone.
+
+À faire :
+1. Compiler le même moteur et la même interface C en WebAssembly avec Emscripten (dans Docker).
+2. Charger le moteur dans un **Web Worker** (jamais sur le fil d'affichage).
+3. Page HTML minimale : un champ Position ID, des dés, un bouton « meilleur coup », l'affichage du résultat et du temps de calcul.
+4. Rejouer les positions de référence dans le navigateur : les résultats doivent concorder avec 0a.
+5. `make deploy-web` sert la page sur le réseau local pour l'ouvrir depuis le Fairphone 4.
+6. `make bench` (ou une page de mesure) produit un petit rapport : temps par coup selon le niveau d'évaluation, taille téléchargée, mémoire utilisée.
+
+**Critères de réussite (à ajuster après mesure)** :
+
+| Mesure sur le Fairphone 4 | Seuil |
+| --- | --- |
+| Meilleur coup, niveau rapide (0-ply GNU) | moins de 0,3 s |
+| Meilleur coup, niveau fort (2-ply GNU) | moins de 3 s |
+| Décision de videau, niveau fort | moins de 3 s |
+| Taille totale à télécharger (wasm + données, compressé) | moins de 40 Mo |
+| Résultats identiques aux références de 0a | 100 % |
+
+**Démo** : la page ouverte sur le Fairphone donne le meilleur coup d'une position de référence, avec le temps de calcul affiché.
+
+---
+
+## 0c. Android natif (seulement si 0b échoue)
+
+**Objectif** : la même démonstration en application Android.
+
+À faire :
+1. Compiler le moteur pour arm64 avec le NDK (dans Docker), en s'appuyant sur la configuration de CBG.
+2. Application Android minimale, construite en ligne de commande (Gradle sans Android Studio, `-j2`, démon Gradle limité en mémoire).
+3. Même écran de test et mêmes mesures qu'en 0b.
+4. `make deploy` installe l'APK sur le Fairphone via adb.
+
+---
+
+## 0d. Plateau minimal et décision
+
+1. Sur le socle retenu, un **plateau minimal** : une partie complète jouable contre le moteur, coups et videau décidés par le moteur, dés tirés par l'app.
+2. Rédiger `docs/decisions.md` : socle retenu (PWA ou Android natif), mesures obtenues, raisons, risques restants.
+
+**Critère de fin de l'étape 0** : une partie complète jouée sur le Fairphone 4, moins de 2 s par coup de l'IA en niveau standard, tous les tests au vert.