Understand the failure.
Verify the repair.
Small, reproducible software failures. The broken implementation, the fix that didn’t work, and the one that passed—preserved together.
Explore the cases ↓How results are verified ↗WHAT THE ARCHIVE CONTAINS
100840 executable cases. 20168 are open.
Every case records the implementation that fails, the fix that did not work, and the repair that passed its checks—with recorded outputs and source hashes. This release adds 100840 cases across 20168 failure mechanisms and 254 domains.
The open tier gives you the failure and the unsuccessful fix for one case in every mechanism. The remaining 80672 cases, 5 variants per mechanism, are member-only: the verified repair, its recorded checks, and the full fixture suite are held in the member archive. Read the methodology ↗
A RECORD OF WHAT WENT WRONG
Browse the archive / 100840
A busted player is paid when the dealer also busts · case 01
Hands where both sides bust are settled in the player favour.
A busted player is paid when the dealer also busts · case 02
Hands where both sides bust are settled in the player favour.
A busted player is paid when the dealer also busts · case 03
Hands where both sides bust are settled in the player favour.
A busted player is paid when the dealer also busts · case 04
Hands where both sides bust are settled in the player favour.
A busted player is paid when the dealer also busts · case 05
Hands where both sides bust are settled in the player favour.
Ace-ten after a split is paid as a natural · case 01
Split hands reaching 21 in two cards collect 3:2.
Ace-ten after a split is paid as a natural · case 02
Split hands reaching 21 in two cards collect 3:2.
Ace-ten after a split is paid as a natural · case 03
Split hands reaching 21 in two cards collect 3:2.
Ace-ten after a split is paid as a natural · case 04
Split hands reaching 21 in two cards collect 3:2.
Ace-ten after a split is paid as a natural · case 05
Split hands reaching 21 in two cards collect 3:2.
Player naturals are paid even money · case 01
A natural on a 10-unit bet pays 10 instead of 15.
Player naturals are paid even money · case 02
A natural on a 10-unit bet pays 10 instead of 15.
Player naturals are paid even money · case 03
A natural on a 10-unit bet pays 10 instead of 15.
Player naturals are paid even money · case 04
A natural on a 10-unit bet pays 10 instead of 15.
Player naturals are paid even money · case 05
A natural on a 10-unit bet pays 10 instead of 15.
Doubled wagers lose the full stake to a dealer natural · case 01
The doubled portion is taken although the contract refunds it.
Doubled wagers lose the full stake to a dealer natural · case 02
The doubled portion is taken although the contract refunds it.
Doubled wagers lose the full stake to a dealer natural · case 03
The doubled portion is taken although the contract refunds it.
Doubled wagers lose the full stake to a dealer natural · case 04
The doubled portion is taken although the contract refunds it.
Doubled wagers lose the full stake to a dealer natural · case 05
The doubled portion is taken although the contract refunds it.
Twenty-one against twenty-one is paid as a win · case 01
Non-natural 21 ties are paid instead of pushed.
Twenty-one against twenty-one is paid as a win · case 02
Non-natural 21 ties are paid instead of pushed.
Twenty-one against twenty-one is paid as a win · case 03
Non-natural 21 ties are paid instead of pushed.
Twenty-one against twenty-one is paid as a win · case 04
Non-natural 21 ties are paid instead of pushed.
Twenty-one against twenty-one is paid as a win · case 05
Non-natural 21 ties are paid instead of pushed.
Shooting the moon subtracts 26 from the shooter instead of charging opponents · case 01
Moon rounds leave opponents at zero.
Shooting the moon subtracts 26 from the shooter instead of charging opponents · case 02
Moon rounds leave opponents at zero.
Shooting the moon subtracts 26 from the shooter instead of charging opponents · case 03
Moon rounds leave opponents at zero.
Shooting the moon subtracts 26 from the shooter instead of charging opponents · case 04
Moon rounds leave opponents at zero.
Shooting the moon subtracts 26 from the shooter instead of charging opponents · case 05
Moon rounds leave opponents at zero.
Taking all hearts without the queen counts as shooting the moon · case 01
A player with 13 hearts but not QS is treated as a shooter.
Taking all hearts without the queen counts as shooting the moon · case 02
A player with 13 hearts but not QS is treated as a shooter.
Taking all hearts without the queen counts as shooting the moon · case 03
A player with 13 hearts but not QS is treated as a shooter.
Taking all hearts without the queen counts as shooting the moon · case 04
A player with 13 hearts but not QS is treated as a shooter.
Taking all hearts without the queen counts as shooting the moon · case 05
A player with 13 hearts but not QS is treated as a shooter.
The jack of diamonds adds ten points · case 01
Winning JD is punished.
The jack of diamonds adds ten points · case 02
Winning JD is punished.
The jack of diamonds adds ten points · case 03
Winning JD is punished.
The jack of diamonds adds ten points · case 04
Winning JD is punished.
The jack of diamonds adds ten points · case 05
Winning JD is punished.
Bag penalty discards bags beyond ten · case 01
Twelve bags reset to zero instead of two.
Bag penalty discards bags beyond ten · case 02
Twelve bags reset to zero instead of two.
Bag penalty discards bags beyond ten · case 03
Twelve bags reset to zero instead of two.
Bag penalty discards bags beyond ten · case 04
Twelve bags reset to zero instead of two.
Bag penalty discards bags beyond ten · case 05
Twelve bags reset to zero instead of two.
Overtricks score no points · case 01
Made contracts with overtricks score only the bid value.
Overtricks score no points · case 02
Made contracts with overtricks score only the bid value.
Overtricks score no points · case 03
Made contracts with overtricks score only the bid value.
Overtricks score no points · case 04
Made contracts with overtricks score only the bid value.
Overtricks score no points · case 05
Made contracts with overtricks score only the bid value.
A failed nil helps the partner make the contract · case 01
Tricks taken by a failed nil bidder count toward the partner bid.
A failed nil helps the partner make the contract · case 02
Tricks taken by a failed nil bidder count toward the partner bid.
A failed nil helps the partner make the contract · case 03
Tricks taken by a failed nil bidder count toward the partner bid.
A failed nil helps the partner make the contract · case 04
Tricks taken by a failed nil bidder count toward the partner bid.
A failed nil helps the partner make the contract · case 05
Tricks taken by a failed nil bidder count toward the partner bid.
A set contract loses only the missing tricks · case 01
Going down by one on a bid of eight costs 10 instead of 80.
A set contract loses only the missing tricks · case 02
Going down by one on a bid of eight costs 10 instead of 80.
A set contract loses only the missing tricks · case 03
Going down by one on a bid of eight costs 10 instead of 80.
A set contract loses only the missing tricks · case 04
Going down by one on a bid of eight costs 10 instead of 80.
A set contract loses only the missing tricks · case 05
Going down by one on a bid of eight costs 10 instead of 80.
Sets with a repeated suit are accepted · case 01
Two copies of the nine of clubs plus another nine form a "set".
Sets with a repeated suit are accepted · case 02
Two copies of the nine of clubs plus another nine form a "set".
Sets with a repeated suit are accepted · case 03
Two copies of the nine of clubs plus another nine form a "set".
Sets with a repeated suit are accepted · case 04
Two copies of the nine of clubs plus another nine form a "set".
Sets with a repeated suit are accepted · case 05
Two copies of the nine of clubs plus another nine form a "set".
Queen-king-ace is rejected as a run · case 01
Ace-high runs are invalid because ace only counts low.
Queen-king-ace is rejected as a run · case 02
Ace-high runs are invalid because ace only counts low.
Queen-king-ace is rejected as a run · case 03
Ace-high runs are invalid because ace only counts low.
Queen-king-ace is rejected as a run · case 04
Ace-high runs are invalid because ace only counts low.
Queen-king-ace is rejected as a run · case 05
Ace-high runs are invalid because ace only counts low.
Mixed-suit sequences are accepted as runs · case 01
5-6-7 in different suits is scored as a run.
Mixed-suit sequences are accepted as runs · case 02
5-6-7 in different suits is scored as a run.
Mixed-suit sequences are accepted as runs · case 03
5-6-7 in different suits is scored as a run.
Mixed-suit sequences are accepted as runs · case 04
5-6-7 in different suits is scored as a run.
Mixed-suit sequences are accepted as runs · case 05
5-6-7 in different suits is scored as a run.
Equal deadwood is not an undercut · case 01
A defender matching the knocker deadwood loses instead of undercutting.
Equal deadwood is not an undercut · case 02
A defender matching the knocker deadwood loses instead of undercutting.
Equal deadwood is not an undercut · case 03
A defender matching the knocker deadwood loses instead of undercutting.
Equal deadwood is not an undercut · case 04
A defender matching the knocker deadwood loses instead of undercutting.
Equal deadwood is not an undercut · case 05
A defender matching the knocker deadwood loses instead of undercutting.
A gin hand can be undercut · case 01
Going gin against a defender with zero deadwood hands the defender the undercut.
A gin hand can be undercut · case 02
Going gin against a defender with zero deadwood hands the defender the undercut.
A gin hand can be undercut · case 03
Going gin against a defender with zero deadwood hands the defender the undercut.
A gin hand can be undercut · case 04
Going gin against a defender with zero deadwood hands the defender the undercut.
A gin hand can be undercut · case 05
Going gin against a defender with zero deadwood hands the defender the undercut.
Aces count eleven deadwood · case 01
Hands holding aces are denied a legal knock.
Aces count eleven deadwood · case 02
Hands holding aces are denied a legal knock.
Aces count eleven deadwood · case 03
Hands holding aces are denied a legal knock.
Aces count eleven deadwood · case 04
Hands holding aces are denied a legal knock.
Aces count eleven deadwood · case 05
Hands holding aces are denied a legal knock.
Knocking with exactly ten deadwood is refused · case 01
A legal ten-point knock is reported illegal.
Knocking with exactly ten deadwood is refused · case 02
A legal ten-point knock is reported illegal.
Knocking with exactly ten deadwood is refused · case 03
A legal ten-point knock is reported illegal.
Knocking with exactly ten deadwood is refused · case 04
A legal ten-point knock is reported illegal.
Knocking with exactly ten deadwood is refused · case 05
A legal ten-point knock is reported illegal.
The suit printed on the eight overrides the declared suit · case 01
After an eight declared hearts, the eight own suit is still playable.
The suit printed on the eight overrides the declared suit · case 02
After an eight declared hearts, the eight own suit is still playable.
The suit printed on the eight overrides the declared suit · case 03
After an eight declared hearts, the eight own suit is still playable.
The suit printed on the eight overrides the declared suit · case 04
After an eight declared hearts, the eight own suit is still playable.
The suit printed on the eight overrides the declared suit · case 05
After an eight declared hearts, the eight own suit is still playable.
INSPECTABLE BY DESIGN
Every result has a runnable source.
Runnable implementations with recorded outputs, source hashes, and explicit contracts. Related variants share a failure mechanism and belong together in evaluation splits.
Read the methodology ↗