CB-WP-0049 T02/T03: a seat that plays its objective, and F27 splits in two
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objective() reads GroundState::score (now public) rather than restating
what winning is; a copy in the bot would disagree with the kernel the
first time ground-game rules on F28.
Working out WHERE the modes can differ was most of the task and it
bounds the result: SOLVE always claims for the actor, so own-score and
group-score want the same SOLVE nearly everywhere. That is a fact about
GROUND's action set, not a shortcoming of the bot. Two real divergences,
both readable off the table: SUPPORT regulates someone else (worth less
against a rival, worth MORE under coalitions where a Bond merges them
into my side), and SOLVE's value is the card's value, which greedy
ignores entirely.
THE RESULT — F27 splits in two:
group success UNCHANGED in 34 of 36 cells
who wins MOVES: BONDED COALITIONS at 4p goes 2.04 -> 2.98,
2.12 -> 3.29, 2.05 -> 3.01 winning seats per game
So "the competitive modes are scoring lenses over cooperative play" was
too strong and is withdrawn. The sharper claim: GROUND's scoring modes
change WHO WINS, not WHETHER THE GROUP SUCCEEDS. And the effect is
seat-band dependent -- 2p none, 4p largest, 6p none under coalitions;
two relation slots capping network growth is a candidate explanation and
is untested.
The panel now prints BOTH policies side by side. That was a correction
mid-task: the first version printed only the new one and I compared it
against a figure remembered from CB-WP-0047 -- a comparison against a
board nobody re-ran.
Control that makes the numbers mean anything: under SHARED GROUND the
two policies agree at all but <=2 decision points across 12 boards, so a
moving column is mode-awareness and not simply a different bot.
Also: two T01 tests keyed on `status: proposed`, which ground-game
renamed to `ready-for-implement` mid-session. They now find the module
by asking resolve() -- the structural property is ours and does not move
when another repo edits its vocabulary.
Also: `make vendor` replaces three hand re-vendors with a tool that
regenerates digests by walking editions/, and reports one-sided files
rather than resolving them.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@ -3,14 +3,62 @@
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|---|---|
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| **aspect** | `end_condition` |
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| **role** | End on **board clear**, **group collapse**, or **max rounds** (default max 5) |
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| **status** | proposed — not yet implemented in kernel |
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| **module_id** | `end_condition.hybrid_clear_collapse` |
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| **role** | End on **board clear**, **group collapse**, or **max rounds** |
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| **status** | **ready-for-implement** (draft frozen for v0 kernel) |
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| **rules_delta** | [`rules_delta.yaml`](rules_delta.yaml) |
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| **design** | [history/260808-deal-end-sequences-design.md](../../../history/260808-deal-end-sequences-design.md) |
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## Draft rules (not frozen)
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Independent of `problem_stress` / `problem_deal` / `attack_relief`. Measure
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**alone** first, then profile `scoped_plus_hybrid_end`.
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1. **Clear:** after Solve, if no unclaimed Problems remain → end game; apply mode scoring (threshold auto-success if claimed value ≥ threshold).
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2. **Collapse:** if no seat has Stress ≤ 3 **or** majority of seats are in active DARVO → end as group failure (SHARED) / no personal winners (semi/coalition).
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3. **Ceiling:** if Round Max (5) completes without (1) or (2) → current threshold scoring.
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## Frozen v0 rules
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**Compose with** any problem_stress / deal / attack_relief.
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**Kernel:** not shipped — package `rules_delta.yaml` when implemented.
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### END-CLEAR
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After the **Solve** step: if **zero** unclaimed Problems remain in play →
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**end the game immediately**.
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- Apply mode scoring as usual.
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- **Threshold:** if total claimed value ≥ scenario threshold for seat band →
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group success (SHARED mastery / semi-coalition personal winners as normal).
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- If claimed value < threshold but board is empty (should be rare) → group
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**failure** (nothing left to claim).
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### END-COLLAPSE
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After Round End stress clamp (and problem-stress ticks if any module active),
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before Lead rotation:
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**Collapse** if **either**:
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1. **No seat has Stress ≤ 3**, or
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2. **Majority** of seats are in an **active DARVO sequence** (stage ≠ OFF).
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Effect:
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- End the game.
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- **Group success = false** (SHARED fails).
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- Semi / coalition: **no personal / coalition winners** (table broke).
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### END-CEILING
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If Round **5** completes without CLEAR or COLLAPSE → end with current
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threshold + mode scoring (identical to baseline fixed-rounds behaviour).
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Round max is **5** in v0 (same product length as r0). Changing max is a
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different module later if needed.
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## Non-goals (v0)
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- Soft collapse (one seat at 5 only).
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- Extending rounds when board not clear.
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- Mode-specific collapse exceptions.
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## Success criteria (when clay-borg implements)
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1. Alone on baseline content: some games end before round 5 (clear or collapse).
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2. Mean game length ≤ 5 rounds; no hangs.
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3. With `problem_stress.scoped`: collapse rate non-zero for unregulated policies;
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clear rate non-zero for greedy SHARED at 3–4p.
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4. Does not recreate H1-style 0% greedy wins solely via collapse spam.
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@ -1,10 +1,11 @@
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# module: end_condition.hybrid_clear_collapse — PROPOSED
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# module: end_condition.hybrid_clear_collapse
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# status: ready-for-implement (v0 rules frozen in MODULE.md)
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module_id: end_condition.hybrid_clear_collapse
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aspect: end_condition
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schema_version: 1
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base: ground-darvo-r0
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status: proposed
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implementation: pending
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status: ready-for-implement
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implementation: pending_kernel
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deltas:
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- id: END-CLEAR
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@ -15,7 +16,8 @@ deltas:
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effect:
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end_game: true
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scoring: mode_as_usual
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note: threshold treated as met if claimed_value >= threshold
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group_success_if_claimed_ge_threshold: true
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group_fail_if_claimed_lt_threshold: true
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- id: END-COLLAPSE
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name: early_end_group_collapse
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@ -30,7 +32,7 @@ deltas:
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personal_winners: none
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- id: END-CEILING
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name: max_rounds_unchanged
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name: max_rounds_five
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phase: after_round
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when:
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round_completed: 5
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@ -3,14 +3,75 @@
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|---|---|
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| **aspect** | `problem_deal` |
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| **role** | Start with a small set; draw additional scoped Problems mid-game from a Pressure deck |
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| **status** | proposed — not yet implemented |
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| **module_id** | `problem_deal.pressure_deck` |
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| **role** | Small start set + mid-game **Pressure deck** draws |
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| **status** | **ready-for-implement** (draft frozen for v0 kernel) |
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| **rules_delta** | [`rules_delta.yaml`](rules_delta.yaml) |
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| **design** | [history/260808-deal-end-sequences-design.md](../../../history/260808-deal-end-sequences-design.md) |
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## Draft rules (not frozen)
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Independent of end_condition. **Recommended** compose with
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`problem_stress.scoped` so drawn scopes matter. Measure alone first if
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possible (with default problem_stress.none, influx still adds board clutter).
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1. **Setup:** Surface (global) + 1–2 starters (mostly personal). Remaining scenario Problems form face-down **Pressure deck** (shuffled).
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2. **Influx:** at Round End, if unclaimed count < open_cap (e.g. seats) and deck non-empty, draw 1 into play face-down (or face-up if global).
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3. **Owner:** personal → next clockwise from Lead among seats / drawer rule TBD; bond → owner’s network; global → none.
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4. **Scoring (v0):** drawn cards may be **stress-only (0 points)** so thresholds stay on starters — decide before kernel work.
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## Frozen v0 rules
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**Compose with** `problem_stress.scoped` (recommended) so drawn scopes matter.
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### DEAL-START
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- **Always in play at setup:** Surface Problem (priority 0).
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- **Also deal face-down:** hidden priority **1** (and priority **2** only if
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seats ≥ 4).
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- All other scenario Problems for that scenario go into the **Pressure deck**,
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shuffled with the game seed (deterministic).
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- Seat-band `k` from r0 does **not** bulk-deal the rest; influx replaces
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“deal all k at once.”
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| seats | starters in play | rest → pressure deck |
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|------:|------------------|----------------------|
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| 2–3 | Surface + H1 | H2… |
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| 4–6 | Surface + H1 + H2 | H3… |
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### DEAL-INFLUX
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At **Round End** (after problem-stress ticks if any, before DARVO arm):
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- If Pressure deck non-empty **and** unclaimed Problems in play < **open_cap**,
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draw **1** card into play.
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- **open_cap** = number of seats.
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- Placement: face-down if hidden/personal/bond as printed; Surface-like global
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face-up if scope is global.
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- Stop drawing for that End once one card is drawn (v0: max 1 per round).
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### DEAL-OWN (if problem_stress.scoped also active)
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- **personal:** owner = Lead at time of draw (or next free seat clockwise if
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Lead already owns ≥2 personal — v0 simplify: **drawer seat = current Lead**).
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- **bond:** same owner rule; network = Bond network of owner.
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- **global:** no owner.
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If `problem_stress.none`, owners may still be recorded for table clarity but
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have no stress effect.
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### DEAL-POINTS (v0)
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- Cards that entered via **Pressure deck draw** have **point_value 0** for
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scoring (stress / fiction only).
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- **Starters** keep printed `point_value`.
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- Scenario **thresholds unchanged** (5/7/9) and apply only to starter claims
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+ any printed values that were starters.
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This avoids reopening GR-E01 arithmetic while testing influx.
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## Non-goals (v0)
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- Problems in Solution hand.
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- Multiple draws per round.
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- Owner-only SOLVE.
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- Changing thresholds mid-game.
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## Success criteria (when clay-borg implements)
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1. Games show mid-game influx (deck depletes or open_cap binds).
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2. With scoped stress: variance and DARVO still possible; greedy SHARED 3–4p
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wins not collapsed to H1-zero.
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3. Threshold success still well-defined (starter points only).
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4. Composable: works with default end_condition and with hybrid end.
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# module: problem_deal.pressure_deck — PROPOSED
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# module: problem_deal.pressure_deck
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# status: ready-for-implement (v0 rules frozen in MODULE.md)
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module_id: problem_deal.pressure_deck
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aspect: problem_deal
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schema_version: 1
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base: ground-darvo-r0
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status: proposed
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implementation: pending
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status: ready-for-implement
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implementation: pending_kernel
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deltas:
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- id: DEAL-START
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name: reduced_initial_deal
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phase: setup
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effect:
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initial_in_play: [surface, hidden_priority_1]
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# optional: also priority_2 at 4p+
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seats_2_3_initial: [surface, hidden_priority_1]
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seats_4_6_initial: [surface, hidden_priority_1, hidden_priority_2]
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remainder_to: pressure_deck
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pressure_deck_shuffle: deterministic_seeded
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phase: round_end
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when:
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pressure_deck_nonempty: true
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unclaimed_count_lt: open_cap # open_cap := seats (proposed)
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unclaimed_count_lt: open_cap
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effect:
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open_cap: seat_count
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draw_problems: 1
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place: in_play_face_down_unless_global
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max_draws_per_end: 1
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place: face_down_unless_global_scope
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- id: DEAL-OWN
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name: owner_on_draw
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phase: on_pressure_draw
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effect:
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personal_or_bond_owner: current_lead
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global_owner: none
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- id: DEAL-POINTS
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name: drawn_card_scoring
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phase: data
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effect:
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drawn_point_value: 0 # v0: stress-only; revisit
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starter_threshold_unchanged: true
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drawn_point_value: 0
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starter_printed_values: unchanged
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thresholds: unchanged_5_7_9
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