/* 6.21 — one explicit browser stacking contract, independent of DOM insertion.
   This changes only stacking. Position, size, transparency, pointer routing,
   cloud reveal and all interface layouts remain controlled by their originals. */
body.stage3-game #board{z-index:0;}
body.stage3-game #game-world{z-index:5;}
body.stage3-game #map-clouds614{z-index:12;pointer-events:none;}
body.stage3-game #game-hud{z-index:20;}
body.stage3-game #game-overlay{z-index:80;}
body.stage3-game #gate{z-index:1000;}

/* 6.23: ordinary scrollable map UI is behind the clouds; fixed controls stay
   above. Remove only the HUD root's stacking context, NOT its positioning or
   pointer policy. Each actual panel remains one atomic z20 layer, so its
   transformed/filtered children cannot leak above z30. Tutorial keeps its stack. */
body.stage3-game.map64-enabled #game-hud{z-index:auto;}
body.stage3-game.map64-enabled #game-hud .draft-corner,
body.stage3-game.map64-enabled #game-hud .game-hands,
body.stage3-game.map64-enabled #game-hud .sidebar-shell{z-index:20;}
body.stage3-game.map64-enabled #map-clouds614{z-index:30;}
body.stage3-game.map64-enabled #game-hud .game-top{z-index:40;}

/* 6.25: scrollable map surfaces share the existing night/day presentation.
   These elements already own atomic stacking contexts. Fixed title/Menu and
   dialogs stay readable above them. No geometry, pointer or opacity change. */
body.stage3-game.map64-enabled #game-world .map62-layer,
body.stage3-game.map64-enabled #game-hud .draft-corner,
body.stage3-game.map64-enabled #game-hud .game-hands,
body.stage3-game.map64-enabled #game-hud .sidebar-shell{
 filter:var(--map625-grade,none);
}

/* Bird-only frames share the already-existing sky context, above world signs,
   below game panels. When clouds part over the HUD, its original cloud z-order wins. */
body.stage3-game #map-clouds614[data-birds-only="true"]{z-index:6;}
