One build. See all 3 kept builds.
Two things you asked for, both from playing v0.0.99.
Each card now carries a small colour pip for whatever is beneath it.
The old rule was that nothing below the top was ever visible, and that was written when stacks were two deep. It stopped being fair once difficulty started buying DEPTH: at forty-two records over ten cells you were committing to pulls with four hidden layers behind them, and a jam you could not have seen coming reads as the puzzle cheating rather than as your mistake.
One layer, deliberately - enough to plan the pull after this one, not enough to plan the whole cache.
A node deals a bundle and shares it round the crew, which reads fine at four players: five tasks, nobody holding more than two. Solo, all five landed on you at once, four of them ticking down while you worked the first, and the console turned into a queue you could not clear rather than work you chose between. The bundle was sized for a full crew and nothing scaled it when there was not one.
Capped at TWO PER PERSON rather than special-cased for solo - two players sharing five has the same problem in miniature. The node waits for what was actually dealt, so a smaller bundle still completes it normally.
This one is worth a specific look on a solo run: I could verify it by reading the code but not by playing it, because the test harness here cannot run a mission.
v0.0.96 and v0.0.97 both went out with every button on the console broken, and both passed every automated check in the project - all of which drive puzzles through code paths that never touch mouse handling at all. There is now a page that puts up real buttons, counts presses against completed clicks, and scores itself, and it gets run before a build is published rather than after somebody notices.
You clicked this one. That is the whole point of it.