@image1 is an absolute lock for the pieces: it holds two opposing sets, banded upper and lower, and the same pieces, the same number of them, the same colour, finish, thickness, proportion and detailing are taken from it. Nothing is added, removed, restyled or substituted in any shot, and nothing from one set is blended into the other. @image2 is the board: its wood tones, square size and strict alternation are taken from it. Follow @image3 exactly — same beat order, same framing, same hand entries, same piece positions. Look: live-action product film, photographed not rendered. Soft even overhead daylight with no hotspot. Real material behaviour — specular highlights sliding along each curve as it moves, crisp contact shadows sitting directly beneath every piece and travelling with it. Real skin texture, real wood grain. Restrained natural colour, shallow contrast, no grade push. The camera is locked directly overhead, square-on to the board, and holds that exact position and height throughout — it never pans, tilts, pushes, rises or rotates. All movement in frame comes from the hands and the pieces. This is a real game in progress, not product arranged on a checked surface. Every piece stands centred on its own square, one piece per square, never straddling a line and never between squares. The first side's pieces are gathered toward the lower part of the frame and the opposing side's toward the upper part, the two fronts meeting across the middle, about eight to twelve pieces on the board at once with a denser knot near the middle and a few still held back at each side's own end. A short row of already-taken pieces sits just off the board at the right edge of frame and grows as the game goes on. Each move is a single legal-shaped move — straight along a rank, straight along a file, or along a clean diagonal — travelling a whole number of squares and landing centred. Between moves NOTHING on the board shifts except the one piece being played; every other piece holds exactly the square it was on, and the position only ever changes by the move just made. A woman's hands work the board — short neat natural nails, two slim gold rings and a fine gold chain bracelet, the same hands from the first shot to the last. They enter only from the frame edges and withdraw out of frame between moves; they are never shown whole and no face, arm or body ever enters frame. A hand reaches in from the lower edge and advances a first-side piece one square straight forward along its file, landing it centred, then withdraws. A hand reaches in from the upper edge and advances an opposing-side piece two squares straight down its file toward the middle, then withdraws. A hand slides a first-side piece along a clean diagonal, three squares, stopping centred on a square beside an opposing piece, then lifts away. A hand lifts that threatened opposing-side piece straight up off its square and carries it to the row of taken pieces at the right edge of frame, setting it at the end of the row, then withdraws. A hand slides the capturing first-side piece sideways into the square just vacated, fingertips resting a moment where it lands, then withdraws. The last hand draws back out of frame, leaving the position mid-game, the taken row one piece longer than it was at the start. Each beat carries one entry, one move and one withdrawal, and they are spread evenly across the film — none rushed, none held longer than the rest. Audio: soft instrumental music only, low and unhurried, with the faint tap of metal meeting wood as each piece lands. No voiceover, no dialogue, no narration. Do not generate: text, captions, subtitles, on-screen words, logos, watermarks, brand names, price tags, packaging, substituted or restyled product, extra pieces that are not in the reference, sets blended together, pieces between squares, pieces on square lines, two pieces on one square, pieces sliding to random positions, the position rearranging itself between moves, hands held still enough to freeze, faces, bodies, moving camera, tilted or perspective angles, illustration, 3D render, cartoon, cel shading, outlines, flat banded shadows, floating pieces, detached shadows.