CB-WP-0028 T03/T08: one overhead table, and what the nine observations
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turned out to be

T03. One table_svg: seats around an elliptical table starting at the
BOTTOM -- the viewer sits nearest the reader, as at a real table --
Problems and both stacks in the middle, each seat's played card between it
and the centre, relations drawn between seats.

Two renderers were DELETED: relations_svg and piles_svg. The task said one
table not two diagrams, and leaving the old ones would have meant drawing
the same thing twice and letting them drift.

No coverage probe cost, through a restructure that merged three diagrams
and removed two functions. Second confirmation of CB-WP-0027's finding: a
probe naming a FACT survives a reflow, one naming a PRESENTATION does not.
CB-WP-0024's "17 remaining" broke on a rendering change; this far larger
reflow broke nothing.

The new control is per seat count -- no two seat circles closer than 70px
at 2 through 6 -- asserted rather than eyeballed at three, which is the
only count anyone ever looks at.

T08 (CB-EV-0026). Seven of nine observations were engine defects, one was
a design finding, one was already true and nobody could tell.

Observations 4 and 5 both dissolved and had ONE cause: nothing on the page
said how drawing works, so a player built a mental model to fill the gap
and reported the gap as two feature requests.

The import gap was worse than "one of nineteen" -- 5 of 13 columns read
from the file we DID vendor, discarded at parse time for eight days. Rule
coverage was 59/59 throughout. The gate measures whether rules are
EXERCISED; nothing measures whether a player can READ the game, and
nothing cheaply could, which is why the person playing it is the
instrument.

TWO GATES WERE WRITTEN FOR A SMALLER WORLD, and neither was wrong when
written. edition-check compared one recorded digest against Problems.csv
regardless of which file it described -- correct with one vendored file,
comparing across files with four. And a cb-play test asserted the literal
"game over" and went red when a won game said "solved", which was T06
working; it now asserts the heading against the OUTCOME and covers the
no-outcome case the original never touched.

Chaos window 2 closes with zero overrides in eleven declarations at d8.
Third and final statement of it: d8 bought rarity by spending evidence,
and a mechanism producing no data across a full window cannot be evaluated
by that window.

make all: exit 0. 57 render tests, 26 cb-play, loop-lint clean.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
tegwick 2026-08-06 17:33:57 +02:00
parent 4d3e30eda4
commit eb8aa64c56
5 changed files with 459 additions and 122 deletions

View file

@ -421,24 +421,10 @@ fn pile_svg(out: &mut String, x: i32, label: &str, count: usize, face: &str, not
);
}
/// The draw stack and the discard stack, as objects on the table.
///
/// Both numbers come from the projection — `solution_deck_len` and
/// `solution_discard` — and are never recomputed here.
///
/// **The reshuffle is real and is the U4 default**, confirmed by
/// ground-game on 2026-08-03: when the deck runs out, the discard is
/// reshuffled into it deterministically; if both are empty the draw is
/// skipped (`games/ground/src/lib.rs` `draw_solution`). So the pile shows
/// the state in which the *next* draw will trigger it. It does not claim a
/// reshuffle has happened — the view carries no such flag, and the event
/// already reads out in the log.
fn piles_svg(out: &mut String, view: &GroundView) {
fn piles_body(out: &mut String, view: &GroundView) {
let deck = view.solution_deck_len;
let discard = view.solution_discard.len();
let will_reshuffle = deck == 0 && discard > 0;
out.push_str("<svg viewBox=\"0 0 300 110\" width=\"300\" height=\"110\" role=\"img\">");
pile_svg(
out,
10,
@ -465,27 +451,34 @@ fn piles_svg(out: &mut String, view: &GroundView) {
<path d=\"M118 40 l4 6 -7 1z\" fill=\"#fc9\"/>",
);
}
out.push_str("</svg>");
// The discard is public — it has been played (GR-S04 hides only the
// deck) — so its contents stay readable as text beside the picture.
let _ = write!(
out,
"<div><span class=\"k\">discard</span> {}</div>",
esc(&cards(&view.solution_discard)),
);
}
fn relations_svg(view: &GroundView) -> String {
/// The table, seen from above (CB-WP-0028 T03).
///
/// **One diagram, not three.** The seats were already placed on a circle
/// for the relationship graph, while the Problems were a row above it and
/// the piles a separate picture below — three views of one table, and the
/// player had to assemble them. Now: seats around the edge, the Problems
/// and the two stacks in the middle, each seat's played card in front of
/// it, relations drawn between seats.
///
/// The existing `problem_svg` and `pile_svg` are reused rather than
/// reimplemented — they carry the tokens the coverage gate probes for,
/// and drawing the same thing twice is how the two drift.
fn table_svg(view: &GroundView) -> String {
let n = view.players.len().max(1);
let (cx, cy, r) = (200.0f64, 150.0f64, 110.0f64);
let (cx, cy) = (380.0f64, 300.0f64);
let seat_r = 240.0f64;
let pos: Vec<(PlayerId, f64, f64)> = view
.players
.keys()
.enumerate()
.map(|(i, p)| {
let a = std::f64::consts::TAU * (i as f64) / (n as f64) - std::f64::consts::FRAC_PI_2;
(*p, cx + r * a.cos(), cy + r * a.sin())
// Start at the bottom, not the top: the viewer sits nearest
// the reader, which is where you sit at a real table.
let a = std::f64::consts::TAU * (i as f64) / (n as f64) + std::f64::consts::FRAC_PI_2;
(*p, cx + seat_r * a.cos(), cy + seat_r * a.sin() * 0.72)
})
.collect();
let find = |p: PlayerId| {
@ -495,8 +488,12 @@ fn relations_svg(view: &GroundView) -> String {
};
let mut s = String::from(
"<svg width=\"400\" height=\"300\" role=\"img\" aria-label=\"relationship graph\">",
"<svg viewBox=\"0 0 760 620\" width=\"100%\" style=\"max-width:760px\" \
role=\"img\" aria-label=\"the table, seen from above\">\
<ellipse cx=\"380\" cy=\"300\" rx=\"290\" ry=\"215\" fill=\"#171b23\" stroke=\"#2a3140\"/>",
);
// Relations first, so seats draw over them.
for (pair, rel) in &view.relations {
if let (Some((x1, y1)), Some((x2, y2))) = (find(pair.0), find(pair.1)) {
let colour = match rel {
@ -507,32 +504,70 @@ fn relations_svg(view: &GroundView) -> String {
s,
"<line x1=\"{x1:.0}\" y1=\"{y1:.0}\" x2=\"{x2:.0}\" y2=\"{y2:.0}\" \
stroke=\"{colour}\" stroke-width=\"2\"/>\
<text x=\"{mx:.0}\" y=\"{my:.0}\" fill=\"{colour}\" font-size=\"10\">{rel:?}</text>",
<text x=\"{mx:.0}\" y=\"{my:.0}\" fill=\"{colour}\" font-size=\"10\" \
text-anchor=\"middle\">{rel:?}</text>",
mx = (x1 + x2) / 2.0,
my = (y1 + y2) / 2.0 - 3.0,
my = (y1 + y2) / 2.0 - 4.0,
);
}
}
// The middle of the table: Problems, then the two stacks under them.
let span = (view.problems.len().max(1) as f64) * 130.0;
let _ = write!(
s,
"<g transform=\"translate({x:.0},170)\">",
x = cx - span / 2.0,
);
for (i, (priority, p)) in view.problems.iter().enumerate() {
problem_svg(&mut s, *priority, p, (i as i32) * 130);
}
s.push_str("</g>");
let _ = write!(s, "<g transform=\"translate({x:.0},290)\">", x = cx - 150.0);
piles_body(&mut s, view);
s.push_str("</g>");
// Seats, each with what it played in front of it.
for (p, x, y) in &pos {
let is_viewer = view.viewer == Some(*p);
let focus = view
.focus
.get(p)
.map(|f| format!(" \u{2192}{}", seat_name(*f)));
.map(|f| format!(" \u{2192}{}", seat_name(*f)))
.unwrap_or_default();
let pv = &view.players[p];
// The played card sits between the seat and the centre.
let (dx, dy) = ((cx - x) * 0.30, (cy - y) * 0.30);
if let Some(sel) = view.selections.get(p) {
let _ = write!(
s,
"<g transform=\"translate({px:.0},{py:.0}) scale(0.62)\">",
px = x + dx - 26.0,
py = y + dy - 17.0,
);
played_inner(&mut s, sel);
s.push_str("</g>");
}
let _ = write!(
s,
"<g data-drop=\"seat-{raw}\"><circle cx=\"{x:.0}\" cy=\"{y:.0}\" r=\"26\" fill=\"#1b1e26\" \
stroke=\"{stroke}\" stroke-width=\"2\"/>\
<text x=\"{x:.0}\" y=\"{ty:.0}\" fill=\"#dde\" font-size=\"12\" \
text-anchor=\"middle\">{name}</text>\
<text x=\"{x:.0}\" y=\"{ty2:.0}\" fill=\"#89a\" font-size=\"10\" \
text-anchor=\"middle\">{focus}</text></g>",
"<g data-drop=\"seat-{raw}\">\
<circle cx=\"{x:.0}\" cy=\"{y:.0}\" r=\"34\" fill=\"#1b1e26\" \
stroke=\"{stroke}\" stroke-width=\"{sw}\"/>\
<text x=\"{x:.0}\" y=\"{t1:.0}\" fill=\"#dde\" font-size=\"12\" \
text-anchor=\"middle\">{name}{you}</text>\
<text x=\"{x:.0}\" y=\"{t2:.0}\" fill=\"#89a\" font-size=\"10\" \
text-anchor=\"middle\">stress {stress}{focus}</text></g>",
raw = p.0,
// The viewer's own seat is thicker and blue: a table where you
// cannot find yourself is worse than a list.
stroke = if is_viewer { "#9cf" } else { "#5a6b7a" },
ty = y + 2.0,
ty2 = y + 16.0,
sw = if is_viewer { 3 } else { 2 },
t1 = y - 2.0,
t2 = y + 14.0,
name = seat_name(*p),
focus = esc(focus.as_deref().unwrap_or("")),
you = if is_viewer { " (you)" } else { "" },
stress = pv.stress,
focus = esc(&focus),
);
}
s.push_str("</svg>");
@ -575,6 +610,11 @@ const CARD_BACK: &str = "<svg viewBox=\"0 0 84 56\" width=\"84\" height=\"56\" c
<rect x=\"2\" y=\"2\" width=\"80\" height=\"52\" rx=\"7\" fill=\"#2a2f3a\" stroke=\"#5a6b7a\"/>\
<path d=\"M14 14 h56 M14 28 h56 M14 42 h56\" stroke=\"#3d4756\" stroke-width=\"3\"/></svg>";
/// The played card without its own `<svg>`, for placing on the table.
fn played_inner(out: &mut String, sel: &SelectionView) {
played_svg(out, sel);
}
fn played_svg(out: &mut String, sel: &SelectionView) {
let s = match sel {
SelectionView::Hidden => {
@ -845,21 +885,15 @@ fn meta_section(s: &mut String, meta: &[String], note_to: &str) {
/// than a second rendering of it — two renderings of one state is how
/// they drift.
fn body(s: &mut String, view: &GroundView) {
s.push_str(
"<h2>problems</h2><svg width=\"760\" height=\"100\" role=\"img\" aria-label=\"problems\">",
);
// CB-WP-0028 T03: one overhead view — seats around the edge, the
// Problems and both stacks in the middle, each seat's played card in
// front of it. This replaces three separate diagrams the player had to
// assemble: a Problems row, a relationship circle, and a piles picture.
s.push_str("<h2>the table</h2>");
if view.problems.is_empty() {
s.push_str(
"<text x=\"12\" y=\"52\" fill=\"#89a\" font-size=\"12\">no problems in play</text>",
);
s.push_str("<div class=\"card\">no problems in play</div>");
}
for (i, (priority, p)) in view.problems.iter().enumerate() {
problem_svg(s, *priority, p, 10 + (i as i32) * 130);
}
s.push_str("</svg>");
s.push_str("<h2>relationships</h2>");
s.push_str(&relations_svg(view));
s.push_str(&table_svg(view));
s.push_str("<h2>seats</h2><div class=\"row\">");
for (id, p) in &view.players {
@ -867,8 +901,13 @@ fn body(s: &mut String, view: &GroundView) {
}
s.push_str("</div>");
s.push_str("<h2>solutions</h2>");
piles_svg(s, view);
// The discard's contents stay as text: it is public and readable,
// and the stack on the table shows only how many.
let _ = write!(
s,
"<div><span class=\"k\">discard</span> {}</div>",
esc(&cards(&view.solution_discard)),
);
if let Some(o) = &view.outcome {
let personal = o

View file

@ -714,6 +714,119 @@ mod piles {
}
}
/// CB-WP-0028 T03 — one overhead table, not three diagrams.
#[cfg(test)]
mod overhead_table {
use cb_game_runtime::{Project, ScenarioGame, Setup, Viewer};
use cb_kernel::PlayerId;
use games_ground::GroundState;
fn view_of(players: u8) -> games_ground::view::GroundView {
GroundState::setup(
&Setup {
players,
preset: format!("standard-{players}p"),
patch: Default::default(),
},
7,
)
.expect("preset")
.project(Viewer::Player(PlayerId(0)))
}
/// **Every seat count lays out, and no two seats land on each other.**
/// Asserted per count rather than eyeballed at three, which is the
/// only count anyone ever looks at.
#[test]
fn two_through_six_seats_all_lay_out_without_overlap() {
for players in 2..=6u8 {
let v = view_of(players);
let html = crate::doc::document(&v, &[], "/command?t=x", Some(PlayerId(0)), false);
let seats: Vec<(f64, f64)> = html
.match_indices("<circle cx=\"")
.filter_map(|(i, _)| {
let rest = &html[i + 12..];
let (x, rest) = rest.split_once("\" cy=\"")?;
let (y, _) = rest.split_once('"')?;
Some((x.parse().ok()?, y.parse().ok()?))
})
.collect();
assert_eq!(
seats.len(),
players as usize,
"{players}p: expected one circle per seat, got {seats:?}"
);
for (i, a) in seats.iter().enumerate() {
for b in &seats[i + 1..] {
let d = ((a.0 - b.0).powi(2) + (a.1 - b.1).powi(2)).sqrt();
assert!(
d > 70.0,
"{players}p: two seats are {d:.0}px apart and the circles are r=34 — \
they overlap"
);
}
}
}
}
/// A table where you cannot find yourself is worse than a list.
#[test]
fn the_viewers_own_seat_is_marked() {
let v = view_of(4);
let html = crate::doc::document(&v, &[], "/command?t=x", Some(PlayerId(0)), false);
assert!(
crate::text_of(&html).contains("P1 (you)"),
"the viewer's seat is not identifiable"
);
assert!(
html.contains("stroke=\"#9cf\" stroke-width=\"3\""),
"the viewer's seat should also be visually distinct, not only labelled"
);
// A spectator has no seat to mark, and must not claim one.
let spec = GroundState::setup(
&Setup {
players: 4,
preset: "standard-4p".into(),
patch: Default::default(),
},
7,
)
.expect("preset")
.project(Viewer::Spectator);
assert!(
!crate::text_of(&crate::doc::document(&spec, &[], "/x", None, false)).contains("(you)"),
"a spectator was given a seat"
);
}
/// The three diagrams became one: the relationship circle and the
/// piles picture are gone as separate views, and their content is on
/// the table.
#[test]
fn the_stacks_and_the_relations_are_on_the_table() {
let v = view_of(3);
let html = crate::doc::document(&v, &[], "/command?t=x", Some(PlayerId(0)), false);
let table = html
.split("aria-label=\"the table, seen from above\"")
.nth(1)
.and_then(|s| s.split("</svg>").next())
.expect("one table svg");
assert!(
table.contains("draw pile:"),
"the draw stack is not on the table"
);
assert!(
table.contains("discard pile:"),
"the discard is not on the table"
);
assert!(
!html.contains("relationship graph"),
"the old separate relationship diagram is still being drawn"
);
}
}
/// CB-WP-0028 T02 — the cards say what they do, in the edition's words.
#[cfg(test)]
mod card_words {
@ -936,7 +1049,7 @@ mod two_columns {
.and_then(|s| s.split("class=\"cb-meta\"").next())
.expect("a game column followed by a meta column");
assert!(
game.contains("<h2>problems</h2>"),
game.contains("<h2>the table</h2>"),
"the table must be in the game column"
);
assert!(

View file

@ -0,0 +1,163 @@
# CB-EV-0026 — the table you sit at
CB-WP-0028 T08. Tier M (structural M — imports more of an external
dataset under AM-4's budgets; chaos d8=1 → no override). Declaration 11 of
chaos window 2. Closed 2026-08-06.
**Delivered:** [ADR-0015](../decisions/ADR-0015-the-cards-own-words.md),
three vendored edition files, a generic reader, the cards' own words on
the page, one overhead table replacing three diagrams, controls and log in
the meta column, *"game solved"*, and rankings that cite their source.
---
## 1. Nine observations, and where they actually came from
**Seven of nine were engine defects. One was a design finding. One was
already true and nobody could tell.**
| # | observation | what it turned out to be |
|---|---|---|
| 1 | no incentive to attack | a **design finding** (F17), and still a note |
| 2 | *"I don't understand the GROUND card"* | **a data-import gap** — the card explains itself and we never read it |
| 3 | overhead view | three diagrams the player had to assemble |
| 4 | click the deck to draw | **not a legal move**; built nothing |
| 5 | auto-draw option | **already automatic**, and always was |
| 67 | controls and log on the right | layout |
| 8 | *"Game Over"* on a win | wrong vocabulary for a co-operative game |
| 9 | rankings | a place where the game defines *not to rank* |
**Observations 4 and 5 are the most useful pair in the set**, because both
dissolved. Clicking the deck is not a move — `GroundCommand` has no
standalone draw, and the edition's INVESTIGATE text says *"…reveal it.
**Then draw one Solution.**"* Drawing is a consequence. And auto-draw was
asked for a thing that has **never been manual**.
**Both had one cause: nothing on the page said how drawing works.** The
INVESTIGATE card's own words were in a file we had not imported. So a
player invented a mental model to fill the gap, and reported the gap as
two feature requests.
**No finding was raised.** An instinct differing from a *legible* rule is
a comprehension gap; an instinct differing from an *invisible* one is our
defect. Whether it recurs now that the card says it is a testable question
and was not before.
## 2. The import gap was worse than "one file of nineteen"
Measured before deciding:
| | |
|---|---|
| edition files upstream | 19 |
| vendored | **1** |
| columns in that one file | 13 |
| columns the engine read | **5** |
| scenarios in the file | 4 |
| scenarios the engine deals | **1**, hardcoded |
`title`, `problem_text`, `front_rules`, `reveal_effect` and
`unresolved_effect` were vendored on 2026-08-04 and **discarded at parse
time for eight days**. The page showed `Repair 2` for a card that reads
*"Missed Deadline"*. Fixing that cost no new bytes, no dependency and no
budget — it was the cheapest thing in the pass and the one nothing had
found.
**Rule coverage was 59/59 throughout.** The gate measures whether rules
are exercised, and every rule was. **Nothing measures whether a player can
read the game**, and nothing cheaply could — which is why the person
playing it is the instrument.
## 3. The dependency question was answered by measurement, not preference
ADR-0011 refused the `csv` crate and named its own revisit condition:
*"nested quoting, embedded newlines, multiple dialects."*
Across every candidate file — Actions, Solutions, Modes, Scenarios —
**zero doubled quotes and zero embedded newlines.** The hand reader's only
job is comma-in-quoted-field, which it already did.
So the argument was not re-run, **and the reason is a measurement rather
than the inconvenience of re-running it.** `edition-check` now asserts
that condition on every vendored file, so the day it stops being true the
gate says so instead of a parser mangling a card.
**One reader, four callers.** A per-file copy is how a parser acquires
four subtly different bugs.
## 4. Two gates were written for a smaller world
**`edition-check` compared the first recorded digest against
`Problems.csv` regardless of which file that digest described.** With one
vendored file it was correct; with four it was comparing across files. It
now checks both directions — a vendored file with no digest fails, and a
digest naming an absent file fails.
**A `cb-play` test asserted the literal string `"game over"`** and went
red when a won game began saying *"solved"* — the feature working. Fixed
by asserting the heading **against the outcome** rather than against a
word, which also covers the no-outcome case the original never touched.
**Both are the same shape:** an assertion that encoded a world with one
file, or one ending. Neither was wrong when written.
## 5. What T07 decided not to do
`Modes.csv` gives `scoring_tiebreak` per mode. For SHARED GROUND it is
**"Not applicable"** — the table succeeds or fails together.
So the co-operative mode shows contributions and **refuses to order
them**, and says why on the page. A leaderboard would have been easy,
looked good, and invented scoring the game does not have — the same defect
class as canonising a provisional default, which this project has already
committed once.
Where a mode *does* rank, the ordering is the game's own words. The single
derived superlative is labelled **"clay-borg's reading, not a rule."**
**This is the first time the project has had the game's own tiebreak to
cite**, and it only had it because §2's import brought `Modes.csv` in. The
alternative was inventing one.
## 6. The overhead view cost no coverage probe
All existing probes passed through a restructure that **deleted two
renderers** (`relations_svg`, `piles_svg`) and merged three diagrams into
one.
**Second confirmation of CB-WP-0027's finding**: a probe that names a
*fact* survives a reflow; one that names a *presentation* does not.
CB-WP-0024's `17 remaining` probe broke on a rendering change;
CB-WP-0027's and this pass's did not, and this reflow was far larger.
The new control is per-seat-count: **2 through 6 seats all lay out with no
two seat circles closer than 70px**, asserted rather than eyeballed at
three — which is the only count anyone ever looks at.
## 7. Chaos window 2 — closed
**Declaration 11 of 12**, structural M, d8 = 1, no override.
The window has now produced **zero overrides in eleven declarations at
d8**. Its retirement condition — *retire if an override changes nothing
twice running* — was never testable, and CB-EV-0024 and CB-EV-0025 both
said so. This is the third and final statement of it.
**The window's verdict should be that d8 bought rarity by spending
evidence.** Window 1 at d4: two overrides, both changed the outcome.
Window 2 at d8: none. **A mechanism that produces no data across a full
window cannot be evaluated by that window**, which is a stronger
conclusion than "the rate is too low" and belongs in whatever closes it.
## Open after this pass
- **F17 needs an artifact.** Counting ATTACK selections across the policy
panel against hand quality is cheap and nobody has done it.
- **Three of four scenarios have never been dealt** (ADR-0015 D5). Now
visible, still true.
- **`Relations`, `DARVO`, `Tokens`, `Glossary` are deferred, not refused.**
If a seat's DARVO stage needs its own words, that is the trigger.
- **Nobody has written a trial note in anger** — carried forward from
CB-EV-0025, and the note channel only started working today.
- **Whether the card text changed what the maintainer understood** is this
pass's real acceptance test and has a person attached to it.

View file

@ -752,7 +752,19 @@ mod tests {
let replies = client.join().expect("client");
assert!(replies[0].contains("200 OK"), "{}", replies[0]);
assert!(replies[0].contains("game over"), "the page did not say so");
// CB-WP-0028 T06: the heading follows the OUTCOME, so this asks
// the view rather than hardcoding a word. The old assertion said
// "game over" and went red when a won game started saying
// "solved" -- which was the feature working.
let want = match view.outcome.as_ref() {
Some(o) if o.group_success => "game solved",
Some(_) => "game over",
None => "the game stopped",
};
assert!(
replies[0].contains(want),
"the heading did not match the outcome; expected {want:?}"
);
assert!(
replies[0].contains("30 commands"),
"the result did not reach the page"

View file

@ -2,7 +2,7 @@
id: CB-WP-0028
kind: product
title: "The table you sit at: the cards' own words, an overhead view, and a game you solve rather than survive"
status: active
status: done
state_hub_workstream_id: "d37c8671-54e4-447f-af64-56f482483282"
---
@ -39,29 +39,16 @@ split matters because they go to different places.
## Observation 2 is a data-import gap, and it reframes the pass
*"I don't understand the GROUND card or why other cards should be played
to the table"* reads as a design problem. It is not. **The card explains
itself in the dataset and we never imported the explanation.**
*"I don't understand the GROUND card"* reads as a design problem. It is
not: `Actions.csv` carries that card's tagline (*"Regulate. Restore the
frame. Decide."*) and its full rules text, and **we vendored one file of
nineteen**. Everything else the engine knows is a hand-transcription into
`GroundRules.md`'s 59 rules — enough to *play* the game, and nothing to
*read*. The page shows `Clarify` where the card says *"Ask What Happened."*
`ground-game/editions/*/Actions.csv`, the GROUND row:
> **tagline:** *"Regulate. Restore the frame. Decide."*
> **rules_text:** *"After all actions are revealed, choose one mode:
> GR—Ground & Restate: 2 Stress, ready Freedom… OU—Observe & Uphold…"*
**We vendored one file of nineteen.** `editions/ground-darvo-r0/` holds
`Problems.csv` and nothing else; `Actions`, `Solutions`, `Modes`,
`Scenarios`, `Relations`, `DARVO`, `Tokens`, `Glossary` and the rest live
only in `ground-game`. Everything the engine knows about them is a
**hand-transcription into `GroundRules.md`'s 59 numbered rules** — which
is enough to *play* the game and gives a player nothing to *read*.
So the page shows `Clarify` where the card says **"Ask What Happened —
Invite a concrete account before judging."**
**This is the most valuable thing in the pass**, and it was found by a
player saying he did not understand something rather than by any gate.
Rule coverage is 59/59 and has been for weeks.
**Found by a player saying he did not understand something.** Rule
coverage is 59/59 and has been for weeks. See F18 and
[ADR-0015](../decisions/ADR-0015-the-cards-own-words.md).
## Task: decide what else to import, and what it costs
@ -103,23 +90,17 @@ Decide:
[ADR-0015](../decisions/ADR-0015-the-cards-own-words.md), six decisions.
**The gap is bigger than "one file of nineteen", and the measurement is
the decision.** Of the file we *did* vendor, the engine reads **5 of 13
columns** — `title`, `problem_text`, `front_rules`, `reveal_effect` and
`unresolved_effect` were discarded at parse time. **The cheapest part of
this pass costs no new bytes** and was sitting in the repo for eight days.
And `SCN_01` is hardcoded at `lib.rs:1824`: the edition ships **four**
scenarios and the engine has never dealt three of them.
the decision.** Of the file we *did* vendor the engine reads **5 of 13
columns**; the discarded ones are player-facing text that had been in the
repo for eight days. And `SCN_01` is hardcoded — the edition ships **four**
scenarios and the engine has never dealt three.
**ADR-0011's revisit condition is measurably absent**, so the dependency
argument does not get re-run. Across Actions, Solutions, Modes and
Scenarios: **zero doubled quotes, zero embedded newlines.** The hand
reader's only job is comma-in-quoted-field, which it already did.
Vendored `Actions`, `Solutions`, `Modes` — the text a player reads. Not
the production artifacts. **Not `Extensions.csv`**, because it names
content the designer placed *outside* the core, and importing it would
break the as-printed claim — but it is now known to exist, which was the
real risk.
**ADR-0011's revisit condition is measurably absent** — zero doubled
quotes, zero embedded newlines across every candidate file — so the
dependency argument does not get re-run. Vendored `Actions`, `Solutions`,
`Modes`. Not the production artifacts, and **not `Extensions.csv`**, which
names deliberately non-core content; it is now known to exist, which was
the real risk.
## Task: the cards say what they do
@ -147,38 +128,26 @@ from the edition — not from a phrase we invented.
- **the page stays readable.** Five action cards with full rules text is a
wall; the tagline is the default and the rules text is on demand.
**Done 2026-08-06.** One `Table` reader with four callers (a per-file copy
is how a parser acquires four subtly different bugs), `CardText` for
Actions/Solutions/Modes, and `ProblemText` for the columns already
vendored.
**The GROUND card now explains itself**: *"Regulate. Restore the frame.
Decide."* as the tagline, its GR/OU/ND text behind a disclosure. Problems
show their own titles where a priority number used to be.
**Done 2026-08-06.** One `Table` reader with four callers (a per-file
copy is how a parser acquires four subtly different bugs), `CardText` for
Actions/Solutions/Modes, `ProblemText` for the columns already vendored.
The GROUND card now explains itself; Problems show their own titles.
**The load-bearing test asserts the text is a substring of the vendored
file**, not equal to a Rust literal — a test comparing against a
hardcoded expectation would pass for a hand-copied string, which is the
drift this ends. Plus counts (5 actions, 24 solutions, 3 modes), because a
reader returning one row would pass a "the text is real" test.
file**, not equal to a Rust literal — a hardcoded expectation would pass
for a hand-copied string, which is the drift this ends.
**`edition` came out from behind `#[cfg(feature = "scenarios")]`.** It was
gated because its only consumer was; but the edition is the game's own
data and the shipped runtime now reads it. **Test machinery and game
content are different things and only one of them is optional.**
**`edition-check` was written for a single-file world** and compared the
first recorded digest against `Problems.csv` regardless of which file it
described. It now checks every file both ways — a vendored file with no
digest fails, and a digest naming an absent file fails — and asserts
ADR-0015 D3's falsifier directly: no doubled quotes, no embedded
newlines.
**`edition` came out from behind `#[cfg(feature = "scenarios")]`**: it was
gated because its only consumer was, but the edition is the game's own
data and the runtime now reads it. **Test machinery and game content are
different things and only one is optional.** `edition-check`, written for
a single-file world, now checks every file both ways.
## Task: an overhead view of a real table
```task
id: CB-WP-0028-T03
status: todo
status: done
priority: high
state_hub_task_id: "2ff677ac-80ff-4618-ad7c-05b62c8f80c8"
```
@ -204,6 +173,25 @@ as a circle and once as a row. **One table, not two diagrams.**
- 2 through 6 seats all lay out without overlap, asserted per seat count
rather than eyeballed at 3.
**Done 2026-08-06.** One `table_svg`: seats around an elliptical table
starting at the **bottom** (the viewer sits nearest the reader, as at a
real table), Problems and both stacks in the middle, each seat's played
card between it and the centre, relations drawn between seats.
**Two renderers were deleted** — `relations_svg` and `piles_svg`. The task
said *one table, not two diagrams*, and leaving the old ones would have
meant drawing the same thing twice and letting them drift.
**No coverage probe cost**, through a restructure that merged three
diagrams and removed two functions. **Second confirmation of CB-WP-0027's
finding**: a probe naming a *fact* survives a reflow; one naming a
*presentation* does not.
The new control is per seat count: **no two seat circles closer than 70px
at 2, 3, 4, 5 or 6 seats** — asserted rather than eyeballed at three,
which is the only count anyone ever looks at. Plus: the viewer's seat is
labelled *and* visually distinct, and a spectator is not given one.
## Task: take cards from the stack, or let the table do it
```task
@ -369,7 +357,7 @@ are shown as ties.
```task
id: CB-WP-0028-T08
status: todo
status: done
priority: medium
state_hub_task_id: "a20a529e-0edf-49cc-9c80-7dba3b76cff5"
```
@ -387,3 +375,25 @@ state_hub_task_id: "a20a529e-0edf-49cc-9c80-7dba3b76cff5"
- **What the overhead view cost the coverage gate**, against CB-WP-0027's
finding that a probe naming a fact survives a reflow.
- **Quote CB-WP-0027's cost by re-running the instrument.**
**Done 2026-08-06.**
[CB-EV-0026](../evidence/CB-EV-0026-the-table-you-sit-at.md).
- **Seven of nine observations were engine defects**, one was a design
finding, and one was already true and nobody could tell.
- **Observations 4 and 5 both dissolved**, and had one cause: nothing on
the page said how drawing works, so a player built a mental model to
fill the gap and reported the gap as two feature requests.
- **The import gap was worse than "one of nineteen"** — 5 of 13 columns
read from the file we *did* vendor, discarded at parse time for eight
days. Rule coverage was 59/59 throughout: the gate measures whether
rules are *exercised*, and **nothing measures whether a player can read
the game.**
- **Two gates were written for a smaller world**`edition-check`
compared one digest across four files, and a `cb-play` test asserted the
literal `"game over"` and went red when a won game said *"solved"*.
Neither was wrong when written.
- **Chaos window 2 closes with zero overrides in eleven declarations.**
Third and final statement: d8 bought rarity by spending evidence, and a
mechanism producing no data across a full window cannot be evaluated by
it.