CB-WP-0028 declared, and two findings from play registered
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Nine observations from the maintainer's session. Two are about the game and go to the register; seven are about the engine and are this workplan. F18 IS THE ONE THAT REFRAMES THE PASS. "I don't understand the GROUND card" reads as a design problem. It is not: Actions.csv carries that card's own tagline -- "Regulate. Restore the frame. Decide." -- and its full rules text, and clay-borg never imported it. We vendored ONE OF NINETEEN edition files. Everything else the engine knows is a hand-transcription into GroundRules.md's 59 numbered rules, which is enough to PLAY the game and gives a player nothing to READ. The page shows `Clarify` where the card says "Ask What Happened -- Invite a concrete account before judging." Registered as `inert`: the data exists and cannot fire, because nothing reads it. Found by a player saying he did not understand something. Rule coverage is 59/59 and has been for weeks. F17: no incentive to ATTACK while holding useful Solutions. Registered as a NOTE, not a finding -- no artifact demonstrates it, and under GameDesign §3.1 it may not go to ground-game until one exists. One is cheap (count ATTACK selections across the policy panel against hand quality). Owner is ground-game if it survives, since it would be a design finding. The workplan (M, chaos d8=1, no override, declaration 11 of window 2) carries the seven engine observations. Two tasks are deliberately shaped against past mistakes: T01 must decide whether ADR-0011's hand-rolled CSV reader survives Solutions.csv, whose microcopy and rules_text are prose with commas and quotes -- ADR-0011 named exactly that as its revisit condition, so if the reader cannot parse them the dependency argument gets re-run rather than a fragile parser written. T04 must first establish whether "click the deck to draw" is a legal move at all. GR-A01 draws as part of INVESTIGATE; the deck is not a thing a player may take from. If it is not legal, that is a FINDING for ground-game -- the maintainer expected an interaction the rules do not offer -- and not a feature. CB-WP-0023 exists because SOLVE was offered where it could not act. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@ -44,6 +44,8 @@ kinds, states and metrics: [`GameDesign.md`](GameDesign.md). Reported by
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| F14 | unplayed | note | — | — | 2026-08-01 | clay-borg |
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| F15 | underdetermined | note | — | — | 2026-08-05 | clay-borg |
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| F16 | inconsistent | withdrawn | games/ground/examples/difficulty.rs | counterexample | 2026-08-05 | clay-borg |
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| F17 | degenerate | note | — | — | 2026-08-06 | ground-game |
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| F18 | inert | raised | — | — | 2026-08-06 | clay-borg |
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<!-- design-register:end -->
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@ -73,6 +75,24 @@ kinds, states and metrics: [`GameDesign.md`](GameDesign.md). Reported by
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since GROUND-WP-0005 is blocked on exactly this number. The withdrawal
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was reported (ADR-0012 D5). Its reproduction is `difficulty.rs`, whose
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policy panel is plural *because of this finding*.
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- **F17 — no incentive to ATTACK while holding useful Solutions.**
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Reported from play, 2026-08-06: *"there is no incentive to play attacks
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as long as I have positive cards."* If true, ATTACK is a dead branch for
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most of a game, which would make GR-A06/A07/A08 and the whole Rivalry
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half of the relation system reachable only when a player is out of good
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options. **`note`, not a finding**: no artifact demonstrates it yet. One
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is cheap — count ATTACK selections across the policy panel and compare
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against hand quality — and until it exists this may not go to
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`ground-game` (GameDesign §3.1). **Owner is ground-game if it survives**;
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it would be a design finding, not an engine one.
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- **F18 — the engine imports one of nineteen edition files, so the cards
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cannot say what they do.** Reported as *"I don't understand the GROUND
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card"* — which is not a design gap: `Actions.csv` carries that card's
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tagline (*"Regulate. Restore the frame. Decide."*) and full rules text,
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and clay-borg never imported it. Every other card is the same: a player
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sees `Clarify` where the card reads *"Ask What Happened — Invite a
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concrete account before judging."* **`inert`**: the data exists and
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cannot fire, because nothing reads it. **Ours, and CB-WP-0028 fixes it.**
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- **F15 — the rules define one game, not a series.** `OutcomeView` gives
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`personal` (per seat), `group_success` (per table) and `winners`. Summing
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the first and counting the third answer different questions, and GROUND
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277
workplans/CB-WP-0028-the-table-you-sit-at.md
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277
workplans/CB-WP-0028-the-table-you-sit-at.md
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@ -0,0 +1,277 @@
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---
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id: CB-WP-0028
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kind: product
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title: "The table you sit at: the cards' own words, an overhead view, and a game you solve rather than survive"
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status: ready
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---
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# Purpose
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```
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structural tier M (imports more of the authoritative edition, which is
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an external dataset under AM-4's budgets, and touches
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the rendering the coverage gate is written against)
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chaos d8 = 1 → no override
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declared tier M
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```
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Declaration 11 of chaos window 2. Tier M: survey and decision merged;
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adversarial review optional.
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## Nine observations from play
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The maintainer played with the new meta panel and reported nine things.
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**Two are findings about the game, seven are about the engine**, and the
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split matters because they go to different places.
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| # | observation | where it goes |
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|---|---|---|
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| 1 | no incentive to attack while holding positive cards | **register** — a game-design finding |
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| 2 | *"I don't understand the GROUND card"* | **here** — and it is not a design gap (below) |
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| 3 | overhead view: players around a table, stacks on it | T03 |
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| 4 | click the draw stack to take cards | T04 |
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| 5 | optional auto-draw | T04 |
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| 6 | play again / stop belong in the meta column | T05 |
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| 7 | so does the full log | T05 |
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| 8 | *"Game over"* is wrong when you won | T06 |
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| 9 | rankings — MVP, most problems solved | T07 |
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## Observation 2 is a data-import gap, and it reframes the pass
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*"I don't understand the GROUND card or why other cards should be played
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to the table"* reads as a design problem. It is not. **The card explains
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itself in the dataset and we never imported the explanation.**
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`ground-game/editions/*/Actions.csv`, the GROUND row:
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> **tagline:** *"Regulate. Restore the frame. Decide."*
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> **rules_text:** *"After all actions are revealed, choose one mode:
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> GR—Ground & Restate: −2 Stress, ready Freedom… OU—Observe & Uphold…"*
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**We vendored one file of nineteen.** `editions/ground-darvo-r0/` holds
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`Problems.csv` and nothing else; `Actions`, `Solutions`, `Modes`,
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`Scenarios`, `Relations`, `DARVO`, `Tokens`, `Glossary` and the rest live
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only in `ground-game`. Everything the engine knows about them is a
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**hand-transcription into `GroundRules.md`'s 59 numbered rules** — which
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is enough to *play* the game and gives a player nothing to *read*.
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So the page shows `Clarify` where the card says **"Ask What Happened —
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Invite a concrete account before judging."**
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**This is the most valuable thing in the pass**, and it was found by a
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player saying he did not understand something rather than by any gate.
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Rule coverage is 59/59 and has been for weeks.
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## Task: decide what else to import, and what it costs
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```task
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id: CB-WP-0028-T01
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status: todo
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priority: high
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```
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`decisions/ADR-0015-*.md` (tier M merges survey and decision).
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**ADR-0011 is the precedent and it constrains this.** It vendored
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`Problems.csv` with a checked digest and a ~50-line hand reader, and
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**refused the `csv` crate on proportion** — 17,651 lines against AM-4b's
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19,742 of remaining headroom, 89% of the budget to read 20 rows.
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Decide:
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- **which files**, and the answer is not "all of them". `Actions`,
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`Solutions` and `Modes` carry text a player reads. `BOM`, `Print_Manifest`,
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`Back_Designs`, `Symbols` are production artifacts for a physical print
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run and have no business here.
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- **whether the hand reader survives contact.** `Solutions.csv` has
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`microcopy` and `rules_text` — prose fields with commas, quotes and
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possibly embedded newlines. ADR-0011 named exactly this as the revisit
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condition: *"nested quoting, embedded newlines, multiple dialects."*
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**If the reader cannot parse them correctly, say so and re-run the
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dependency argument rather than writing a fragile parser.**
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- **what happens when text and rules disagree.** `GroundRules.md` was
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derived by hand from these files. If a `rules_text` contradicts a
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numbered rule, that is a **finding**, and it goes to the register — not
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a quiet edit of either.
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- **`Extensions.csv` exists** and names content deliberately outside the
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core. Decide whether it is imported at all; the answer is probably no,
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but *"we did not know it existed"* must not be the reason.
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## Task: the cards say what they do
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```task
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id: CB-WP-0028-T02
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status: todo
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priority: high
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```
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Every card a player can see carries its own title, tagline and rules text,
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from the edition — not from a phrase we invented.
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- action cards: GROUND, SOLVE, INVESTIGATE, SUPPORT, ATTACK;
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- Solution cards: the title and microcopy, not just the suit;
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- the mode in play, with its own description.
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**Controls:**
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- **a test asserts the text comes from the dataset**, not from a Rust
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literal — the whole point is that the game's own words reach the player,
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and a hand-copied string drifts from the source it copies;
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- the drag affordance still works: the explanation is *additional*, and
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CB-WP-0020 T02 already found that replacing a label with an explanation
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loses the label;
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- **the page stays readable.** Five action cards with full rules text is a
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wall; the tagline is the default and the rules text is on demand.
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## Task: an overhead view of a real table
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```task
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id: CB-WP-0028-T03
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status: todo
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priority: high
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```
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> *"Players sitting around the table, the draw and discard stacks on it.
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> An overhead view of a game table would instantly help with understanding
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> what is going on."*
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The seats become positions around a table rather than a row of cards; the
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Problems, draw and discard sit in the middle; each seat's played card
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appears in front of that seat.
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**This subsumes `relations_svg`**, which already places seats on a circle
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for the relationship graph — so the layout exists and is drawn twice, once
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as a circle and once as a row. **One table, not two diagrams.**
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**Controls:**
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- the coverage gate still passes: every view field appears in the parsed
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document. CB-WP-0027 showed a reflow costs nothing when probes name
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facts; this is a bigger reflow and the same rule applies;
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- **the viewer's own seat is identifiable at a glance** — a table where
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you cannot find yourself is worse than a list;
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- 2 through 6 seats all lay out without overlap, asserted per seat count
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rather than eyeballed at 3.
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## Task: take cards from the stack, or let the table do it
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```task
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id: CB-WP-0028-T04
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status: todo
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priority: medium
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```
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Observations 4 and 5. Clicking the draw stack to take a card is the
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natural gesture; auto-draw is for when that stops being interesting.
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**Both are subject to a rule the engine already has.** Drawing is not a
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free action — GR-A01 draws a Solution as part of INVESTIGATE, and the deck
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is not a thing a player may simply take from. **So this task must first
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establish whether "click to draw" is a legal move at all**, and if it is
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not, it is a **finding for `ground-game`**, not a feature: the maintainer
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expected an interaction the rules do not offer, and that gap is the
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signal.
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**Do not implement a draw the rules do not have.** CB-WP-0023 exists
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because SOLVE was offered where it could not act.
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**Controls:**
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- the answer to *"is clicking the deck a legal move?"* is in the task
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record with the rule that settles it;
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- auto-draw changes no outcome — a game played with it and without it from
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the same seed produces the same end-state hash, or it is not automation
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but a rules change.
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## Task: the meta column takes the controls and the log
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```task
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id: CB-WP-0028-T05
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status: todo
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priority: medium
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```
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Observations 6 and 7. `play again` and `end session` move to the meta
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column, and the ending page gets the same two-column shape as the table —
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it currently has none.
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The full log belongs there too, which CB-WP-0027 did for the live page and
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not for the ending page.
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**Controls:**
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- CB-WP-0024 T01's seal still works: acknowledging the end must still
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remove every control, wherever they now live;
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- the ending page's existing tests pass unchanged or the change is a
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regression.
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## Task: a game you solve
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```task
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id: CB-WP-0028-T06
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status: todo
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priority: medium
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```
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> *"'Game Over' is negative and should only be used for lost games. If the
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> players won, let's use 'Game solved'."*
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**Right, and it is more than tone.** GROUND is a co-operative game about
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repairing a situation; `group_success` means the table *solved* something.
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"Game over" is arcade vocabulary for a failure state, and using it for a
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win tells the player the wrong thing about what they just did.
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**Controls:**
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- the heading is a function of `outcome.group_success`, asserted **both
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ways** — a test that only checks the win case passes for a page that
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always says "solved";
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- the no-outcome case (a game that ended badly) keeps its own wording and
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claims neither.
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## Task: who did what — rankings that are not invented
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```task
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id: CB-WP-0028-T07
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status: todo
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priority: medium
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```
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> *"A ranking of players in the final stats. 'Most valuable player', 'most
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> problems solved' and other conditions that might apply."*
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`OutcomeView` already carries `personal`, `winners`, `coalitions` and
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`mastery`, and the aggregate knows who claimed each Problem.
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**The risk is inventing scoring the game does not have.** *"Most problems
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solved"* is countable from `claimed_by` and is a fact. *"Most valuable
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player"* is a **judgement**, and any formula for it is a rule we made up.
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So: **report what the game counts, and mark anything derived as ours.**
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A superlative computed from real data is fine; a superlative presented as
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if the rules defined it is the same defect as a provisional default
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silently canonised.
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**Controls:**
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- every ranking names its source: a rule id, or *"clay-borg's reading"*;
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- ties are handled and shown as ties, not broken arbitrarily — `Modes.csv`
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has a `scoring_tiebreak` column, so the game may already say how;
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- a ranking that no seat leads (nobody solved anything) renders as that,
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not as an empty list.
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## Task: evidence
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```task
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id: CB-WP-0028-T08
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status: todo
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priority: medium
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```
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`evidence/CB-EV-0026-*.md`.
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- **Whether importing the card text changed what the maintainer
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understood** — observation 2 is the acceptance test and it has a person
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attached to it.
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- **Whether any `rules_text` contradicted `GroundRules.md`.** Nineteen
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files were hand-transcribed into 59 rules; if the import surfaces a
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disagreement, that is the most valuable output of this pass.
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- **Whether "click the deck to draw" was legal**, and if not, what went to
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`ground-game`.
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- **What the overhead view cost the coverage gate**, against CB-WP-0027's
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finding that a probe naming a fact survives a reflow.
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- **Quote CB-WP-0027's cost by re-running the instrument.**
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