Just in time
A lesson reaches you at the moment your play needs it, and not before.
A whole curriculum handed over at the door is a wall. One lesson handed over when you are about to need it is a door. So the deck is a journey and not a pile: three lessons at the door, and the rest waiting for the week that asks for them — a venue card before an unfamiliar room, a heads-up before a live session, the improvement log when an agent keeps missing.
It is load-bearing because it is how the Game keeps a person in the stretch of road they are actually on: never overwhelming, never under-challenging. Teaching given early is forgotten; teaching given late is a repair. Teaching given at the moment of need is done once and lands, because the person has a live reason to hold it and a real case to test it against. The same discipline governs an agent beside a person: bring the right thing at the right moment — the next play, the relevant pattern, the right word for where they are — rather than everything at once.
A Player+ uses it in both directions. Receiving: take the next lesson your play asks for, and decline the shelf you have no use for yet. Giving: when you carry the Flame, give the whole of the Game and hand the words one at a time, as the road meets them. There is no fixed number of words a person must hold before they may play.
It is not a reason to withhold. Everything is open and nothing is locked; the ordering is a service, not a gate.
Also called: just-in-time Stands on: Lesson · The Zone Of Optimum Development · Player+ Modules Opens onto: Module · Guide · The Arc of Play · A Word on Words · Agent In play: door · table Sources: Player+ Modules, Start Here, Lexicon · The DNA of Heaven, Parts VIII and X · lionsberg.wiki: Playing The Great Game — With Your Agent (current best understanding). Open: none found.