specs/Ornamentation.md: what a game is besides its rules
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Draws one boundary — between what the rules can see and everything else a player experiences — and says which repository each belongs to as the simulator grows. "Ritual" becomes ornamentation: half the category is material rather than ceremonial, and "decoration" is already spoken for in this repo (a control that cannot fail). The test is not "does it have a decision in it" — choosing who deals is a decision and is ornamental. The test is whether the state hash moves, which reuses the instrument that already binds a trial note to a position. The part that earns its place in clay-borg rather than in a renderer's stylesheet: calling something ornamentation is a CLAIM THAT IT DOES NOT MATTER, and this project's register is a list of times that claim was wrong — quantity in Tokens.csv, F18's four unread files, SOLVE offered where it could not act. So a declaration carries a falsifier, and "provisional" is a state it must say out loud. Downstream may read, may not decide — ADR-0007 D5 restated at the repository boundary. The port to clay-animate is deliberately NOT designed: no consumer exists, and an interface built against an imagined client is the same defect as a gate that cannot go red. Five invariants, four checkable today. I3 — same seed and decisions produce a byte-identical recording at any pace through any renderer — is the falsifier for the whole split. CB-WP-0036 re-declared from L to M accordingly: the animation architecture that made it L has moved to clay-animate. No code had been written and the tier-L review had not been run, which is the only reason it could be re-scoped rather than unwound. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@ -3,6 +3,7 @@ id: CB-WP-0035
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kind: product
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title: "A session that answers nothing"
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status: done
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state_hub_workstream_id: "c4c2fcbe-064c-4c19-b851-1d8d5940a24c"
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---
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# Purpose
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@ -41,6 +42,7 @@ thrown away.
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id: CB-WP-0035-T01
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status: done
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priority: high
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state_hub_task_id: "7be2de30-1077-439a-8e70-a20031e9ba97"
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```
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**Controls:**
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@ -1,216 +1,132 @@
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---
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id: CB-WP-0036
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kind: product
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title: "Interactive Mode: the rituals and the movement"
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status: ready
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title: "Pace and ornamentation"
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status: active
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state_hub_workstream_id: "698651ed-cccd-46f2-84cc-07b0bdb85ad0"
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---
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# Purpose
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```
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structural tier L (creates a new capability port -- a pace of play that
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the driver, the server and the page all take part in,
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plus a class of interaction that is NOT a game
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command)
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structural tier M (a driver parameter and a declared vocabulary; the
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animation architecture that made this L has moved
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out of this repo)
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chaos d8 = 7 → no override
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declared tier L
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declared tier M
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```
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**Declaration 7 of chaos window 3.**
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**Re-declared 2026-08-07, declaration 8 of chaos window 3.**
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> **Tier L requires a separate-agent adversarial review before code**
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> (InnerLoop §Loop tiers, Step 2). **It has not been done**, and this
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> workplan is `ready`, not `active`. Ask for it before T02 opens.
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## Why this was rewritten, and what it used to say
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## The report
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Declared on 2026-08-07 as **tier L**, covering an animation layer,
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Rust-computed transitions over the journal delta, and a client/server
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interaction able to animate other players' moves. Chaos was d8 = 7, no
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override. **No code was written**, and the tier-L adversarial review was
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never run — which is the only reason this could be re-scoped rather than
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unwound.
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> *"Interactive-mode should include explicit rituals and visualizations
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> inspired by real life physical gameplay. In Speed-mode the UI jumps to
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> the result immediately skipping animations and rituals that do not have
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> any decisions in them."*
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**The maintainer moved the animation out of clay-borg**, and the reasoning
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is now [`specs/Ornamentation.md`](../specs/Ornamentation.md):
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Named in the report:
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> the basic simulator should have the relevant concepts of simulation and
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> interaction, feedback mechanisms etc. with very simple ui concepts and
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> frontend, backend interactions to keep the focus on the game and
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> simulation core
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| | |
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|---|---|
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| **opening ritual** | who shuffles, who deals, who plays first — *"part of the ritual of focusing on the game"* |
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| **closing ritual** | handing the cards on, or throwing them down after a loss — before deciding whether to play again |
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| **drawing** | explicitly drawing from the stack, or being dealt by the dealer |
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| **dealing to hand** | cards enter **from the right** |
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| **sorting** | drag-and-drop between hand slots |
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| **playing a card** | summoned **larger, on a layer above the game**, next to the player's seat — *"this signals which player is playing the card"* — then shrinking as it travels to its target |
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| **discarding** | drifts to the pile **without shrinking**, or barely |
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| **other players** | their actions visualized, not jumped past into a log line |
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So movement, timing and layering belong to a later, separate
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**`clay-animate`**; material behaviour to **`clay-physics`** beyond that.
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**What stays here is the vocabulary, the boundary and the pace knob** —
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and the invariants that keep the boundary real once something downstream
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exists to test it.
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## What makes this tier L, and it is not the animation
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**Two terms changed and the change is not cosmetic.** "Ritual" became
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**ornamentation**, because half the category is material rather than
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ceremonial — card stock, a typeface, the drift of a discard. And the test
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is no longer *"does it have a decision in it"*: choosing who deals is a
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decision and is ornamental. **The test is whether the state hash moves**,
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which is executable, and which settles the open question the previous
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version of this workplan left for a reviewer.
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**Three things in the report are not presentation at all.**
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1. **A ritual is an interaction with no command behind it.** "Who deals"
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changes nothing a rule can see. It must therefore be a *driver-level*
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decision point that never becomes a `GroundCommand`, never enters the
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journal, and **never reaches the recording** — or two players who made
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the same moves at different paces would produce different scenarios,
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and `record.rs`'s round trip is the test everything else rests on.
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2. **Hand order is not game state.** Sorting your hand must not move
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`state_hash`. If it does, sorting breaks every note's binding
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(ADR-0019) and every replay. But it also cannot be client-only: the
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page reloads after each accepted move (below), so the order would be
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lost every turn. It has to be **held by the server and excluded from
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the hash** — a category this project does not yet have.
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3. **Animating another player's move requires the page to see a sequence,
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not a state.** The page currently renders *the position now*. Interactive
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mode needs *what happened since you last looked*, in order.
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**The third is the one that decides the architecture**, and the good news
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is that the data already exists: the journal is exactly that sequence
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(`Applied { actor, command, events }`), and CB-WP-0032 already reads it
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per game.
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## The obstacle to name before anyone starts
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**The page reloads after every accepted command** (`window.location.
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reload()`), which destroys the DOM — and you cannot animate across it.
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Two ways out, and only one is allowed:
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| | |
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|---|---|
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| **JS mutates the DOM instead of reloading** | **Refused.** The script would have to compute what the game now looks like, which is ADR-0007 D5's line. It says the page reports raw pointer facts and constructs nothing |
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| **Rust describes the movement; the new page animates into place** | Rust already knows both positions. It emits *transitions* — what moved, from where, to where — and the reloaded page plays them before settling into the state it was served |
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**The second keeps the server authoritative** and makes the animation a
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rendering of facts Rust wrote, exactly like the log.
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## Task: decide the pace, and what it may not touch
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## Task: the concept, in the spec that governs structure
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```task
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id: CB-WP-0036-T01
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status: todo
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status: done
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priority: high
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```
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`decisions/ADR-0020-*.md`.
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**Controls:**
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- the boundary has a **falsifier**, not just a diagram;
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- ornamentation is defined by a test something can **run**, not by taste;
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- it says what is deliberately **not** built and why.
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- **Name it, and not `mode`.** `--mode` is already `ScoringMode`
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(shared/common/coalitions). A second "mode" on the same driver is a
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collision waiting to be mis-read; propose `--pace interactive|speed`.
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- **Speed stays the default** for `sim`, `trials`, benchmarks and bots.
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Animation must cost those nothing — not "be fast", cost *nothing*.
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- **State the invariant that protects everything else:** for the same seed
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and the same decisions, **the recording is byte-identical in both
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paces**. Rituals are not commands.
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- **State where hand order lives** and that it is outside the state hash.
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- **`prefers-reduced-motion` behaves as Speed**, and say so in the ADR
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rather than leaving it to the CSS.
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**Done 2026-08-07.** [`specs/Ornamentation.md`](../specs/Ornamentation.md).
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## Task: transitions, computed in Rust
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**§1.1 makes the line executable** by reusing `state_hash` — the same
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instrument that binds a trial note to a position (ADR-0019 D3).
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**§2 is the part that earns its place in this repo rather than a
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renderer's stylesheet.** Calling something ornamentation is a claim that
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it does not matter, and this project's register is a list of times that
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claim was wrong — `quantity` in `Tokens.csv`, F18's four unread files,
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SOLVE offered where it could not act. So a declaration carries a
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falsifier, and *provisional* is a state it must be able to say out loud.
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**§3.1 restates ADR-0007 D5 one level up:** downstream may read, may not
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decide. **§3.2 refuses to design the port**, because no consumer exists
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and an interface built against an imagined client is the same defect as a
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gate that cannot go red.
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**§5 gives five invariants, four of them checkable today.** I3 — the same
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seed and decisions produce a byte-identical recording at any pace, through
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any renderer — is the falsifier for the whole split.
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## Task: the pace parameter
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```task
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id: CB-WP-0036-T02
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status: todo
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priority: high
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priority: medium
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```
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The journal delta since the page last
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rendered, expressed as movements: what moved, from where, to where, and
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whether it stays.
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`--pace speed | interactive`, defaulting to **speed**, and **not**
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`--mode` (taken by `ScoringMode`).
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- **The page is told, never asked to work it out** (ADR-0007 D5).
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- **A transition names an element the page can already find**, by the same
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`data-*` keys the drag code uses — inventing a second addressing scheme
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is how the two drift apart.
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- **Control: the delta is exact.** A page that has seen commands 0..k
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animates k..n and nothing else. Replaying a transition twice, or
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skipping one, must fail a test.
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**Controls:**
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- **I4 measured, not asserted**: `sim`, `trials` and the benchmarks are
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unaffected — *nothing*, not *little*;
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- `prefers-reduced-motion` behaves as speed;
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- **the flag exists before anything reads it**, and that is deliberate:
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it is the seam `clay-animate` will attach to, and a seam is cheap while
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a retrofit is not.
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## Task: the movement itself
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## Task: declarations, once there are any to make
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```task
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id: CB-WP-0036-T03
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status: todo
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priority: high
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priority: low
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```
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A layer above the game layer; card summoned
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larger next to the acting seat, shrinking toward its target; discards
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drifting without shrinking.
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Ornamentation declarations per §2.1 — what is ornamented, why it does not
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bind, what would falsify it.
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- **A player must be able to act DURING an animation.** If animation gates
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input, interactive mode is worse than speed mode and the pass has failed.
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- **Skippable, always**, and skipping lands exactly where the animation
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would have.
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- **Control: a full game is completable with animations on.** The table
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has already been made unplayable once by growing (CB-WP-0028); an
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overlay layer is the same hazard wearing a different hat.
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**Not started deliberately.** GameDesign §2's rule applies: **no kind
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exists without an instance that instantiates it.** The first real
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declarations are most likely to come from F18's unvendored files —
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`Player_Mats` and `Glossary` are ornamentation-bearing data this engine
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has never read — so **vendoring those is the trigger**, not a schema
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designed in advance.
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## Task: the rituals
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## No longer in this repo
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```task
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id: CB-WP-0036-T04
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status: todo
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priority: medium
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```
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Opening — shuffle, deal, first player. Closing — hand the
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cards on, or throw them down.
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- **Never a `GroundCommand`.** A ritual is a driver-level decision point.
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- **Control: the recording is byte-identical to the same game played in
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Speed.** This is the falsifier for the whole task.
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- **The closing ritual comes before the play-again decision**, which is
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where the report puts it.
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## Task: the hand: dealt from the right, sortable
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```task
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id: CB-WP-0036-T05
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status: todo
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priority: medium
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```
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Cards enter from the right; drag to reorder.
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- **Control: sorting does not move `state_hash`.** Assert it directly.
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Sorting that changed the hash would silently break every trial note's
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binding and every replay.
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- Order survives a reload, because the page reloads on every move.
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- **Drawing becomes explicit** — but only where the rules have a draw to
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make explicit. CB-WP-0028 established there is no standalone draw
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command: INVESTIGATE's own text is *"…reveal it. **Then draw one
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Solution.**"* **Do not build a draw the game does not have.** What is
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explicit here is the *animation* of a draw that already happens.
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## Task: evidence
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```task
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id: CB-WP-0036-T06
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status: todo
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priority: medium
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```
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`evidence/CB-EV-*.md`.
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- **Does it make the game more legible, or only longer?** The report's own
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claim is that ritual helps focus. That is testable only by playing, and
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the answer may be *no* — say so if it is.
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- **What Speed mode cost**, measured, since the whole point is that it
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costs nothing.
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- **Whether the maintainer still needs the log to follow other players**
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(their 2026-08-07 note) — that is this pass's acceptance test and it has
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a person attached to it.
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## Open questions the review should settle
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1. **Is a ritual with no decision still a ritual?** The report says
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interactive mode skips *"animations and rituals that do not have any
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decisions in them"* — but shuffling and dealing have no decisions
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either, and the report wants them. The line is not where the report
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puts it, and someone has to redraw it.
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2. **How many transitions can queue before it stops feeling like play?**
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With bots, several commands can land between two human turns.
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3. **Does the recording need the pace recorded in it?** Recording it makes
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scenarios pace-specific; not recording it means a replay cannot
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reproduce what a player actually saw.
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- **the animation layer**, transitions over the journal delta, cards
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summoned larger beside a seat and shrinking toward a target, discards
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drifting — **`clay-animate`**;
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- **material simulation** — **`clay-physics`**;
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- **hand sorting**, which was T05 here: it is presentation of a hand whose
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*contents* are mechanism, so it goes with the renderer. The constraint
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survives the move and is now I1: sorting must not move `state_hash`,
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because a hash that moved would break every trial note's binding.
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