Every workplan is done and nothing is in flight -- the session stopped at
a boundary, not mid-change -- so the risk on pick-up is not lost context
but MISREAD context.
Records the three findings most likely to be misread (attack_relief is
unreachable-then-real, not null; H1's rejection covers half of H1; the
scope module is inert in round one), what is waiting on ground-game
versus what is ours, the conventions a new session trips over (hub is a
read model; workplan status is active not in_progress; make vendor;
replays/ is gitignored), and the two habits that paid for themselves
repeatedly -- mutate every control, and test the path a player takes.
Linked from the README above the gates, since it should be read before
design — the finding register
QUEUE (open findings)
repro F17 degenerate raised 6d ground-game
repro F18 inert raised 6d clay-borg
repro F24 inert raised 5d clay-borg
repro F25 inert raised 4d clay-borg
repro F26 inert ruled 4d ground-game
repro F27 unplayed reported 4d clay-borg
repro F31 unplayed reported 4d clay-borg
repro F30 degenerate ruled 4d ground-game
NOTES (not reportable — GameDesign §3.1)
F12 degenerate 11d
F15 underdetermined 7d
F21 degenerate 6d
findings 28 (+3 note(s))
with a resolving reproduction 19/28 = 67% target 100%
open, lacking a reproduction 0 target 0
reproductions green while open 0 target 0
notes past 30 days 0 target 0
closed (log) 20 [U1, U2, U3, U4, U5, U6, U7, U8, U9, U10, F11, F13, F14, F16, F19, F20, F23, F22, F29, F28].
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>