Gift-swap season is opening: Wikipedia readers of the steal-and-unwrap gift exchange article rose about 65% in the week to October 20, 2026 (Wikimedia pageviews).
Steal or open? Settle it before the party.
Paste your house rules. The page lists every gift on a trading floor and plays hundreds of games: how long the swap runs, how many steals, which gifts get halted. One run reviews the rules like a game designer would - lines that contradict each other, loopholes that stall a turn, what is missing - and hands back a clean table card and a script to read aloud.
1 Your house rules
2 The page's reading
Word lists, not judgement: a topic is lit when a line seems to mention it.
The five every swap needs
Extras
What the simulator reads
3 The trading floor
stolen (each steal one tick up) never stolen halted - frozen, cannot be stolen again
4 Review the rules
The model works only from your lines and the page's figures: it names lines that clash, walks through loopholes step by step, lists what is missing, then writes a numbered table card (fixes marked as suggestions) and a script for the host. No gift ideas, names or numbers your rules do not hold.
5 Kept rule sets
How the floor is simulated
Each player brings one gift and takes one turn in number order. On a turn a player unwraps a gift, or - with the chance you chose, while a gift can be stolen - steals one, with busier gifts likelier targets. The player stolen from goes next. A gift freezes at the steal limit your rules state; the steal-back ban and a per-turn cap apply when your rules state them; with a first-player final turn, player 1 may swap at the end. Minutes assume about 60 seconds per unwrap and 25 per steal - estimates, not timings. The same rules always give the same figures.