2026-07-31 01:33:54 +02:00
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# GROUND Rules — simulation specification
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Status: **v0.1 draft**, derived 2026-07-31 from the authoritative sister
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repo `ground-game`, edition dataset **GROUND-DARVO-CORE-0.1**
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(`editions/ground-darvo-r0/`: Rules_Text, Actions, DARVO, Relations,
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Problems, Solutions, Scenarios, Modes, Tokens, Player_Mats, Glossary).
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This is a derivation, not a design: where the dataset is silent, the gap
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is listed in §Underdetermined with a PROVISIONAL simulation default and
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must be flagged back to ground-game, never silently canonized.
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Every rule is numbered and individually testable; scenario files cover
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rules via their `covers:` list (M-D1-COV). Names in `CAPS` are dataset
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terms.
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---
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## 1. Objects and state (GR-O)
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- **GR-O01** A game has 2–6 players, exactly 5 rounds, one Scenario card,
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and one Mode card.
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- **GR-O02** Per-player state: Stress (integer 0–5), Freedom token
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(READY/SPENT), DARVO marker (OFF/DENY/ATTACK/REVERSE), Focus/Blame token
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(with owner and location), 2 relation slots, a hand of Solution cards,
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a set of 5 Action cards, claimed Problems, and 0+ Protection tokens.
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- **GR-O03** Table state: Surface Problem (face up), hidden Problems (face
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down), Denied tokens on Problems, Solution deck and discard, Lead marker
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(one player), Round marker (1–5), relation tiles (Bond/Rivalry side)
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between player pairs.
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- **GR-O04** A Problem has: required Solution suit (Clarify, Repair,
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Boundary, or Change), point value, visibility (face up / face down),
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Denied flag, and claimed-by (a player or nobody).
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- **GR-O05** A relation between two players is exactly one of Bond or
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Rivalry; at most one relation may exist between the same two players.
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## 2. Setup (GR-S)
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- **GR-S01** Setup uses the chosen Scenario's Surface Problem face up and
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its hidden Problems face down, filtered by player count: priorities 1–2
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for 2 players, 1–3 for 3–4 players, 1–4 for 5–6 players.
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- **GR-S02** Each player starts with: Stress 2, Freedom READY, DARVO
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marker OFF, Focus/Blame token (Focus side, unplaced), two free relation
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slots, and two dealt Solution cards.
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- **GR-S03** The Lead marker starts with a (seeded-)random player; the
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Round marker starts at 1.
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- **GR-S04** The Solution deck is the 24 core Solution cards (6 per suit)
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minus those dealt, shuffled deterministically from the game seed.
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## 3. Round structure (GR-R)
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- **GR-R01** Each round has four steps in order: Select, Reveal, Resolve,
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End.
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- **GR-R02 (Select)** Every player simultaneously chooses exactly one of
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their five Actions face down, with target designation where the Action
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requires one. Choices are hidden from other players until Reveal
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(commit/reveal).
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- **GR-R03 (Select, stress gate)** A player at Stress 4 or 5 may select
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only ATTACK or GROUND, unless they spend their READY Freedom token
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during Select (before Reveal), which permits any one Action and turns
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the token to SPENT.
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- **GR-R04 (Reveal)** All selected Actions are revealed simultaneously.
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- **GR-R05 (Reveal, GROUND mode)** A player who revealed GROUND chooses
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its mode (GR / OU / ND) and its target *after* seeing all revealed
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Actions, before resolution begins.
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- **GR-R06 (Resolve)** Resolution proceeds in fixed step order:
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1 GROUND, 2 Support, 3 active DARVO stages, 4 Investigate, 5 Attack,
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6 Solve.
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- **GR-R07 (Resolve, ties)** Within the same step, resolve starting with
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the Lead player, continuing clockwise.
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- **GR-R08 (End)** At End: clamp all Stress to 0–5; any player at Stress 5
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whose DARVO marker is OFF sets it to DENY (their sequence begins next
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round); rotate Lead clockwise; advance the Round marker.
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- **GR-R09** After Round 5's End step, the game ends and scoring applies
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(GR-E).
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## 4. Stress and Freedom (GR-F)
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- **GR-F01** Stress is always an integer clamped to 0–5.
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- **GR-F02** At Stress 0–3 all five Actions are selectable.
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- **GR-F03** A Freedom token is READY or SPENT; spending is only possible
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when READY, and only during Select (GR-R03).
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- **GR-F04** GROUND—GR readies its player's Freedom token. Support
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received through an existing Bond readies the target's Freedom token.
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## 5. Actions (GR-A)
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- **GR-A01 (INVESTIGATE)** Reveal one chosen hidden, non-Denied Problem,
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then draw one Solution. If no hidden non-Denied Problems remain, draw
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one Solution only.
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- **GR-A02 (SOLVE)** Targeting one face-up, non-Denied Problem: when Solve
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resolves, discard one Solution matching the Problem's required suit and
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claim the Problem. If the Problem was already claimed by an earlier
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resolver this round (Lead order), the Solution is not discarded and
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nothing happens.
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- **GR-A03 (SUPPORT, no relation)** Target gets −1 Stress; a Bond may then
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form per GR-L02.
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- **GR-A04 (SUPPORT, existing Bond)** Target gets −2 Stress, target's
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Freedom becomes READY, and if the target is in an active DARVO sequence
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its current stage is cancelled and the whole sequence ends (marker to
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OFF).
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- **GR-A05 (SUPPORT, existing Rivalry)** Target gets −1 Stress; the target
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chooses: flip the relation to Bond, or break it.
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- **GR-A06 (ATTACK, no relation)** Target gets +1 Stress; a Rivalry forms
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automatically if both players have a free slot (GR-L03).
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- **GR-A07 (ATTACK, existing Bond)** Target gets +2 Stress and the Bond
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flips to Rivalry.
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- **GR-A08 (ATTACK, existing Rivalry)** Target gets +2 Stress and the
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relation breaks (both link tokens return).
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- **GR-A09 (ATTACK, cancellation)** Protection or GROUND—OU may cancel an
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Attack. A cancelled Attack changes neither Stress nor relations.
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- **GR-A10 (GROUND—GR, Ground & Restate)** Self: −2 Stress and Freedom
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becomes READY. If the player is in an active DARVO sequence, the current
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stage still resolves this round, then the remaining sequence ends.
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- **GR-A11 (GROUND—OU, Observe & Uphold)** Choose one: restore one Denied
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Problem (face up, remove Denied token); cancel one Attack targeting the
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player this round; or protect one face-up Problem from Deny this round.
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- **GR-A12 (GROUND—ND, Name & Decide)** Choose one: remove one Blame token
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from the player; break one relation involving the player; or reject one
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Reverse targeting the player this round.
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- **GR-A13** SUPPORT and ATTACK target one *other* player; INVESTIGATE
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targets a hidden Problem; SOLVE targets a face-up non-Denied Problem.
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## 6. Relations (GR-L)
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- **GR-L01** Each player has exactly 2 relation slots; each relation
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consumes one slot from each endpoint. If either endpoint lacks a free
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slot, the immediate Support/Attack effect still applies but no relation
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forms.
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- **GR-L02 (Bond formation)** A no-relation Support creates a Bond only if
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both players have a free slot **and the target accepts**.
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- **GR-L03 (Rivalry formation)** A no-relation Attack creates a Rivalry
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automatically (no consent) if both players have a free slot.
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- **GR-L04 (Flip/break)** Bond→Rivalry on Attack-through-Bond (GR-A07);
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Rivalry→Bond or break by target's choice on Support-through-Rivalry
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(GR-A05); break on Attack-through-Rivalry (GR-A08); GROUND—ND may break
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any relation involving its player (GR-A12).
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- **GR-L05** A Bond formed this round by a Support does not itself cancel
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DARVO; only Support through a Bond that existed before this round's
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Support step regulates DARVO (GR-A04).
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## 7. DARVO sequence (GR-D)
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- **GR-D01 (Trigger)** At End, a player at Stress 5 with marker OFF sets
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the marker to DENY; their DENY stage resolves in the next round's DARVO
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step (GR-R08).
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- **GR-D02 (Binding)** Once triggered, the sequence advances one stage per
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consecutive round — DENY, then ATTACK, then REVERSE — regardless of the
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player's later Stress, unless ended early (GR-D06/GR-A04/GR-A10).
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- **GR-D03 (DENY)** Mandatory effect in the DARVO step: choose one
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face-up, unsolved Problem not protected by GROUND—OU this round; turn it
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face down and place a Denied token. A Denied Problem cannot be solved or
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revealed by ordinary Investigate; only GROUND—OU restores it.
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- **GR-D04 (ATTACK stage)** Mandatory effect: make one extra Attack
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against any other player, resolved with the normal relation rules
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(GR-A06..A09), in addition to the player's chosen Action. Then place the
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player's Focus token beside the target — even if the extra Attack was
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cancelled. The Focus target is remembered as the REVERSE target.
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- **GR-D05 (REVERSE)** Mandatory effect targeting the Focus holder: unless
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rejected by that player's GROUND—ND this round, flip Focus to Blame in
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front of them, give them +1 Stress, and gain one Protection token. Then
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(rejected or not — see §Underdetermined U5) the sequence owner reduces
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own Stress by 2 and the sequence ends (marker OFF).
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- **GR-D06 (Early end)** The sequence ends immediately when: an existing
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Bond's Support cancels the current stage (GR-A04), or GROUND—GR ends it
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after the current stage resolves (GR-A10). If it ends before REVERSE,
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the placed Focus token is removed.
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- **GR-D07** A player whose marker is not OFF cannot trigger a new
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sequence (GR-R08); after the sequence ends, the marker is OFF and
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re-triggering is possible at a later End.
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## 8. Problems and solving (GR-P)
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- **GR-P01** Only face-up, non-Denied Problems can be targeted by SOLVE or
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claimed.
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- **GR-P02** Hidden (face-down, non-Denied) Problems can only be revealed
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by INVESTIGATE (GR-A01); Denied Problems only by GROUND—OU (GR-A11).
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- **GR-P03** A claimed Problem belongs to its claimant and counts its
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printed value for scoring; a Problem can be claimed at most once.
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- **GR-P04** Competing SOLVEs on the same Problem in the same round
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resolve in Lead order (GR-R07); losers keep their Solution (GR-A02).
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## 9. Protection, Focus and Blame (GR-T)
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- **GR-T01** A Protection token cancels the next Attack against its
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holder (including a DARVO extra Attack), then returns to the supply.
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- **GR-T02** A Blame token in front of a player is worth −1 to that
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player's personal score and stays until removed by GROUND—ND.
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- **GR-T03** Each player has exactly one Focus/Blame token; it is either
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unplaced (Focus, with owner), placed Focus-side (during own DARVO), or
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flipped to Blame in front of the REVERSE target.
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## 10. Game end and scoring (GR-E)
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- **GR-E01** After Round 5, sum the printed values of all claimed
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Problems; the Scenario's threshold (by player count: 2p → 5, 3–4p → 7,
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5–6p → 9 in dataset 0.1) decides group success where the Mode uses it.
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- **GR-E02 (SHARED GROUND, co-op)** One shared score; group succeeds iff
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total ≥ threshold. Mastery rating = successes minus 1 per Blame token in
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play and 1 per Denied Problem.
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- **GR-E03 (COMMON PROBLEM, PERSONAL EDGE, semi-co-op)** Group must meet
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the threshold; if it does, each player scores claimed value −1 per Blame
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they hold; highest wins. Tiebreak: lower Stress, then more Bonds, then
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shared victory.
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- **GR-E04 (BONDED COALITIONS)** Group must meet the threshold; each
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connected Bond network is a coalition (unbonded players are solo);
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coalition score = sum of members' personal scores; highest coalition
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wins. Rivalries do not connect. Tiebreak: lower combined Stress, then
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fewer Blame tokens, then shared victory.
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---
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## Underdetermined in dataset 0.1 — PROVISIONAL defaults (flag to ground-game)
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2026-07-31 09:29:40 +02:00
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**Owner: ground-game. Raised: 2026-07-31.** Every U-item carries an owner
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and a raise date so its age is visible; `make coverage` reports both and
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warns past 30 days. CI **warns rather than breaks** — the ruling belongs
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to ground-game and the kernel cannot make it for them — but every evidence
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file that depends on one must list it (CB-WP-0003 T08).
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A ruling flips the *scenario*, not the kernel: the default is encoded in a
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scenario tagged `provisional: true`, so a correction is a data change.
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2026-07-31 01:33:54 +02:00
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Formalization exposed points the dataset does not decide. Simulation uses
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the stated default; each is tagged in scenarios that depend on it and must
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be confirmed or corrected by ground-game.
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- **U1 Bond acceptance timing (GR-L02):** when does the target "accept"?
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Default: a decision point during the Support resolution, target decides
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with full knowledge of revealed Actions.
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- **U2 Stress clamping during resolution (GR-F01):** dataset caps Stress
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at End; mats physically cap at 0–5. Default: clamp on every
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application (no intermediate values above 5/below 0). Note this
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interacts with DARVO triggering (a mid-round spike to 5 that is reduced
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again before End does not trigger).
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- **U3 DENY with no legal target (GR-D03):** if no face-up unsolved
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unprotected Problem exists, default: the stage resolves as a no-op and
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the sequence still advances.
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- **U4 Solution deck exhaustion (GR-A01):** default: reshuffle the discard
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into a new deck deterministically; if both are empty, the draw is
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skipped.
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- **U5 Rejected REVERSE — self-effects (GR-D05):** the Actions sheet says
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GROUND—ND "rejects one Reverse"; the DARVO sheet orders the −2
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self-Stress after the flip/+1/Protection block. Default: rejection
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cancels the effects on the target (no Blame, no +1) **and** the
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Protection gain, but the sequence owner still takes −2 Stress and the
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sequence still ends; the Focus token returns unflipped.
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- **U6 Simultaneous Bond-Support and stage cancellation (GR-A04, GR-R06):**
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Support (step 2) resolves before DARVO stages (step 3), so a Bond
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Support in the same round cancels that round's stage before it fires.
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Stated as the intended reading; confirm.
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- **U7 Focus target elimination:** dataset has no player elimination, so
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no rule needed; confirm none exists.
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- **U8 Multiple Attack cancellation sources (GR-A09):** if both Protection
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and GROUND—OU could cancel the same Attack, default: GROUND—OU (chosen
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at step 1) applies first; Protection is consumed only if it actually
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cancels.
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- **U9 Two players at Stress 5 at the same End (GR-R08):** both trigger;
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their stages resolve in Lead order in later rounds. No interaction rule
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needed; confirm.
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- **U10 Hand limits:** none stated. Default: no hand limit.
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## Scenario coverage obligation
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Every GR-rule above must be covered by ≥1 scenario under
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`scenarios/ground/` (M-D1-COV); every U-item's default must be covered by
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a scenario tagged `provisional: true` so a ground-game correction flips
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the scenario, not the kernel.
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