+       <p style="margin-bottom: 1em">
+         This place used to read: “Just read the sample code.  You can
+         figure this out.”  Here are the formalities for <em>that
+         other</em> part of the audience.
+       </p>
+       <div class="blk">
+         <div class="title">Map Input</div>
+         <div class="text">
+           <p>
+             This section's HTML gets messed up somewhere in the SDK
+             pipeline.  <a href="https://forum.codingame.com/t/misleading-html-in-the-sdk-skeleton/184828/8?u=jbm">I reported it there;</a> and there
+             you'll be able to find a readable representation of this
+             block.  Sorry about the inconvenience…
+           </p>
+           <p>
+             Your first line of input contains five space-separated
+             parameters:
+             <var>roadLength</var> <var>initialStones</var>
+             <var>gameSeed</var> <var>gameSide</var>
+             <var>reserved</var>
+           </p>
+           <dl style="margin: 1em;">
+             <dt>roadLength</dt>
+             <dd style="margin-left: 6em;">
+               distance between both castles, between <const>6</const>
+               and <const>14</const>.
+             </dd>
+             <dt>initialStones</dt>
+             <dd style="margin-left: 6em;">
+               number of stones a castle starts the day with,
+               between <const>0</const> and <const>50</const>.
+             </dd>
+             <dt>gameSeed</dt>
+             <dd style="margin-left: 6em;">
+               the game's seed.  The game AIs use it to provide you
+               with reproducible matches even when they use stochastic
+               algorithms, and you're encouraged to do the same!  See
+               examples section below for simple ways to achieve that.
+             </dd>
+             <dt>gameSide</dt>
+             <dd style="margin-left: 6em;">
+               which side you're on, as <const>-1</const>
+               or <const>1</const>.  It's not supposed to make a
+               difference to how you handle the rest of the game, but
+               you can XOR it to your <code>gameSeed</code> to have a
+               (reproducible) random that doesn't mecessarily draw
+               when it plays against itself.
+             </dd>
+             <dt>reserved</dt>
+             <dd style="margin-left: 6em;">
+               reserved for future use, ignore for now
+             </dd>
+           </dl>
+         </div>
+       </div>
+       <div class="blk">
+         <div class="title">Turn Input</div>
+         <div class="text">
+           <p>
+             At each turn, you are provided with the following three
+             space-separated values:
+             <var>trollDistance</var>
+             <var>stones</var>
+             <var>opponentStones</var>
+           </p>
+           <dl style="margin: 1em;">
+             <dt>trollDistance</dt>
+             <dd style="margin-left: 6em;">
+               distance between the troll and your castle
+             </dd>
+             <dt>stones</dt>
+             <dd style="margin-left: 6em;">
+               number of stones you have left
+             </dd>
+             <dt>opponentStones</dt>
+             <dd style="margin-left: 6em;">
+               number of stones your opponent has left
+             </dd>
+           </dl>
+         </div>
+       </div>
+       <div class="blk">
+         <div class="title">Turn Output</div>
+         <div class="text">
+           <p>
+             After having received your turn input, you are to output
+             a single integer <var>stones</var>: the number of stones
+             you wish to throw at the troll.
+           </p>
+           <p style="margin-top: 1ex">
+             You may optionally provide a <em>message</em> you wish
+             your castle to yell at the troll or at your opponent.
+             Just append it to your output, being sure to separate it
+             with at least one space.
+             <!-- It has no incidence on the game whatsoever.  Unless
+             you're god, that is. -->
+           </p>
+         </div>
+       </div>
+       <div class="blk">
+         <div class="title">Timing Considerations</div>
+         <div class="text">
+           <p>
+             You're currently allowed the default SDK timings.  I
+             think it's one second for the first turn and 50 ms
+             then, but don't quote me on this.
+           </p>
+         </div>
+       </div>
+     </div>
+   </div>
+   <div class="statement-section statement-examples">
+     <h2>
+       <span class="icon icon-example"> </span>
+       <span>Proper RNG seeding examples</span>
+     </h2>
+     <table>
+       <tr>
+         <th style="border-bottom: 2px dashed #f2bb13;">Language Family</th>
+         <th style="border-bottom: 2px dashed #f2bb13;">Sample</th>
+       </tr>
+       <tr>
+         <td style="border-bottom: 1px dashed #f2bb13;">JVM</td>
+         <td style="border-bottom: 1px dashed #f2bb13;"><code>
+             long mySecretSalt = 0x4242424242424242L;<br>
+             Random random = new Random(gameSeed ^ gameSide ^ mySecretSalt);
+         </code></td>
+       </tr>
+       <tr>
+         <td style="border-bottom: 1px dashed #f2bb13;">C, C++, Perl…</td>
+         <td style="border-bottom: 1px dashed #f2bb13;"><code>
+             srand(gameSeed ^ gameSide ^ 0xdeadb33f);<br>
+             std::srand(gameSeed ^ gameSide ^ 12345);<br>
+             srand( $gameSeed ^ $gameSide ^ 0xCAFE_BABE );
+         </code></td>
+       </tr>
+       <tr>
+         <td style="border-bottom: 1px dashed #f2bb13;">Other</td>
+         <td style="border-bottom: 1px dashed #f2bb13;">Unachievable until proven otherwise</td>
+       </tr>
+     </table>
+   </div>
+   <div class="statement-section statement-expertrules">
+     <h2>
+       <span class="icon icon-expertrules"> </span>
+       <span>Expert rules</span>
+     </h2>
+     <div class="statement-expert-rules-content">
+       <p>
+         In the lower leagues, the following maps are currently
+         available and randomly yet extremely fairly (you wouldn't
+         believe the effort that went into this) chosen uniformly at
+         random among the following:
+       </p>
+       <table style="margin: 1ex">
+         <tr>
+           <th style="border-bottom: 2px dashed #f2bb13; min-width: 6em;">Road length</th>
+           <th style="border-bottom: 2px dashed #f2bb13; min-width: 6em;">Stones</th>
+         </tr>
+         <tr>
+           <td style="border-bottom: 1px dashed #f2bb13"><const>6</const></td>
+           <td style="border-bottom: 1px dashed #f2bb13"><const>15</const></td>
+         </tr>
+         <tr>
+           <td style="border-bottom: 1px dashed #f2bb13"><const>6</const></td>
+           <td style="border-bottom: 1px dashed #f2bb13"><const>30</const></td>
+         </tr>
+         <tr>
+           <td style="border-bottom: 1px dashed #f2bb13"><const>14</const></td>
+           <td style="border-bottom: 1px dashed #f2bb13"><const>30</const></td>
+         </tr>
+         <tr>
+           <td style="border-bottom: 1px dashed #f2bb13"><const>14</const></td>
+           <td style="border-bottom: 1px dashed #f2bb13"><const>50</const></td>
+         </tr>
+       </table>
+       <p>
+         You can also override them via game
+         settings <var>roadLength</var> and <var>initialStones</var>,
+         so long as you remember you won't be choosing them for
+         ranking play.
+       </p>