/* Face-down wall cuboids share the table camera and keep their original slots. */
#game-screen .wall-layout{position:absolute;inset:0;transform-style:preserve-3d;pointer-events:none}
#game-screen .wall-side{position:absolute;width:calc(var(--wall-stacks)*31px);height:46px;transform-style:preserve-3d}
#game-screen .wall-bottom{left:50%;top:78%;transform:translateX(-50%)}
#game-screen .wall-top{left:50%;top:14%;transform:translateX(-50%) rotateZ(180deg)}
#game-screen .wall-left{left:18%;top:48%;transform:translate(-50%,-50%) rotateZ(90deg)}
#game-screen .wall-right{left:82%;top:48%;transform:translate(-50%,-50%) rotateZ(-90deg)}
#game-screen .wall-stack{position:absolute;right:calc(var(--wall-column)*31px);top:0;width:30px;height:46px;transform-style:preserve-3d}
#game-screen .wall-layer{position:absolute;inset:0;transform:translateZ(calc(var(--wall-level)*22px));transform-style:preserve-3d}
#game-screen .wall-layer .tile{width:30px;height:46px;--tile-depth:22px;transform-style:preserve-3d}

/* Keep decorative text off the physical wall; retain the live event for assistive readers. */
#game-screen.has-wall .table-watermark{visibility:hidden}
#game-screen.has-wall .event-line{width:1px;height:1px;overflow:hidden;clip-path:inset(50%);white-space:nowrap}
