The shared recipe behind the Lineup v5 round view — four rules that make any Peregrine screen scannable without shouting. Apply them anywhere a screen feels flat or noisy.
Each family has exactly one job. If a piece of text could belong to two roles, it's in the wrong role.
Eyebrows, counters, statuses, choice letters, subtags. Small, tracked-out, uppercase. Mono says "this is the machinery" — it never carries content.
Passages, prompts, choices, buttons — anything the player reads under time pressure. Sans carries every word that has to be parsed fast.
The game speaking in its own voice: framing lines, verdicts, screen titles. Serif is the con-artist register — used sparingly so it stays theatrical.
Amber is the only color that isn't ink or cream. It marks the single thing that matters right now — an active state, a live status, a payoff. Two accents on one screen means neither is one.
Everything that isn't the one thing stays on the ink ladder below. If a screen needs a second color to explain itself, the hierarchy failed earlier.
Three inks, one size. Color carries hierarchy so type sizes stay calm and the screen doesn't turn into a poster.
Demoting something? Step it down the ladder before you shrink it. A collapsed case drops from ink to ink-dim; it doesn't drop from 16px to 11px.
Answer choices are the most re-read element in every game. A mono letter in a fixed gutter plus sans body gives the eye a rail to run down — no re-finding "where was C?"
The serif list reads as prose — every re-scan starts from the top. The gutter version reads as a column of addresses: letters align, cards separate, and the amber-dim letters stay quiet until you need them.