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0f64961d06 CB-WP-0039: a seat that does not regulate — and it changes H1's verdict
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CB-EV-0030 concluded H1's DARVO arm rate was still 0. That was true of the
panel, and the panel was greedy-family throughout. GreedyPolicy ranks
`Ground if gated => 100`, so it grounds the instant the stress gate bites,
Stress plateaus at 3, and the arm at 5 is unreachable by construction. "H1
does nothing" was really "H1 does nothing to a seat that already manages
its Stress" — and H1 was written for the seat that does not.

`reactive` is greedy with exactly one preference changed: GROUND demoted
below ATTACK. Under it, H1's criteria 1 and 2 are MET — DARVO arms 400
times per cell, ATTACK is chosen 3 times per seat per game. Criterion 3
fails harder: reactive wins nothing at any seat count.

The larger finding is about the baseline. Greedy and reactive play
IDENTICALLY under baseline, and peak Stress across 3,200 baseline games
was 1 — against a starting value of 2. The gate at 4, the DARVO arm at 5
and the Freedom token are all unreachable, and a policy built to be
reckless with Stress is indistinguishable from one built to husband it.
That is a deeper account of F17 than F17 has. Not raised as a finding yet:
it wants the plural panel first.

A constant was investigated rather than reported: darvo was exactly 400 in
every cell while atk scaled with seats. Six-player final Stress is
[5,5,4,4,4,4] every seed — H1-B holds the attacker at 4, below the arm,
and pushes its targets to 5. The self-soothe suppresses DARVO in the
aggressor and concentrates it in the attacked. The direction follows from
H1-B's arithmetic; the number 2 is partly an artifact of reactive's
first-legal targeting, and is labelled as such.

Still unreviewed: tier L review outstanding on CB-WP-0038, and nothing
here reaches ground-game until it runs.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 01:08:40 +02:00
627992bc85 CB-WP-0037 done: T03 classification and T04 evidence
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Reading Player_Mats.csv and Glossary.csv — which O4 had forbidden
declaring about until they were read — found a rule. Player_Mats'
choice_rule column IS GR-R03: at Stress 4-5 choose ATTACK or GROUND unless
you spend a ready Freedom token. The engine's stress_gated and
allowed_under_stress_gate match it exactly, and now have a tripwire.

So Ornamentation.md gains §1.3: the unit is a column, not a file.
Classifying Player_Mats as ornamentation would have thrown a rule away
with the colour swatches. A mixed artifact is normal — a player mat is a
rule printed on a decorated card in the box too. O4 is rewritten and
re-grounded from provisional to rule accordingly.

O5, O6, O7 declared with falsifiers. O7's is not theoretical:
back_design_id is unread in four vendored files, and hidden information is
what card backs are for.

CB-EV-0029 answers T04's question per rule rather than as a count — yes,
every checkable clause — and states the reading that result does NOT
support: it shows GroundRules.md was a faithful secondary source for the
clauses with behaviour to check, not that the engine is correct.

10 of 19 files vendored. Nine still unread, and Rules_Text.csv is the one
that matters: every clause checked here was checked against our own
transcription of it.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 00:33:24 +02:00
82aead6cea CB-WP-0035: a session that answers nothing
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Two reports, one cause: the script's fetch had no .catch. When the server
had exited the promise rejected, the chain never ran, and not even the
status line moved — so a dead server and a click that did nothing were
indistinguishable. play again read as a dead button, and the linger
timeout was invisible.

Now a rejection says the session is gone and seals the page, and a
5-second heartbeat against a new /alive notices it without needing a
click, which is what the timeout case requires. The beat carries the
token, and does not extend the linger: that deadline is absolute.

The harness had the same hole. jsrun's fetch stub had no .catch, so the
branch that notices a dead server would have been unreachable in every
test — the very defect the stub's own comment records from CB-WP-0024.
Teaching it __failing, .catch and a recorded setInterval was the fix;
writing the script defensively would have repeated the trap.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-07 20:31:32 +02:00
edab11c0e4 CB-WP-0033: a game is the unit
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make trials reported "positions unreachable: 4, target 0 — the recording
exists but the position moved". All four were false. A recording holds one
hash, the final state, and reachability asked whether the note's hash was
in that file — so a mid-game note could never match, and a post-game note
from any but the last game could not either. Instance 8 of the ADR-0018
family: vary only WHEN a note was written and the answer flips, with
nothing having moved.

The root cause was not the metric. play again reused state belonging to a
game: it overwrote the previous game's recording (data loss), never
cleared the journal (game 2's log opened with game 1's commands), and so a
note's command index pointed into a recording without those commands.
Fixing reachability alone would have gone green while a session still
destroyed its own evidence.

A note now binds by (game, after) — an index into the recording's own
commands list, which a reader can replay to. The hash keeps a job as the
integrity check at the end of a game, where it can actually fail. Game 1
keeps the path it was given, so GameDesign §5's documented invocation is
unchanged; later games get -2, -3 and nothing is overwritten. Legacy
5-column logs stay readable and are reported as legacy, never as orphans —
an unsubstantiated orphan claim is the defect being fixed.

All three fixes mutation-proven, including at the call site via a real
two-game session.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-07 17:41:11 +02:00
4ddff3b17c CB-WP-0032: the comments in the account
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Notes were written to a file and shown back nowhere — the shape
trials.py's own docstring calls this project's signature failure in a new
medium. The log now carries the player's comments where they were made.

Position is the feature: a remark like "why did that do nothing?" is about
the move above it, and collected at the bottom it is a sentence with no
subject. round/step cannot order a note against the log because several
commands share a step, so the server records how many commands had been
played — which it knows exactly — and the page places it there.

A comment must not be readable as something the game did. The log is the
recorder's vocabulary; notes render in their own block, attributed to the
player, quoted. The .note CSS already existed and nothing had ever used it.

No column was added to the trial log. trials.py skipped any row that was
not five cells, silently, so a sixth column would have made `make trials`
report zero notes for every log at once. That latent defect is fixed on
its own terms: a wrong column count now raises, and the walk reports the
real reason rather than blaming a missing block for every failure.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-07 16:09:36 +02:00
499d9fe3d7 CB-WP-0031: the comment box outlives the game
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The note channel closed at the moment it is worth most — a player who has
just seen the outcome is the one with something to say, and that reading
was collectable at every moment of the game except the one after it.

Two independent defects: doc::ending never rendered the box, and
serve_end had no POST /note arm, so even a hand-built post fell through to
404. Fixing either alone leaves the channel shut, so the test asserts both
and is mutation-proven to fail on each half separately.

A post-game note binds to the final position but is not an observation
made at the last decision point. RoundStep::End is the last step of a
ROUND, not the end of the game, so record_note now takes the step as an
argument and the post-game path passes "after the end" — otherwise an
after-the-fact reading is filed as an in-play one, which is the
wrong-subject family ADR-0018 was written for.

A note does not end the session: every other POST in that loop breaks it,
and a player must be able to write a second one and then still play again.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-07 13:08:56 +02:00
631fb41fc2 CB-WP-0029 T01-T03: components you can count, and a supply that does not bind
ADR-0016, Tokens.csv vendored, tracks and discs on the table, and a supply
audit that found nothing and says so.

T03 MEASURED BEFORE T01 DECIDED. 750 games, 2-6 seats, greedy and random:
Protection reaches 1 per seat and 2 on the table against a supply of 6;
Denied 3 of 5; relation links EXACTLY 12 OF 12 and never more; Focus/Blame
0 conflicts. The link row is the interesting one -- GR-L01's two-slot rule
IS the twelve-token supply written twice, which is the shape of a supply
needing no separate enforcement.

AND THE FIRST VERSION OF THE FOCUS/BLAME CHECK WAS WRONG. It compared a
seat's own placed Focus against its OWN blame_from -- but that list holds
OTHER players' discs, so they are different tokens. It reported 2
conflicts; corrected, it reports 0. Fifth instance of this project's
recurring defect, a number computed correctly about the wrong subject, and
the first caught before it left the repo rather than by a reviewer.

D2: a token is a VIEW, not a type. The aggregate gains no `Token` --
adding one would create a second source of truth for Stress, and the first
time they disagreed the bug would be invisible because both would look
internally consistent.

D3: quantity does NOT bind, and the reason is not the measurement. A
component limit the rules do not state is not a rule. Refusing a seventh
Protection token would enforce something nobody ruled -- CB-WP-0023's
error inverted: SOLVE was OFFERED where it could not act; this would
REFUSE where the rules allow. The check ships as a standing control, so a
future violation becomes a question for ground-game (does the box bound
the game, or do the rules?) rather than a bound the engine invented.
Registered as F22, withdrawn: a stated negative, because a survey that
finds nothing and leaves no trace cannot be told from one never run.

D4: Stress on a 0-5 track that turns red at 5 where DARVO arms, DARVO on
OFF/DENY/ATTACK/REVERSE, Freedom as the two-sided disc the edition says it
is, Protection and Blame counted, Lead and Round on the table.

Two tests broke on token discs and both were FIXTURE defects:
seat_centres matched every <circle> and track stops are circles. Seats now
carry class="seat".

The table height limit went 460 -> 500 as a CORRECTION, not a concession.
460 had no derivation; 500 does -- ~800px viewport less ~120 header and
~150 controls leaves ~530, and the version that broke dragging was 620.
CB-WP-0021 T06's rule is to fix the measurement rather than lower the
floor, and an underived number is a measurement defect.

make all: exit 0. 66 render tests, 26 cb-play.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-07 09:54:20 +02:00
cf52e6bcbf CB-WP-0029: the tokens on the table — declare and register
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Declaration 12 of chaos window 2, which CLOSES IT. Structural M (imports
another edition file under AM-4's budgets), chaos d8=4, no override.

Tokens.csv turns out to carry more than names. Every token has a
`quantity` -- 6 Protection, 5 Denied, 12 relation links -- and a component
count is a limit a simulation does not have unless it is told. protection
is saturating_add(1) at lib.rs:986 with no upper bound, against an edition
that ships six tokens for six players. T03 measures whether that matters
rather than assuming either way.

And `sides` is the second interesting column: Freedom and Focus/Blame are
each ONE DOUBLE-SIDED TOKEN, not two states. The engine holds Focus in a
map and Blame in a list; whether those can disagree with a single physical
token is worth checking.

T03 is shaped against a specific error: whatever it finds is a FINDING,
not a fix. A component limit the rules do not state is underdetermined and
belongs to ground-game, and the engine must not start enforcing a bound
nobody ruled. CB-WP-0023 exists because SOLVE was offered where it could
not act; inventing a limit is the same error in the other direction.

The workplan also names the window-2 verdict as DUE. Its retirement
condition was untestable throughout -- eleven declarations, zero 8s, zero
overrides -- and recording that is a change to how the loop constrains
itself, so it is its own tier-M pass rather than a task here. Named so it
is not lost between passes, which is how the ten rulings went uncollected.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-07 09:45:41 +02:00
51efe55d14 fix: the controls sit below the log, and ending a session greys the page
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Tier S (fixes inside a boundary; chaos d8=3, no override). Two
observations from play, both about what the page says has happened.

The controls moved BELOW the log: you read what happened, then decide what
to do next. They were above it, which asks for the decision first.

And sealing now marks the WHOLE PAGE inert, not just the controls. A
greyed-out button beside a full-colour table still reads as a live game
with one broken control; the session has ended and everything on screen is
a record of it. The status line stays legible on purpose -- it is the one
thing still worth reading.

THE STUB NEEDED A BODY classList TO MAKE THAT TESTABLE. Without it "the
session visibly ended" would have been a claim about CSS with nothing
checking it, which is precisely CB-WP-0016's finding: a stub too thin to
express a failure is how the failure survives. The harness reports the
sealed page through the status channel with a NUL-separated marker --
ugly, deliberate, and documented, because widening the return type would
touch every caller for one boolean.

Both directions asserted: a `closed` reply seals the page, an `ok:
dealing` reply does NOT -- otherwise the seal test would pass for a page
that greys itself whenever it is touched, breaking `play again`.

63 render tests, 26 cb-play, check and loop-lint clean.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-06 22:38:32 +02:00
b12725566b fix: a click target wearing a drag affordance made the controls look dead
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Tier S (a fix inside a boundary; chaos d8=7 from the previous roll stands
for this continuation). Two observations from play that are ONE defect.

`play again`, `end session`, `pass` and the move buttons carried `.pick`,
which is cursor:grab. The stylesheet has .btn{cursor:pointer} BEFORE
.pick{cursor:grab}, so grab won.

A GRAB CURSOR INVITES A DRAG. A drag released over nothing posts nothing,
so the player picked up the button, let go, and the page did nothing. It
looked dead because the affordance told them to do the one thing that does
not work. Reported as two separate things -- "the button shows a hand to
pick up that it probably shouldn't" and "I can't start another game or
stop the server" -- and the first causes the second.

The click path itself was never broken: driving again->again and
done->done through the JS harness posts correctly. The logic was fine and
the invitation was wrong.

Click targets now carry `.tap` -- pointer cursor, same press affordance.
This extends CB-WP-0017's rule (interactive and inert must not look
identical) to: click and drag must not look identical either. The test
asserts both directions, because checking only that buttons lost `.pick`
would pass for a page with no affordances at all.

Registered F20 (applied) and F21.

F21 IS THE ONE I COULD NOT REPRODUCE: dragging did not work until after
the first note was saved. Ruled out the plausible mechanisms -- the
gesture logic posts correctly against the served page, the drag ghost
carries pointer-events:none so it cannot intercept the drop, and the
markup is identical before and after since the 303 re-renders the same
page from the same state. Remaining candidates are a <details> toggle
shifting layout mid-drag, a first-load timing difference, or browser-level
pointer capture. Reproducing it needs a browser, which no test here has --
the same gap F19 named. Recorded as unreproduced rather than given a
speculative fix.

And the fourth observation is confirmation, not a bug: "drawing my cards
from the deck is not implemented, I did not need to do that" is exactly
what CB-WP-0028 T04 determined and deliberately did not build. It is the
first evidence that importing the card text closed the comprehension gap
that produced the earlier click-the-deck request.

make all: exit 0. 62 render tests, 26 cb-play.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-06 22:25:06 +02:00