ADR-0022 + CB-WP-0048 T00: the selector decision, and the mirror held

The maintainer's observation decided the design: aspects partition the
GAME, strata partition our apparatus, and they are orthogonal. A module
is one coordinate change in aspect space with an obligation in every
stratum. So aspect identity must NOT be Rust types -- an aspect
ground-game adds would make clay-borg fail to parse a configuration
rather than fail to run it, welding the two coordinate systems at the
one place they must stay independent.

Chosen: identity as data (Configuration round-trips anything the catalog
names), behaviour exhaustive (Rules, no catch-all), resolve() between.
Decisive argument: the catalog ALREADY ships modules with a rules_delta
and status: proposed, so a per-aspect enum would report them as "unknown
module" -- indistinguishable from a typo, a false statement about the
edition, and this project's signature failure shape. Two facts need two
errors. Federating design authority is permanent, so the representation
must outlive the implementation.

Legacy ids alias forever through the catalog's own legacy_experiment_id,
on the standard-Np precedent: 26 recordings name them and the expansion
is exact, so there is nothing to deprecate.

T00 done: the schema-2 mirror had arrived with no digests (19 files) and
edition-check was red. Digests are now generated by WALKING editions/,
not typed -- two reviews already found hand-written lists that made
their own controls vacuous, and a mirror that grows a directory is what
breaks a maintained list. PROVENANCE-catalog.md was a file inside the
mirrored tree that upstream does not have; folded into our own
PROVENANCE.md, since provenance about the mirror does not belong inside
the thing it describes.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
tegwick 2026-08-08 22:07:57 +02:00
parent b39bc14861
commit bff64053ca
29 changed files with 1997 additions and 22 deletions

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@ -0,0 +1,146 @@
# Aspects of the game — design space for GROUND
**Authority:** this file + [`catalog.yaml`](catalog.yaml) `aspects:` list.
**Catalog contract:** [`CATALOG.md`](CATALOG.md)
**Research (simulator side):** clay-borg `research/CB-RES-0010-game-aspects-and-design-space.md`
An **aspect** is an orthogonal **design dimension** of the game: a family of
questions you can answer independently when defining or varying rules.
A **module** is one concrete answer on one aspect. A **profile** is a named
point in multi-aspect space (a combination of modules).
Terminology: **aspect** is the human and catalog term (schema 2). Older
text said *axis*; treat them as synonyms until references are gone.
This is **game design structure**, not a game-theory taxonomy. Game theory
supplies formal objects (players, actions, payoffs, information) used when
*analyzing* a configuration; it does not list edition-level modules.
---
## Vocabulary
| Term | Meaning |
|------|---------|
| **Aspect** | A dimension of design space (e.g. how the game ends, how stress is routed). |
| **Module** | One implementable choice for an aspect (`problem_stress.scoped`). |
| **Default module** | The r0 / printed answer when no experimental module is selected. |
| **Profile** | Named list of modules (e.g. `h2`, `scoped_plus_attack_soothe`). |
| **Baseline** | Content package (`ground-darvo-r0`) + all default modules. |
| **Configuration** | Baseline + resolved module list — what a sim or table actually plays. |
**Rule:** at most **one module per aspect**. Cross-aspect behaviour is an
explicit **profile**, never a silent dependency inside a single module.
---
## Full aspect map for GROUND
Aspects marked **modular** have entries under `editions/modules/`.
Aspects marked **fixed (r0)** are part of the baseline until someone
proposes a competing module.
Aspects marked **product** may never need a kernel module.
### A. Structure — when and how the session runs
| Aspect id | Question | GROUND today | Modular? |
|-----------|----------|--------------|----------|
| `player_structure` | Who plays? seats? teams? | 26 seats; modes redefine who wins | fixed (r0) |
| `objective_scoring` | What is success / who wins? | Modes: co-op / semi / coalition + thresholds | fixed (r0 modes cards) |
| `turn_time_structure` | How does play advance? | Simultaneous selectrevealresolve; Lead | fixed (r0) |
| `end_condition` | When does the game stop? | Fixed 5 rounds + score | **modular** |
| `setup` | What is on the table at start? | Scenario + mode; mats; start Stress 2 | fixed (r0); future difficulty card |
| `information` | What is hidden vs public? | Hidden Problems; face-down actions; DENY | fixed (r0) |
### B. Content economy — what enters play
| Aspect id | Question | GROUND today | Modular? |
|-----------|----------|--------------|----------|
| `problem_deal` | How do Problems enter play? | Surface + hidden 1..k at setup | **modular** |
| `solution_economy` | Hands, draws, suits | Solution deck; INVESTIGATE draws | fixed (r0) |
| `action_set` | What may a seat choose? | Investigate, Solve, Support, Attack, GROUND | fixed (r0) |
| `legality_filters` | What is offerable when? | SOLVE legality; Stress 45 gate | fixed (r0 rulings) |
### C. Pressure and regulation
| Aspect id | Question | GROUND today | Modular? |
|-----------|----------|--------------|----------|
| `individual_state` | Stress, Freedom, arming | Stress 05; Freedom token | fixed (r0) |
| `problem_stress` | Unclaimed Problems → who gets Stress? | None (until module) | **modular** |
| `interaction_stress` | Attack/Support stress numbers | As printed on Actions | fixed (r0) |
| `attack_relief` | Does ATTACK soothe the attacker? | No | **modular** |
| `reflex_sequences` | Multi-round binding chains | DARVO DENY→ATTACK→REVERSE | fixed (r0); future pacing module |
| `regulation_practices` | How you exit pressure | GROUND GR/OU/ND; Bond Support | fixed (r0); future GROUND-sequence module |
### D. Relationships
| Aspect id | Question | GROUND today | Modular? |
|-----------|----------|--------------|----------|
| `relation_structure` | Bonds, Rivalries, slots | 2 slots; Bond/Rivalry | fixed (r0) |
| `relation_scoring` | Do networks win? | Coalition mode | under `objective_scoring` / modes |
| `relation_stress` | Shared liability via Bonds | Bond-scope under `problem_stress.scoped` | via problem_stress modules |
### E. Product and frame (often outside kernel)
| Aspect id | Question | GROUND today | Modular? |
|-----------|----------|--------------|----------|
| `scenario_fiction` | Thematic conflict | Scenarios.csv | content, not rules module |
| `safety_teaching_frame` | How DARVO is framed | Rules_Text safety; INTENT | product |
| `difficulty_accessibility` | Learning vs mastery | WP-0005; H2 scope mix as dial | future modules |
| `medium` | Print vs digital | Edition CSV vs clay-borg | product |
---
## Registered aspects (have module directories)
These appear in `catalog.yaml` `aspects:` and accept non-default modules:
| Aspect | Default module | Other modules |
|--------|----------------|---------------|
| `problem_stress` | `problem_stress.none` | `flat_any_open`, `scoped` |
| `attack_relief` | `attack_relief.none` | `self_soothe_ge4` |
| `end_condition` | `end_condition.fixed_rounds_5` | `hybrid_clear_collapse` (proposed) |
| `problem_deal` | `problem_deal.fixed_setup` | `pressure_deck` (proposed) |
---
## Configuration as a vector
```text
playable configuration =
baseline content (ground-darvo-rN)
× problem_stress
× attack_relief
× end_condition
× problem_deal
× …future modular aspects…
```
Missing aspects use defaults. clay-borg should **persist the full resolved
module list** (and baseline id) on every game so measurements name the
point in design space, not only a legacy experiment slug.
---
## Adding an aspect
1. Add a row to the tables above (this file).
2. If two competing designs exist (or one alternative to r0): register in
`catalog.yaml` `aspects:`, create `editions/modules/<aspect>/…`.
3. Do not overload an existing aspect with unrelated rules (e.g. do not put
end-of-game into `problem_stress`).
4. Prefer measuring a new module **alone**, then in profiles with others.
---
## Relation to external frameworks
See clay-borg **CB-RES-0010** for sources. Short map:
| Framework | How it maps here |
|-----------|------------------|
| Formal elements (Fullerton et al.) | Coarse checklist → our Structure / Economy groups |
| MDA (Hunicke et al.) | Module = Mechanics; panels = Dynamics; intent = Aesthetics |
| Characteristics of Games (Elias/Garfield/Gutschera) | Independent dimensions → our aspects |
| Design space | Configuration = point in multi-aspect space |
| Extensive-form game theory | Analysis substrate (CB-RES-0009), not the aspect list |

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@ -0,0 +1,141 @@
# Edition & rules catalog (schema 2 — composable modules by **aspect**)
**Authority:** this file + [`catalog.yaml`](catalog.yaml) on `main`.
**Aspect map:** [`ASPECTS.md`](ASPECTS.md) — full design-space dimensionality for GROUND.
**Simulator research:** clay-borg `research/CB-RES-0010-game-aspects-and-design-space.md`
**Purpose:** pin **baseline content** and **independent rules modules** so humans and **clay-borg** can run any module alone or in combination, measure, keep, or reject — without silent baseline edits.
---
## Model
```
┌─────────────────────┐
│ baseline content │ editions/ground-darvo-rN/
│ (CSVs, print data) │
└──────────┬──────────┘
┌─────────────────────┼─────────────────────┐
▼ ▼ ▼
problem_stress attack_relief end_condition …
(≤1 module) (≤1 module) (≤1 module)
▲ ▲ ▲
└────────── aspects of the game ────────────┘
```
| Concept | Meaning |
|---------|---------|
| **Aspect** | An orthogonal **design dimension** of the game (how stress is routed, how the game ends, how Problems enter play, …). Full list: [ASPECTS.md](ASPECTS.md). |
| **Baseline** | Edition **data** package (`Problems.csv`, modes, …). Frozen columns still require `rN→rN+1` (GROUND-WP-0002 T01). |
| **Module** | One implementable choice on **one aspect**. Defaults are named modules with no delta. |
| **Profile** | Named list of modules (convenience). **Not** a third rules source — expands to baseline + modules. |
| **Configuration** | Baseline + resolved module list = what is actually played. |
| **Composition** | At most **one module per aspect**. Missing aspects use `default_module`. |
**Independence rule:** a module may only declare rules on its **own aspect**. Cross-aspect effects belong in a **profile** (explicit combo) or a new aspect — never silent coupling inside one module.
**Legacy experiments** (`editions/experiments/h1-…`, `h2-…`) remain on disk as measured packages; they map to **profiles**. Prefer `module_id` / `profile_id` going forward.
**Synonym:** older docs said *axis* for aspect. Machine field is `aspect:`.
---
## Aspects with modules (registered)
| Aspect | Default | Other modules |
|--------|---------|----------------|
| `problem_stress` | `none` | `flat_any_open` (H1-A, reject), `scoped` (H2, keep) |
| `attack_relief` | `none` | `self_soothe_ge4` (H1-B) |
| `end_condition` | `fixed_rounds_5` | `hybrid_clear_collapse` (**proposed**) |
| `problem_deal` | `fixed_setup` | `pressure_deck` (**proposed**) |
Many other aspects exist but are **fixed in r0** until a competing design appears (see ASPECTS.md § full map).
---
## Selection (clay-borg / trials)
### Preferred API
```yaml
baseline: ground-darvo-r0
modules:
- problem_stress.scoped
- end_condition.hybrid_clear_collapse # when implemented
# other aspects → defaults
```
Or:
```yaml
profile: h2
# expands to modules: [problem_stress.scoped]
```
Or multi-aspect:
```yaml
profile: scoped_plus_attack_soothe
# problem_stress.scoped + attack_relief.self_soothe_ge4
```
### Validation
1. Every `module_id` exists and `selectable: true`.
2. No two modules share the same **aspect**.
3. `status: proposed` modules may be selected only if the host declares `allow_proposed: true` (kernel may no-op or refuse).
4. State / recordings must store the **resolved module list** (and baseline id), not only a legacy experiment string — so A/B names the **point in design space**.
### Implementation
- Baseline CSVs: vendor as today.
- Each module: apply `rules_delta` + optional `data_overlays` from its `path`.
- Apply modules in **aspect order** listed in `catalog.yaml` `aspects:` (stable, documented).
- Conflict: refuse composition rather than last-write-wins.
---
## Profiles (named combos)
| profile_id | modules | note |
|------------|---------|------|
| `baseline` | (defaults) | Pure r0 |
| `h1` | flat + attack soothe | Legacy H1; reject-as-baseline |
| `h2` | scoped | Legacy H2; keep-as-experiment |
| `scoped_plus_attack_soothe` | scoped + soothe | Unmeasured combo |
| `scoped_plus_hybrid_end` | scoped + hybrid end | Needs kernel for end |
| `scoped_plus_pressure_deck` | scoped + pressure deck | Needs kernel for deal |
---
## Adding a module (checklist)
1. Confirm the **aspect** exists in [ASPECTS.md](ASPECTS.md); add the aspect first if needed.
2. Create `editions/modules/<aspect>/<slug>/` with `MODULE.md` and, if non-default, `rules_delta.yaml` (+ CSV overlays if needed).
3. Register under `modules:` with `aspect`, `path`, `status`, `decision`.
4. Optionally add a **profile** that includes it alone and/or with other modules.
5. Message clay-borg: `module_id`, aspect, delta path, compose examples.
6. Measure **alone** first when possible; then measure interesting **profiles**.
7. Update `utility_estimate` / `decision` per module (and per profile if combo-specific).
### What must not happen
- Silent edit of frozen baseline columns inside `ground-darvo-r0`.
- A new mega-experiment that re-bundles three aspects into one non-decomposable id (use a profile instead).
- Modules that hard-require another aspects module without documenting a profile.
---
## Git
**main + catalog** is discovery; commits pin digests; branches optional for WIP. Modules live as directories on `main`.
---
## Legacy map
| Old experiment | Prefer |
|----------------|--------|
| `h1-problem-stress` | profile `h1` or modules `problem_stress.flat_any_open` + `attack_relief.self_soothe_ge4` |
| `h2-scoped-problem-stress` | profile `h2` or module `problem_stress.scoped` |

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@ -1,17 +1,19 @@
# GROUND edition catalog — schema 2: composable modules
# Docs: CATALOG.md
# clay-borg: select baseline + 0..N modules (≤1 per axis), or a named profile.
# clay-borg: select baseline + 0..N modules (≤1 per aspect), or a named profile.
schema_version: 2
# terminology: aspect (human) = former axis; modules remain module_id
updated: "2026-08-08"
default_baseline: ground-darvo-r0
default_profile: baseline
# ---------------------------------------------------------------------------
# Axes — orthogonal dimensions. At most one non-default module per axis.
# Aspects — orthogonal design dimensions (formerly "axes"). At most one non-default module per aspect.
# ---------------------------------------------------------------------------
axes:
aspects:
- id: problem_stress
# legacy key: axis (same meaning)
title: Problem → Stress routing
default_module: problem_stress.none
summary: >
@ -35,7 +37,7 @@ axes:
summary: >
Fixed setup deal only vs mid-game influx (pressure deck, etc.).
# Future axes (not yet registered): setup_difficulty, sequence_pacing,
# Future aspects (not yet registered): setup_difficulty, sequence_pacing,
# ground_as_sequence, status_stress, competence_track.
# ---------------------------------------------------------------------------
@ -50,7 +52,7 @@ baselines:
title: "GROUND DARVO Edition — core r0"
summary: >
Print/playtest content. Modes, deal 6/9/12, thresholds 5/7/9.
Default modules on all axes = r0 printed behaviour.
Default modules on all aspects = r0 printed behaviour.
utility_estimate: >
Ship-default content. Stress has no problem pressure until a
problem_stress module is selected.
@ -62,7 +64,7 @@ baselines:
modules:
# --- problem_stress ---
- module_id: problem_stress.none
axis: problem_stress
aspect: problem_stress
path: editions/modules/problem_stress/none
is_default: true
selectable: true
@ -72,7 +74,7 @@ modules:
decision: none
- module_id: problem_stress.flat_any_open
axis: problem_stress
aspect: problem_stress
path: editions/modules/problem_stress/flat_any_open
is_default: false
selectable: true
@ -88,7 +90,7 @@ modules:
clay_borg_notes: Former H1-A; implement without H1-B unless attack_relief also selected.
- module_id: problem_stress.scoped
axis: problem_stress
aspect: problem_stress
path: editions/modules/problem_stress/scoped
is_default: false
selectable: true
@ -109,7 +111,7 @@ modules:
# --- attack_relief ---
- module_id: attack_relief.none
axis: attack_relief
aspect: attack_relief
path: editions/modules/attack_relief/none
is_default: true
selectable: true
@ -119,7 +121,7 @@ modules:
decision: none
- module_id: attack_relief.self_soothe_ge4
axis: attack_relief
aspect: attack_relief
path: editions/modules/attack_relief/self_soothe_ge4
is_default: false
selectable: true
@ -136,7 +138,7 @@ modules:
# --- end_condition ---
- module_id: end_condition.fixed_rounds_5
axis: end_condition
aspect: end_condition
path: editions/modules/end_condition/fixed_rounds_5
is_default: true
selectable: true
@ -146,7 +148,7 @@ modules:
decision: none
- module_id: end_condition.hybrid_clear_collapse
axis: end_condition
aspect: end_condition
path: editions/modules/end_condition/hybrid_clear_collapse
is_default: false
selectable: true
@ -161,7 +163,7 @@ modules:
# --- problem_deal ---
- module_id: problem_deal.fixed_setup
axis: problem_deal
aspect: problem_deal
path: editions/modules/problem_deal/fixed_setup
is_default: true
selectable: true
@ -171,7 +173,7 @@ modules:
decision: none
- module_id: problem_deal.pressure_deck
axis: problem_deal
aspect: problem_deal
path: editions/modules/problem_deal/pressure_deck
is_default: false
selectable: true
@ -194,7 +196,7 @@ profiles:
- profile_id: baseline
title: Pure r0
modules: []
summary: All axis defaults — printed ground-darvo-r0 behaviour.
summary: All aspect defaults — printed ground-darvo-r0 behaviour.
- profile_id: h1
title: Legacy H1 (flat problem stress + attack soothe)
@ -218,7 +220,7 @@ profiles:
modules:
- problem_stress.scoped
- attack_relief.self_soothe_ge4
summary: First intentional multi-axis combo after modular catalog.
summary: First intentional multi-aspect combo after modular catalog.
status: unmeasured
- profile_id: scoped_plus_hybrid_end

View file

@ -58,17 +58,35 @@ the adversarial review ([CB-REV-0001](../../reviews/CB-REV-0001-h1.md))
reported it unverified and it was a real gap.
```
sha256 cd0c0db9eef5e9f94df6c1b26837c5e800d9eb8c79ee113a537767aa88934c76 ../catalog.yaml
sha256 84d43ac110615a678276c318a64a26d9996a9f3f2edbb1b72c38c3e12cf68149 ../ASPECTS.md
sha256 684abb9856e81d456eb214efc7bcfc643e06200451daae1653c528a8b93f5c66 ../CATALOG.md
sha256 297c36c67f19a3ccdab152c928f94ff39c861c7ce836c9dfc10a773a7fe51ee2 ../catalog.yaml
sha256 7b1cc0149122b855e827bc930576ed165bf7dd8d62707e845a9e514ce3521f8e ../experiments/h1-problem-stress/Actions.csv
sha256 62785f5e7e245c60171624d15de2f40187a44fec54f93c7d9705cf52584b1078 ../experiments/h1-problem-stress/Rules_Text.csv
sha256 49897a68056643a8cfccff32c9e4a9811018b4e4689b90a85124a487f2318369 ../experiments/h1-problem-stress/VARIANT.md
sha256 443199db94601cc889557e5e86823f374dbfdf875962fc84f95c01865605101c ../experiments/h1-problem-stress/metadata.json
sha256 f58e81f84ea2b0d16e39932261eb3f3d9890345cdf37ad6f0b3abc00636840be ../experiments/h1-problem-stress/rules_delta.yaml
sha256 4c81bae21d2ecb70c7424fa17445246a9b551b10e258d448634816c564e28f09 ../experiments/h2-scoped-problem-stress/Problems.csv
sha256 8ed8deb7ad142de1bda70dc11add339f742e8c12ac1f02d5f7c7ec8f17f77b1d ../experiments/h2-scoped-problem-stress/Rules_Text.csv
sha256 b0ffea41820ef35960d8c75ff0a734370a29a738e49fda74851fe5c2daafe53e ../experiments/h2-scoped-problem-stress/VARIANT.md
sha256 abf994f585fdfa9b2822614a7961e98141cded6a91c446916ff7fd48642de0a7 ../experiments/h2-scoped-problem-stress/metadata.json
sha256 8dc569b2ae62f88f7f64e282bc6bba3dbcc3ffcad276591baafbdd24cb6c16b7 ../experiments/h2-scoped-problem-stress/rules_delta.yaml
sha256 f58e81f84ea2b0d16e39932261eb3f3d9890345cdf37ad6f0b3abc00636840be ../experiments/h1-problem-stress/rules_delta.yaml
sha256 7b1cc0149122b855e827bc930576ed165bf7dd8d62707e845a9e514ce3521f8e ../experiments/h1-problem-stress/Actions.csv
sha256 62785f5e7e245c60171624d15de2f40187a44fec54f93c7d9705cf52584b1078 ../experiments/h1-problem-stress/Rules_Text.csv
sha256 49897a68056643a8cfccff32c9e4a9811018b4e4689b90a85124a487f2318369 ../experiments/h1-problem-stress/VARIANT.md
sha256 443199db94601cc889557e5e86823f374dbfdf875962fc84f95c01865605101c ../experiments/h1-problem-stress/metadata.json
sha256 54678e312332ab999826710ae30565c0bba4da76b781ba4f391ace0c4341e484 ../modules/attack_relief/none/MODULE.md
sha256 0eec2ef761c5f6548085156248f182fa077ac5aee7c657bd6bfa6ba22d53446b ../modules/attack_relief/self_soothe_ge4/MODULE.md
sha256 91463363a482219109bb6d5033019135b5b10505f55f6272b912c7a51cd90173 ../modules/attack_relief/self_soothe_ge4/rules_delta.yaml
sha256 a02aa5ee860aca71d3e7c19975dd5eb1c66d7c8a0f3d3ceca8dd9914b85d6c7e ../modules/end_condition/fixed_rounds_5/MODULE.md
sha256 6d7d1f5b1d629b61dc35299606393cdac969379bb6207b5c1e741ddbbf50c06e ../modules/end_condition/hybrid_clear_collapse/MODULE.md
sha256 8dda4def373cd4aaaefdf764c915ad54ae7a1b4d885ee2cd623e81f752fdb907 ../modules/end_condition/hybrid_clear_collapse/rules_delta.yaml
sha256 5b809680afdf9282a457f8d7f70b111bf18590f4867622e332f49e1ee4a23b08 ../modules/problem_deal/fixed_setup/MODULE.md
sha256 d8ddf74127aa6adf32be6a9e30dac4e6b9ff14da1a9e0bb74d2faf22794e8a57 ../modules/problem_deal/pressure_deck/MODULE.md
sha256 c05addd208e9d2c287a8da8a2112e24a6b30aa163b19fe763362eae59598ce30 ../modules/problem_deal/pressure_deck/rules_delta.yaml
sha256 a5e66fd60abef1cf965b0b20892548c65f4005c45f4d44c025e4756eff579897 ../modules/problem_stress/flat_any_open/MODULE.md
sha256 95fa5d4ad811407eda1cf31d99d5dd984e9d1d9af8c284e10df598874d0f06e3 ../modules/problem_stress/flat_any_open/rules_delta.yaml
sha256 1e9cb6e2dac046a9f48beccb0ddc09c41608306711320159ecdce3572562e454 ../modules/problem_stress/none/MODULE.md
sha256 aae98322a70e51b639b8c39ac45604807f5311ae55edc75b47199056a483c963 ../modules/problem_stress/scoped/MODULE.md
sha256 4c81bae21d2ecb70c7424fa17445246a9b551b10e258d448634816c564e28f09 ../modules/problem_stress/scoped/Problems.csv
sha256 8ed8deb7ad142de1bda70dc11add339f742e8c12ac1f02d5f7c7ec8f17f77b1d ../modules/problem_stress/scoped/Rules_Text.csv
sha256 960e8a35f5f214ff9936ea95c4ca9a9145e2a01a8258b1c873251b89ee23972f ../modules/problem_stress/scoped/rules_delta.yaml
```
**H2 vendored 2026-08-08** (CB-WP-0042). Its `Problems.csv` is r0's with
@ -110,3 +128,22 @@ Per GROUND-WP-0002 T01's contract: `point_value` and
engine hashes game state and both values are *in* that state, so a silent
change would rot every recorded scenario expectation. A change to either
is a new revision (`-r1`), and this digest is what notices.
## The catalog & module mirror (CB-WP-0048)
`editions/catalog.yaml`, `ASPECTS.md`, `CATALOG.md` and `modules/` mirror
ground-game so tools resolve paths without requiring a sibling checkout.
**ground-game remains the authority** for every design decision in them.
They are recorded above like any other sibling. The digest block is
**generated by walking `editions/`**, not typed: CB-REV-0002 #8 and
CB-REV-0003 #8 both found hand-written lists that made their own controls
vacuous, and a mirror that grows a directory is the case that breaks a
list a human maintains.
This note used to be `editions/PROVENANCE-catalog.md` — a file inside the
mirrored tree that upstream does not have, which `edition-check` correctly
refused as unexplained. Provenance about the mirror is ours, so it lives
with our other provenance rather than inside the thing it describes.
Research framing: `research/CB-RES-0010-game-aspects-and-design-space.md`.

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# Module: `attack_relief.none`
| | |
|---|---|
| **aspect** | `attack_relief` |
| **role** | **Default.** ATTACK never reduces attacker Stress. |
| **status** | baseline-default |

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# Module: `attack_relief.self_soothe_ge4`
| | |
|---|---|
| **aspect** | `attack_relief` |
| **role** | Uncancelled ATTACK: if attacker Stress was ≥4 before effects → attacker 1 Stress |
| **status** | measured only as part of H1; alone unmeasured |
| **legacy** | H1-B half of `h1-problem-stress` |
Under H1, never fired for competent play (Stress stayed &lt;4). Worth re-trying **with** `problem_stress.scoped` as a composition profile.

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# attack_relief.self_soothe_ge4 (was H1-B)
module_id: attack_relief.self_soothe_ge4
aspect: attack_relief
schema_version: 1
base: ground-darvo-r0
deltas:
- id: AR-H4
name: high_stress_attack_self_soothe
phase: resolve_attack
when:
attack_not_cancelled: true
attacker_stress_before_attack_effects_gte: 4
effect:
attacker_stress_delta: -1
order: after_target_and_relation_effects
notes: Former H1-B alone.
unchanged:
- deal_and_thresholds
- problem_pressure

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# Module: `end_condition.fixed_rounds_5`
| | |
|---|---|
| **aspect** | `end_condition` |
| **role** | **Default.** Always play Round 15, then threshold + mode scoring. |
| **status** | baseline-default |

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# Module: `end_condition.hybrid_clear_collapse`
| | |
|---|---|
| **aspect** | `end_condition` |
| **role** | End on **board clear**, **group collapse**, or **max rounds** (default max 5) |
| **status** | proposed — not yet implemented in kernel |
## Draft rules (not frozen)
1. **Clear:** after Solve, if no unclaimed Problems remain → end game; apply mode scoring (threshold auto-success if claimed value ≥ threshold).
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).
3. **Ceiling:** if Round Max (5) completes without (1) or (2) → current threshold scoring.
**Compose with** any problem_stress / deal / attack_relief.
**Kernel:** not shipped — package `rules_delta.yaml` when implemented.

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# module: end_condition.hybrid_clear_collapse — PROPOSED
module_id: end_condition.hybrid_clear_collapse
aspect: end_condition
schema_version: 1
base: ground-darvo-r0
status: proposed
implementation: pending
deltas:
- id: END-CLEAR
name: early_end_board_clear
phase: after_solve_step
when:
unclaimed_problems_in_play: 0
effect:
end_game: true
scoring: mode_as_usual
note: threshold treated as met if claimed_value >= threshold
- id: END-COLLAPSE
name: early_end_group_collapse
phase: round_end_after_stress_clamp
when:
any_of:
- no_seat_with_stress_lte: 3
- majority_seats_in_active_darvo: true
effect:
end_game: true
group_success: false
personal_winners: none
- id: END-CEILING
name: max_rounds_unchanged
phase: after_round
when:
round_completed: 5
effect:
end_game: true
scoring: mode_as_usual

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# Module: `problem_deal.fixed_setup`
| | |
|---|---|
| **aspect** | `problem_deal` |
| **role** | **Default.** Surface + hidden 1..k at setup only; no mid-game Problem influx. |
| **status** | baseline-default |

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# Module: `problem_deal.pressure_deck`
| | |
|---|---|
| **aspect** | `problem_deal` |
| **role** | Start with a small set; draw additional scoped Problems mid-game from a Pressure deck |
| **status** | proposed — not yet implemented |
## Draft rules (not frozen)
1. **Setup:** Surface (global) + 12 starters (mostly personal). Remaining scenario Problems form face-down **Pressure deck** (shuffled).
2. **Influx:** at Round End, if unclaimed count &lt; open_cap (e.g. seats) and deck non-empty, draw 1 into play face-down (or face-up if global).
3. **Owner:** personal → next clockwise from Lead among seats / drawer rule TBD; bond → owners network; global → none.
4. **Scoring (v0):** drawn cards may be **stress-only (0 points)** so thresholds stay on starters — decide before kernel work.
**Compose with** `problem_stress.scoped` (recommended) so drawn scopes matter.

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# module: problem_deal.pressure_deck — PROPOSED
module_id: problem_deal.pressure_deck
aspect: problem_deal
schema_version: 1
base: ground-darvo-r0
status: proposed
implementation: pending
deltas:
- id: DEAL-START
name: reduced_initial_deal
phase: setup
effect:
initial_in_play: [surface, hidden_priority_1]
# optional: also priority_2 at 4p+
remainder_to: pressure_deck
pressure_deck_shuffle: deterministic_seeded
- id: DEAL-INFLUX
name: end_round_draw_if_room
phase: round_end
when:
pressure_deck_nonempty: true
unclaimed_count_lt: open_cap # open_cap := seats (proposed)
effect:
draw_problems: 1
place: in_play_face_down_unless_global
- id: DEAL-POINTS
name: drawn_card_scoring
phase: data
effect:
drawn_point_value: 0 # v0: stress-only; revisit
starter_threshold_unchanged: true

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# Module: `problem_stress.flat_any_open`
| | |
|---|---|
| **aspect** | `problem_stress` |
| **role** | End of round: if **any** Problem unclaimed → **each** seat +1 Stress |
| **status** | measured → reject as sole pressure (H1-A); keep for A/B |
| **legacy** | H1-A half of `h1-problem-stress` |
| **measurement** | [RPT-0004](../../../../reports/260808-clay-borg-h1-measured.md) |
**Compose with:** any `end_condition`, `problem_deal`, `attack_relief`.
**Conflicts with:** other `problem_stress.*` modules (one per aspect).
Known result: flat tax → solve-rate collapse at 3p+ under greedy (when used alone or with H1-B).

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# problem_stress.flat_any_open (was H1-A)
module_id: problem_stress.flat_any_open
aspect: problem_stress
schema_version: 1
base: ground-darvo-r0
deltas:
- id: PS-FLAT
name: flat_any_open_problem_pressure
phase: round_end
when:
any_problem_unclaimed: true
effect:
each_player_stress_delta: 1
notes: Former H1-A alone. +1 to every seat if any unclaimed Problem remains.
unchanged:
- deal_and_thresholds
- attack_resolution
- solve_legality

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# Module: `problem_stress.none`
| | |
|---|---|
| **aspect** | `problem_stress` |
| **role** | **Default.** Unclaimed Problems do not raise Stress. |
| **status** | baseline-default |
This is the implicit r0 behaviour. No `rules_delta`; selecting it means “no problem_stress module active.”

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# Module: `problem_stress.scoped`
| | |
|---|---|
| **aspect** | `problem_stress` |
| **role** | Unclaimed Problems +1 Stress to **stress_scope** only (personal / bond / global) |
| **status** | measured → keep-as-experiment; candidate for core |
| **legacy** | `h2-scoped-problem-stress` |
| **measurement** | [RPT-0005](../../../../reports/260808-clay-borg-h2-measured.md) |
Bond network shares ticks → joint SOLVE incentive (bots do not test joint motive).
**Compose with:** end, deal, attack_relief independently.
**Conflicts with:** other `problem_stress.*`.

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problem_id,scenario_id,visibility,stress_scope,hidden_priority,title,problem_text,required_solution,symbol_id,point_value,front_rules,reveal_effect,unresolved_effect,back_design_id
PRB_01_S,SCN_01,Surface,global,0,Deadline Missed,A promised result was not delivered when expected.,Repair,SYM_REPAIR,2,Resolve with Repair. Value: 2.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=global (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM_SURFACE
PRB_01_1,SCN_01,Hidden,personal,1,Unclear Ownership,Responsibility for the commitment and the work was never made explicit.,Clarify,SYM_CLARIFY,2,Resolve with Clarify. Value: 2.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=personal (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM
PRB_01_2,SCN_01,Hidden,personal,2,Unspoken Overload,The work required more capacity than someone could safely or fairly provide.,Boundary,SYM_BOUNDARY,2,Resolve with Boundary. Value: 2.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=personal (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM
PRB_01_3,SCN_01,Hidden,bond,3,Bad News Was Delayed,A warning was withheld until the remaining options became worse.,Repair,SYM_REPAIR,3,Resolve with Repair. Value: 3.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=bond (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM
PRB_01_4,SCN_01,Hidden,personal,4,No Checkpoint Process,The group had no reliable moment for testing progress and changing course.,Change,SYM_CHANGE,3,Resolve with Change. Value: 3.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=personal (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM
PRB_02_S,SCN_02,Surface,global,0,Shared Task Left Undone,"A recurring responsibility was not completed, and others absorbed the impact.",Repair,SYM_REPAIR,2,Resolve with Repair. Value: 2.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=global (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM_SURFACE
PRB_02_1,SCN_02,Hidden,personal,1,Different Standards,"Players were using different definitions of complete, timely, or fair.",Clarify,SYM_CLARIFY,2,Resolve with Clarify. Value: 2.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=personal (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM
PRB_02_2,SCN_02,Hidden,personal,2,Invisible Workload,Some contributions and constraints were not visible to the group.,Boundary,SYM_BOUNDARY,2,Resolve with Boundary. Value: 2.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=personal (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM
PRB_02_3,SCN_02,Hidden,bond,3,Resentment Never Raised,Frustration accumulated without a direct request or acknowledgement.,Repair,SYM_REPAIR,3,Resolve with Repair. Value: 3.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=bond (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM
PRB_02_4,SCN_02,Hidden,personal,4,No Ownership Routine,The group relied on goodwill instead of a dependable allocation method.,Change,SYM_CHANGE,3,Resolve with Change. Value: 3.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=personal (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM
PRB_03_S,SCN_03,Surface,global,0,Decision Announced as Settled,A group-affecting choice was presented as final before meaningful agreement.,Boundary,SYM_BOUNDARY,2,Resolve with Boundary. Value: 2.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=global (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM_SURFACE
PRB_03_1,SCN_03,Hidden,personal,1,Mandate Was Ambiguous,"It was unclear who could decide, advise, consent, or veto.",Clarify,SYM_CLARIFY,2,Resolve with Clarify. Value: 2.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=personal (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM
PRB_03_2,SCN_03,Hidden,personal,2,Contributions Were Dismissed,Relevant input was ignored or treated as less legitimate.,Repair,SYM_REPAIR,2,Resolve with Repair. Value: 2.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=personal (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM
PRB_03_3,SCN_03,Hidden,bond,3,One Voice Spoke for Others,A player claimed authority to represent people who had not agreed.,Boundary,SYM_BOUNDARY,3,Resolve with Boundary. Value: 3.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=bond (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM
PRB_03_4,SCN_03,Hidden,personal,4,No Decision Rule,The group had no shared method for turning discussion into a legitimate choice.,Change,SYM_CHANGE,3,Resolve with Change. Value: 3.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=personal (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM
PRB_04_S,SCN_04,Surface,global,0,Private Information Spread,Information moved beyond the circle in which it was originally shared.,Repair,SYM_REPAIR,2,Resolve with Repair. Value: 2.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=global (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM_SURFACE
PRB_04_1,SCN_04,Hidden,personal,1,Confidentiality Was Assumed,The players never made the scope of confidentiality explicit.,Clarify,SYM_CLARIFY,2,Resolve with Clarify. Value: 2.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=personal (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM
PRB_04_2,SCN_04,Hidden,personal,2,Exposure Caused Harm,"The sharing changed another player's safety, reputation, or freedom to choose.",Repair,SYM_REPAIR,2,Resolve with Repair. Value: 2.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=personal (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM
PRB_04_3,SCN_04,Hidden,bond,3,Consent Boundary Was Ignored,A clear or reasonably expected limit on sharing was crossed.,Boundary,SYM_BOUNDARY,3,Resolve with Boundary. Value: 3.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=bond (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM
PRB_04_4,SCN_04,Hidden,personal,4,No Sharing Protocol,"The group lacked a repeatable rule for consent, need-to-know, and escalation.",Change,SYM_CHANGE,3,Resolve with Change. Value: 3.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=personal (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM
1 problem_id scenario_id visibility stress_scope hidden_priority title problem_text required_solution symbol_id point_value front_rules reveal_effect unresolved_effect back_design_id
2 PRB_01_S SCN_01 Surface global 0 Deadline Missed A promised result was not delivered when expected. Repair SYM_REPAIR 2 Resolve with Repair. Value: 2. None in the core set. H2: while unclaimed, +1 Stress at Round End to stress_scope=global (personal=owner; bond=owner's Bond network; global=all). BACK_PROBLEM_SURFACE
3 PRB_01_1 SCN_01 Hidden personal 1 Unclear Ownership Responsibility for the commitment and the work was never made explicit. Clarify SYM_CLARIFY 2 Resolve with Clarify. Value: 2. None in the core set. H2: while unclaimed, +1 Stress at Round End to stress_scope=personal (personal=owner; bond=owner's Bond network; global=all). BACK_PROBLEM
4 PRB_01_2 SCN_01 Hidden personal 2 Unspoken Overload The work required more capacity than someone could safely or fairly provide. Boundary SYM_BOUNDARY 2 Resolve with Boundary. Value: 2. None in the core set. H2: while unclaimed, +1 Stress at Round End to stress_scope=personal (personal=owner; bond=owner's Bond network; global=all). BACK_PROBLEM
5 PRB_01_3 SCN_01 Hidden bond 3 Bad News Was Delayed A warning was withheld until the remaining options became worse. Repair SYM_REPAIR 3 Resolve with Repair. Value: 3. None in the core set. H2: while unclaimed, +1 Stress at Round End to stress_scope=bond (personal=owner; bond=owner's Bond network; global=all). BACK_PROBLEM
6 PRB_01_4 SCN_01 Hidden personal 4 No Checkpoint Process The group had no reliable moment for testing progress and changing course. Change SYM_CHANGE 3 Resolve with Change. Value: 3. None in the core set. H2: while unclaimed, +1 Stress at Round End to stress_scope=personal (personal=owner; bond=owner's Bond network; global=all). BACK_PROBLEM
7 PRB_02_S SCN_02 Surface global 0 Shared Task Left Undone A recurring responsibility was not completed, and others absorbed the impact. Repair SYM_REPAIR 2 Resolve with Repair. Value: 2. None in the core set. H2: while unclaimed, +1 Stress at Round End to stress_scope=global (personal=owner; bond=owner's Bond network; global=all). BACK_PROBLEM_SURFACE
8 PRB_02_1 SCN_02 Hidden personal 1 Different Standards Players were using different definitions of complete, timely, or fair. Clarify SYM_CLARIFY 2 Resolve with Clarify. Value: 2. None in the core set. H2: while unclaimed, +1 Stress at Round End to stress_scope=personal (personal=owner; bond=owner's Bond network; global=all). BACK_PROBLEM
9 PRB_02_2 SCN_02 Hidden personal 2 Invisible Workload Some contributions and constraints were not visible to the group. Boundary SYM_BOUNDARY 2 Resolve with Boundary. Value: 2. None in the core set. H2: while unclaimed, +1 Stress at Round End to stress_scope=personal (personal=owner; bond=owner's Bond network; global=all). BACK_PROBLEM
10 PRB_02_3 SCN_02 Hidden bond 3 Resentment Never Raised Frustration accumulated without a direct request or acknowledgement. Repair SYM_REPAIR 3 Resolve with Repair. Value: 3. None in the core set. H2: while unclaimed, +1 Stress at Round End to stress_scope=bond (personal=owner; bond=owner's Bond network; global=all). BACK_PROBLEM
11 PRB_02_4 SCN_02 Hidden personal 4 No Ownership Routine The group relied on goodwill instead of a dependable allocation method. Change SYM_CHANGE 3 Resolve with Change. Value: 3. None in the core set. H2: while unclaimed, +1 Stress at Round End to stress_scope=personal (personal=owner; bond=owner's Bond network; global=all). BACK_PROBLEM
12 PRB_03_S SCN_03 Surface global 0 Decision Announced as Settled A group-affecting choice was presented as final before meaningful agreement. Boundary SYM_BOUNDARY 2 Resolve with Boundary. Value: 2. None in the core set. H2: while unclaimed, +1 Stress at Round End to stress_scope=global (personal=owner; bond=owner's Bond network; global=all). BACK_PROBLEM_SURFACE
13 PRB_03_1 SCN_03 Hidden personal 1 Mandate Was Ambiguous It was unclear who could decide, advise, consent, or veto. Clarify SYM_CLARIFY 2 Resolve with Clarify. Value: 2. None in the core set. H2: while unclaimed, +1 Stress at Round End to stress_scope=personal (personal=owner; bond=owner's Bond network; global=all). BACK_PROBLEM
14 PRB_03_2 SCN_03 Hidden personal 2 Contributions Were Dismissed Relevant input was ignored or treated as less legitimate. Repair SYM_REPAIR 2 Resolve with Repair. Value: 2. None in the core set. H2: while unclaimed, +1 Stress at Round End to stress_scope=personal (personal=owner; bond=owner's Bond network; global=all). BACK_PROBLEM
15 PRB_03_3 SCN_03 Hidden bond 3 One Voice Spoke for Others A player claimed authority to represent people who had not agreed. Boundary SYM_BOUNDARY 3 Resolve with Boundary. Value: 3. None in the core set. H2: while unclaimed, +1 Stress at Round End to stress_scope=bond (personal=owner; bond=owner's Bond network; global=all). BACK_PROBLEM
16 PRB_03_4 SCN_03 Hidden personal 4 No Decision Rule The group had no shared method for turning discussion into a legitimate choice. Change SYM_CHANGE 3 Resolve with Change. Value: 3. None in the core set. H2: while unclaimed, +1 Stress at Round End to stress_scope=personal (personal=owner; bond=owner's Bond network; global=all). BACK_PROBLEM
17 PRB_04_S SCN_04 Surface global 0 Private Information Spread Information moved beyond the circle in which it was originally shared. Repair SYM_REPAIR 2 Resolve with Repair. Value: 2. None in the core set. H2: while unclaimed, +1 Stress at Round End to stress_scope=global (personal=owner; bond=owner's Bond network; global=all). BACK_PROBLEM_SURFACE
18 PRB_04_1 SCN_04 Hidden personal 1 Confidentiality Was Assumed The players never made the scope of confidentiality explicit. Clarify SYM_CLARIFY 2 Resolve with Clarify. Value: 2. None in the core set. H2: while unclaimed, +1 Stress at Round End to stress_scope=personal (personal=owner; bond=owner's Bond network; global=all). BACK_PROBLEM
19 PRB_04_2 SCN_04 Hidden personal 2 Exposure Caused Harm The sharing changed another player's safety, reputation, or freedom to choose. Repair SYM_REPAIR 2 Resolve with Repair. Value: 2. None in the core set. H2: while unclaimed, +1 Stress at Round End to stress_scope=personal (personal=owner; bond=owner's Bond network; global=all). BACK_PROBLEM
20 PRB_04_3 SCN_04 Hidden bond 3 Consent Boundary Was Ignored A clear or reasonably expected limit on sharing was crossed. Boundary SYM_BOUNDARY 3 Resolve with Boundary. Value: 3. None in the core set. H2: while unclaimed, +1 Stress at Round End to stress_scope=bond (personal=owner; bond=owner's Bond network; global=all). BACK_PROBLEM
21 PRB_04_4 SCN_04 Hidden personal 4 No Sharing Protocol The group lacked a repeatable rule for consent, need-to-know, and escalation. Change SYM_CHANGE 3 Resolve with Change. Value: 3. None in the core set. H2: while unclaimed, +1 Stress at Round End to stress_scope=personal (personal=owner; bond=owner's Bond network; global=all). BACK_PROBLEM

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order,section,heading,body
1,Object,What players are trying to do,"Uncover hidden Problems and solve them with matching Solutions before the end of Round 5. Support, Attack, Bonds, Rivalries, Stress, DARVO, and GROUND determine how much freedom each player retains while doing so. The game is for 26 players in every Mode, including SHARED GROUND."
2,Setup,Choose the game,"Choose one Scenario card and one Mode card. Always use the Scenario's Surface Problem. Then add hidden Problems by player count: priorities 12 for 2 players, 13 for 34 players, and 14 for 56 players. Surface is never optional and is never counted as one of those hidden priorities."
3,Setup,Problems in play and available value,"Problems in play = Surface + the selected hidden priorities. With the core problem values (2+2+2+3+3), available points are 6 at 2 players, 9 at 34 players, and 12 at 56 players. Every published setup must keep the Scenario threshold at or below that available total so the group can win in principle."
4,Setup,Prepare each player,"Each player takes one mat, the five Action cards with their player symbol, one Stress marker at 2, one ready Freedom token, one DARVO marker at OFF, one Focus/Blame token, and two relation-link tokens. Deal two Solution cards to each player."
5,Setup,Prepare the table,"Place the Surface Problem face up and the selected hidden Problems face down. Put the remaining Solution deck within reach. Give the Lead marker to a random player and place the Round marker on 1. H2 stress scope: each Problem has a printed stress_scope (global / personal / bond). Assign owners for every personal and bond Problem in play: in ascending hidden_priority order, assign the next seat clockwise starting from Lead (each assignment uses the next seat). Place that seat's owner marker on the card (or note it). Global Problems have no owner."
6,Round,1. Select,"Every player chooses one Action face down and places it beside its target where needed. At Stress 4 or 5, a player must choose ATTACK or GROUND unless they spend a ready Freedom token before reveal."
7,Round,2. Reveal,Reveal all selected Actions simultaneously. Players using GROUND choose their mode after seeing the revealed Actions.
8,Round,3. Resolve,"Resolve in this order: GROUND, Support, active DARVO stages, Investigate, Attack, Solve. Within the same step, start with the Lead player and continue clockwise."
9,Round,4. End,"H2 scoped problem pressure: for each still-unclaimed Problem in play, add +1 Stress to every seat in that Problem's stress_scope (see Problems). Then cap Stress at 05. Any player at Stress 5 who is not already in DARVO places their marker on DENY for the next round. Rotate Lead clockwise and advance the Round marker."
10,Stress,Stress and Freedom,"Stress 03 allows any Action. At Stress 45, only ATTACK or GROUND is freely available. Spending a ready Freedom token allows any one Action; turn it to SPENT. GROUND—GR and Support through an existing Bond can ready it. H2: inbound Stress also comes from unclaimed Problems by scope — personal (owner only), bond (owner's Bond network), global (all seats)."
11,DARVO,A binding sequence,"Once triggered, DARVO continues from DENY to ATTACK to REVERSE over consecutive rounds even if Stress later falls. Existing Bond Support cancels the current stage and ends the sequence. GROUND—GR lets the current stage resolve, then ends the remaining sequence."
12,DARVO,DENY,Turn one visible unsolved Problem face down and mark it Denied. It cannot be solved or revealed by ordinary Investigate. GROUND—OU can restore it.
13,DARVO,ATTACK,Make one extra Attack against another player and place your Focus token beside that target. This extra Attack is in addition to your chosen Action.
14,DARVO,REVERSE,"Target the player holding your Focus. Unless rejected by GROUND—ND, flip Focus to Blame in front of them, give them +1 Stress, and gain Protection. Reduce your own Stress by 2 and end the sequence."
15,Relations,Creating and limiting relations,"Every player has two relation slots. A relation uses one link token from each player. If either player has no free slot, the immediate Support or Attack still works but no new relation is formed. Only one relation may exist between the same two players."
16,Relations,Bond,A no-relation Support may create a Bond if both players have a free slot and the target accepts. Support through an existing Bond is strong enough to regulate DARVO. Attack through a Bond causes +2 Stress and flips it to Rivalry.
17,Relations,Rivalry,A no-relation Attack creates Rivalry automatically when both slots are available. Attack through Rivalry causes +2 Stress and breaks it. Support through Rivalry causes 1 Stress; the target chooses to flip it to Bond or break it.
18,Problems,Hidden and Denied Problems,"Only face-up, non-Denied Problems can be solved. Investigate reveals one hidden Problem and draws one Solution. Deny can turn a previously revealed Problem face down again."
19,Problems,Solving,"Play SOLVE beside a face-up Problem and discard one matching Solution when Solve resolves. Claim that Problem and count its printed value. If another player claims it first in Lead order, keep your Solution. H2: any seat with a matching Solution may SOLVE any Problem — claim rights are not limited by stress_scope or owner. Clearing a bond-scoped Problem relieves the whole Bond network."
20,Problems,Stress scope (H2 experiment),"Each Problem has stress_scope. global: every seat. personal: the assigned owner only. bond: the owner and every seat connected to the owner through one or more Bonds (the Bond network). If the owner has no Bonds, bond scope behaves as personal. Rivalries do not expand bond scope. Multiple unclaimed Problems stack (+1 each) for seats in their scopes."
21,End,End of game,"After Round 5, total solved Problem values and apply the selected Mode card. The Scenario's Standard thresholds are 5 for 2 players, 7 for 34 players, and 9 for 56 players — always at or below available points for that seat band (6 / 9 / 12)."
22,Safety,Learning frame,"DARVO is a response pattern, not proof of an underlying accusation and not a diagnosis. GROUND does not require reconciliation. Breaking a relation, bringing in process, or preserving personal freedom can be a successful result."
1 order section heading body
2 1 Object What players are trying to do Uncover hidden Problems and solve them with matching Solutions before the end of Round 5. Support, Attack, Bonds, Rivalries, Stress, DARVO, and GROUND determine how much freedom each player retains while doing so. The game is for 2–6 players in every Mode, including SHARED GROUND.
3 2 Setup Choose the game Choose one Scenario card and one Mode card. Always use the Scenario's Surface Problem. Then add hidden Problems by player count: priorities 1–2 for 2 players, 1–3 for 3–4 players, and 1–4 for 5–6 players. Surface is never optional and is never counted as one of those hidden priorities.
4 3 Setup Problems in play and available value Problems in play = Surface + the selected hidden priorities. With the core problem values (2+2+2+3+3), available points are 6 at 2 players, 9 at 3–4 players, and 12 at 5–6 players. Every published setup must keep the Scenario threshold at or below that available total so the group can win in principle.
5 4 Setup Prepare each player Each player takes one mat, the five Action cards with their player symbol, one Stress marker at 2, one ready Freedom token, one DARVO marker at OFF, one Focus/Blame token, and two relation-link tokens. Deal two Solution cards to each player.
6 5 Setup Prepare the table Place the Surface Problem face up and the selected hidden Problems face down. Put the remaining Solution deck within reach. Give the Lead marker to a random player and place the Round marker on 1. H2 stress scope: each Problem has a printed stress_scope (global / personal / bond). Assign owners for every personal and bond Problem in play: in ascending hidden_priority order, assign the next seat clockwise starting from Lead (each assignment uses the next seat). Place that seat's owner marker on the card (or note it). Global Problems have no owner.
7 6 Round 1. Select Every player chooses one Action face down and places it beside its target where needed. At Stress 4 or 5, a player must choose ATTACK or GROUND unless they spend a ready Freedom token before reveal.
8 7 Round 2. Reveal Reveal all selected Actions simultaneously. Players using GROUND choose their mode after seeing the revealed Actions.
9 8 Round 3. Resolve Resolve in this order: GROUND, Support, active DARVO stages, Investigate, Attack, Solve. Within the same step, start with the Lead player and continue clockwise.
10 9 Round 4. End H2 scoped problem pressure: for each still-unclaimed Problem in play, add +1 Stress to every seat in that Problem's stress_scope (see Problems). Then cap Stress at 0–5. Any player at Stress 5 who is not already in DARVO places their marker on DENY for the next round. Rotate Lead clockwise and advance the Round marker.
11 10 Stress Stress and Freedom Stress 0–3 allows any Action. At Stress 4–5, only ATTACK or GROUND is freely available. Spending a ready Freedom token allows any one Action; turn it to SPENT. GROUND—GR and Support through an existing Bond can ready it. H2: inbound Stress also comes from unclaimed Problems by scope — personal (owner only), bond (owner's Bond network), global (all seats).
12 11 DARVO A binding sequence Once triggered, DARVO continues from DENY to ATTACK to REVERSE over consecutive rounds even if Stress later falls. Existing Bond Support cancels the current stage and ends the sequence. GROUND—GR lets the current stage resolve, then ends the remaining sequence.
13 12 DARVO DENY Turn one visible unsolved Problem face down and mark it Denied. It cannot be solved or revealed by ordinary Investigate. GROUND—OU can restore it.
14 13 DARVO ATTACK Make one extra Attack against another player and place your Focus token beside that target. This extra Attack is in addition to your chosen Action.
15 14 DARVO REVERSE Target the player holding your Focus. Unless rejected by GROUND—ND, flip Focus to Blame in front of them, give them +1 Stress, and gain Protection. Reduce your own Stress by 2 and end the sequence.
16 15 Relations Creating and limiting relations Every player has two relation slots. A relation uses one link token from each player. If either player has no free slot, the immediate Support or Attack still works but no new relation is formed. Only one relation may exist between the same two players.
17 16 Relations Bond A no-relation Support may create a Bond if both players have a free slot and the target accepts. Support through an existing Bond is strong enough to regulate DARVO. Attack through a Bond causes +2 Stress and flips it to Rivalry.
18 17 Relations Rivalry A no-relation Attack creates Rivalry automatically when both slots are available. Attack through Rivalry causes +2 Stress and breaks it. Support through Rivalry causes −1 Stress; the target chooses to flip it to Bond or break it.
19 18 Problems Hidden and Denied Problems Only face-up, non-Denied Problems can be solved. Investigate reveals one hidden Problem and draws one Solution. Deny can turn a previously revealed Problem face down again.
20 19 Problems Solving Play SOLVE beside a face-up Problem and discard one matching Solution when Solve resolves. Claim that Problem and count its printed value. If another player claims it first in Lead order, keep your Solution. H2: any seat with a matching Solution may SOLVE any Problem — claim rights are not limited by stress_scope or owner. Clearing a bond-scoped Problem relieves the whole Bond network.
21 20 Problems Stress scope (H2 experiment) Each Problem has stress_scope. global: every seat. personal: the assigned owner only. bond: the owner and every seat connected to the owner through one or more Bonds (the Bond network). If the owner has no Bonds, bond scope behaves as personal. Rivalries do not expand bond scope. Multiple unclaimed Problems stack (+1 each) for seats in their scopes.
22 21 End End of game After Round 5, total solved Problem values and apply the selected Mode card. The Scenario's Standard thresholds are 5 for 2 players, 7 for 3–4 players, and 9 for 5–6 players — always at or below available points for that seat band (6 / 9 / 12).
23 22 Safety Learning frame DARVO is a response pattern, not proof of an underlying accusation and not a diagnosis. GROUND does not require reconciliation. Breaking a relation, bringing in process, or preserving personal freedom can be a successful result.

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# module: problem_stress.scoped (formerly experiment h2-scoped-problem-stress)
# Compose with other axes freely; do not require attack_relief or end/deal modules.
module_id: problem_stress.scoped
aspect: problem_stress
schema_version: 1
base: ground-darvo-r0
legacy_experiment_id: h2-scoped-problem-stress
deltas:
- id: PS-SCOPE
name: problem_stress_scope_field
phase: data
effect:
problems_csv_column: stress_scope
allowed_values: [global, personal, bond]
edition_assignment_by_hidden_priority:
0: global
1: personal
2: personal
3: bond
4: personal
- id: PS-OWN
name: assign_owners_at_setup
phase: setup_after_deal
when:
problem_stress_scope_in: [personal, bond]
effect:
assign_owner:
order: ascending_hidden_priority_among_in_play_non_global
start: lead
step: clockwise_next_seat
- id: PS-TICK
name: scoped_problem_pressure_end_of_round
phase: round_end
when:
problem_unclaimed: true
effect:
stress_delta_per_matching_problem: +1
recipients: stress_scope_of_that_problem
scope_resolution:
global: all_seats
personal: [owner]
bond: bond_network_of_owner
stacking: true
- id: PS-SOLVE
name: claim_not_restricted_by_scope
phase: resolve_solve
effect:
any_seat_with_matching_suit_may_solve: true
owner_need_not_be_solver: true
data_overlays:
- Problems.csv
- Rules_Text.csv