"boundaryShrinkMeters": 10, "durationHours": 48 She also added a to the deployment pipeline:

In JSON, that tiny syntax error caused the parser to fail silently. The game engine, unable to read the specialEvents object, fell back to from a corrupted memory state – including a leftover debug flag that treated all runs as negative integers and disabled bowling rules.

# Pre-deploy check if ! jq empty GameConfiguration.json; then echo "Invalid JSON! Deployment aborted." exit 1 fi The tournament resumed smoothly. Rohan learned to always validate JSON before committing. Maya documented a new rule: No direct production edits – use the config UI which generates validated JSON.

Rohan opened GameConfiguration.json and edited the "specialEvents" section: