# The finding register Design findings about **GROUND**, with their reproductions. Governed by [`GameDesign.md`](GameDesign.md) (admissibility, kinds, states, metrics) and [ADR-0012](../decisions/ADR-0012-the-design-instrument.md). Reported by `make design`. **Split out of `GroundRules.md §Underdetermined` on 2026-08-05** when that file crossed the ~400-line loadability limit. ADR-0012 D2 said *"no new file"* and this is a new file — but D2's substance was **one register, not a second mechanism competing with the first**, and that holds: this *is* §Underdetermined's register, moved, still driving off the same `provisional`/ruling machinery. D2 also named the awkwardness this resolves — a finding about the engine sitting in a document about the game. The U-items themselves, with their defaults and rulings, stay in [`GroundRules.md §Underdetermined`](GroundRules.md); this file tracks them *as findings*. **This section is the design-finding register** (ADR-0012 D2). It was the register for dataset ambiguities already; CB-WP-0022 extended it to all five kinds rather than building a second one beside it. Admissibility, kinds, states and metrics: [`GameDesign.md`](GameDesign.md). Reported by `make design`. | id | kind | state | reproduction | role | raised | owner | |---|---|---|---|---|---|---| | U1 | underdetermined | applied | — | default | 2026-07-31 | ground-game | | U2 | underdetermined | applied | scenarios/ground/gr-d01-darvo-trigger.yaml | default | 2026-07-31 | ground-game | | U3 | underdetermined | applied | — | default | 2026-07-31 | ground-game | | U4 | underdetermined | applied | — | default | 2026-07-31 | ground-game | | U5 | underdetermined | applied | — | default | 2026-07-31 | ground-game | | U6 | underdetermined | applied | — | default | 2026-07-31 | ground-game | | U7 | underdetermined | applied | — | default | 2026-07-31 | ground-game | | U8 | underdetermined | applied | — | default | 2026-07-31 | ground-game | | U9 | underdetermined | applied | — | default | 2026-07-31 | ground-game | | U10 | underdetermined | applied | — | default | 2026-07-31 | ground-game | | F11 | inert | applied | scenarios/ground/gr-p05-solve-legality.yaml | counterexample | 2026-08-02 | clay-borg | | F12 | degenerate | note | — | — | 2026-08-01 | clay-borg | | F13 | inconsistent | withdrawn | scenarios/ground/gr-e01-threshold-reachable-2p.yaml | counterexample | 2026-08-01 | clay-borg | | F14 | unplayed | applied | games/ground/examples/attack-value.rs | counterexample | 2026-08-01 | clay-borg | | F15 | underdetermined | note | — | — | 2026-08-05 | clay-borg | | F16 | inconsistent | withdrawn | games/ground/examples/difficulty.rs | counterexample | 2026-08-05 | clay-borg | | F17 | degenerate | raised | games/ground/examples/attack-value.rs | counterexample | 2026-08-06 | ground-game | | F18 | inert | raised | `games/ground/src/edition.rs::card_text_tests::the_engine_reads_only_part_of_what_it_vendored` | counterexample | 2026-08-06 | clay-borg | | F25 | inert | raised | `games/ground/src/edition.rs::card_text_tests::the_engine_agrees_with_the_editions_own_numbers` | default | 2026-08-08 | clay-borg | | F24 | inert | raised | `games/ground/src/edition.rs::card_text_tests::the_hardcoded_deck_still_matches_the_edition` | default | 2026-08-07 | clay-borg | | F19 | degenerate | applied | crates/cb-render-html/src/lib.rs::overhead_table | counterexample | 2026-08-06 | clay-borg | | F20 | inert | applied | crates/cb-render-html/src/lib.rs::ending_page | counterexample | 2026-08-06 | clay-borg | | F21 | degenerate | note | — | — | 2026-08-06 | clay-borg | | F23 | inconsistent | applied | decisions/ADR-0017-chaos-window-2-verdict.md | counterexample | 2026-08-07 | clay-borg | | F22 | underdetermined | withdrawn | games_ground::edition::supply_tests::play_never_exceeds_the_components_the_box_holds | counterexample | 2026-08-07 | clay-borg | - **F11 — SOLVE offered where it cannot act.** Offered on a face-down Problem, or with no matching suit in hand; inert every time. Ruled GROUND-WP-0002 T02, implemented CB-WP-0023 as GR-P05. `applied` — the rule changed, not just the annotation. **The case we reported was not the case that fired**: `validate` already rejected face-down, and the maintainer's three inert SOLVEs were the *hand* case. - **F12 — GR-A13 "wasted SOLVE" on an already-claimed Problem.** A scenario had to pick a default and did. `note`: no artifact isolates the degenerate line, so under GameDesign §3.1 it may not be reported until one exists. - **F13 — GR-E01 vs GR-S01, withdrawn 2026-08-05.** Raised as *"4/6/9 against 5/7/9, no dataset reconciles them."* `2da19a4` measured **6/9/12 against 5/7/9** and the scenario was renamed `-unreachable-` → `-reachable-`. **Its reproduction is green**, which under GameDesign §1.3 is the alarm that forced the resolution. Withdrawn rather than deleted, and the withdrawal is reported (ADR-0012 D5). - **F16 — "the game is too easy at 5–6 seats", withdrawn the day it was raised.** Claimed from `GreedyPolicy` winning 200/200 at those seat counts. A `FirstLegal` policy scores **0%** on the identical deals, and at two seats it *beats* greedy — two unsophisticated agents span the whole range, so the measurement was about the policy. Caught by the CB-WP-0025 adversarial review (C4) **before transmission**; it would have been the fifth wrong premise sent to ground-game and the worst, since GROUND-WP-0005 is blocked on exactly this number. The withdrawal was reported (ADR-0012 D5). Its reproduction is `difficulty.rs`, whose policy panel is plural *because of this finding*. - **F23 — a false claim propagated five times by citation instead of measurement.** CB-EV-0024 §6 stated that chaos window 2 produced **zero overrides** and that its retirement condition was untestable. CB-EV-0025, CB-EV-0026, CB-EV-0027 and CB-WP-0029 each repeated it, citing the one before. **It was false.** Declaration 3 (CB-WP-0020) rolled d8 = 8 and overrode — and **CB-WP-0020 recorded it correctly at the time**, in those words: *"the first override at d8… It changed nothing… **One.**"* Counting the workplans takes one command. **The subject makes it worse.** Three of those four files were arguing that this project's defect is claims asserted without their reproduction — while carrying one. `facts-check` catches a copied number that disagrees with its source; nothing catches a number with **no source**, asserted once and cited thereafter. **`applied`** — ADR-0017 corrects it, and each of the four files carries an in-place correction rather than a silent edit (ADR-0012 D5). **The general defect is not fixed**: it is the same family as the five wrong-subject instances, and still has no control. - **F22 — does the component supply bind the game? Asked, measured, and withdrawn.** `Tokens.csv` gives every component a `quantity` — 6 Protection, 5 Denied, 12 relation links — and **no numbered rule mentions a supply**, so the engine could in principle mint a seventh Protection token (`saturating_add`, no bound, `lib.rs:986`). Measured over **750 games**, 2–6 seats, greedy and random: Protection reaches 1 per seat and 2 on the table; Denied 3 of 5; links **exactly 12 of 12**, never over, because GR-L01's two-slot rule *is* the twelve-token supply written twice. Focus/Blame: 0 conflicts. **Withdrawn — nothing to report.** Registered as a stated negative because a survey that finds nothing and leaves no trace cannot be told from one that was never run. The check ships as a standing control (ADR-0016 D3): if play ever does exceed a quantity, that is a **finding for ground-game** — *does the box bound the game, or do the rules?* — and **not** a bound for the engine to invent. - **F21 — dragging did not work until after the first note was saved.** Reported 2026-08-06: *"I could not drag and drop at the beginning but after I added the first comment it worked."* **`note`, and I could not reproduce it.** The gesture logic is correct against the served page (the JS harness posts properly), the ghost carries `pointer-events:none` so it cannot intercept the drop, and the markup is identical before and after the note — the 303 re-renders the same page from the same state. **Candidates, none confirmed:** a `
` toggle inside an action card shifting the layout mid-drag; a first-load timing difference; or a browser-level pointer capture. **Reproducing it needs a browser, which no test here has** — the same gap F19 named. Recorded rather than guessed at. - **F20 — a click target wearing a drag affordance made the ending controls look dead.** `play again`, `end session`, `pass` and the move buttons carried `.pick`, which is `cursor:grab`. A grab cursor invites a **drag**, and a drag released over nothing posts nothing — so the button did nothing and appeared broken. Reported as two separate observations (*"the button shows a hand to pick up that it probably shouldn't"* and *"I can't start another game or stop the server"*) which are one defect. **`applied`**: click targets now carry `.tap`. **This extends CB-WP-0017's rule** — interactive and inert must not look identical — to *click and drag must not look identical either*. - **F19 — the engine shipped a table nobody could play on, and every gate was green.** CB-WP-0028's overhead view was 620px tall, so the action cards sat a screen below the Problems; dragging between them was physically impossible. Seats were drawn *inside* the table, and the `table` drop target was a card among the buttons rather than the drawn surface. **`make all` passed throughout**, because every test asserted the DOM was correct — which it was. The JS harness even posts a correct gesture against a page a human cannot drag on. `degenerate`: the feature fires and collapses play. **`applied`** — fixed 2026-08-06, with height, seat-position and single-drop-zone proxies added. **They are proxies.** Nothing here lays out a browser, and the gap CB-EV-0026 named — that no gate measures whether a player can play — is unclosed. - **F17 — ATTACK cannot affect whether the table succeeds.** Reported from play as *"there is no incentive to play attacks as long as I have positive cards"*, and **the artifact now exists**: `games/ground/examples/attack-value.rs`, 200 games per cell, one number varied — ATTACK's rank in an otherwise identical policy. | ATTACK ranked | wins (2/3/4/5/6p) | attacks | DARVO armed | |---|---|---:|---:| | 10 (below all) | 132 / 165 / 190 / 200 / 200 | 0 | 0 | | 75 (above SUPPORT) | **132 / 165 / 190 / 200 / 200** | 315–923 | 13–218 | | 95 (above SOLVE) | **0 / 0 / 0 / 0 / 0** | 1400–5170 | 400–1000 | **The middle row is the finding: identical win counts at every seat count**, while attacking hundreds of times and arming DARVO. Attacking is not punished — it is **inert with respect to the goal**. Group success is a function of SOLVE alone, and ATTACK only costs anything when it ranks above SOLVE and displaces it. **So the maintainer was right and the reason is sharper than the phrasing.** There is no incentive because there is no *path*: ATTACK's effects (Stress, Rivalry, DARVO) feed nothing that decides `group_success`. **Asked in all three modes 2026-08-07, and ATTACK earns its place in none of them:** | mode | never attack | attack sometimes | |---|---|---| | SHARED GROUND | 132/165/190/200 | **identical** — free but pointless | | COMMON PROBLEM | 59/52/48/44 | 59/52/48/**34** — a cost at six seats | | BONDED COALITIONS | 131/134/132/116 | **59/52/48/34** — roughly halved | **The coalitions row has a mechanism the data confirms.** GR-A07 flips a Bond to a Rivalry on Attack, and GR-E04 scores Bond *networks* — so attacking destroys the thing that scores. And the attacking numbers in E04 are **identical** to E03's, which is exactly what that predicts: break every Bond and each seat becomes a coalition of one, so GR-E04 degenerates into GR-E03. **Not a claim that the game is broken.** DARVO is the pattern the game is *about* not falling into; a self-destructive ATTACK may be the design. The question for `ground-game` is whether the namesake mechanic being unreachable in competent co-op play is intended. - **F18 — the engine imports one of nineteen edition files, so the cards cannot say what they do.** Reported as *"I don't understand the GROUND card"* — which is not a design gap: `Actions.csv` carries that card's tagline (*"Regulate. Restore the frame. Decide."*) and full rules text, and clay-borg never imported it. Every other card is the same: a player sees `Clarify` where the card reads *"Ask What Happened — Invite a concrete account before judging."* **`inert`**: the data exists and cannot fire, because nothing reads it. **Ours, and CB-WP-0028 fixes it.** - **F25 — the engine hardcodes numbers the edition states.** `GroundState::threshold` is a `match` returning 5/7/9 while `Scenarios.csv` carries `threshold_2_players`, `threshold_3_4_players` and `threshold_5_6_players`; setup writes `stress: 2` against *"All players start at Stress 2."*; the engine plays five rounds against a printed 1–5 track. **All three agree, on all four scenarios**, and that is the finding rather than the reassurance: these are the most contested numbers in the project — the whole 4/6/9 versus 5/7/9 episode turned on them — and the engine has been right by maintenance coincidence rather than by reading the file that owns them. **`inert`**, role `default`: green because they agree, red the moment either side moves. **Ours.** Same shape as F24. - **F24 — the draw pile is a Rust literal.** `solution_deck()` builds six of each suit from an array and never opens `Solutions.csv`, whose `suit` and `quantity` columns say the same thing. **They agree today** — 24 rows, six per suit — so nothing is wrong now, and that is the point: the engine is right by maintenance coincidence rather than by reading. **`inert`**: the data exists and cannot fire. Role `default`, not `counterexample` — the reproduction is green *because* the two agree, which is the state GameDesign §1.3 says to expect from a documented provisional choice, and it turns red the moment either side moves. **Ours.** CB-WP-0037 T02 deletes the literal. - **F15 — the rules define one game, not a series.** `OutcomeView` gives `personal` (per seat), `group_success` (per table) and `winners`. Summing the first and counting the third answer different questions, and GROUND says nothing about how several games combine. CB-WP-0024 T04 shows **both, labelled**, rather than picking one and letting it become the score by default. `note`: no artifact demonstrates that this *harms* play — a unit test showing the two tallies point at different seats demonstrates only that they can differ, which is arithmetic, not a design defect. Under GameDesign §3.1 it may not be reported until one exists. - **F14 — GR-E03/GR-E04 never played to the end. Closed 2026-08-07, and the reason they were unplayed was ours.** `cb-play` built every game with `ScoringMode::SharedGround` and passed an **empty patch**, so two of the three shipped modes were unreachable from the only way anyone plays. The mode was patchable in *scenarios* and not from the *driver*. `--mode` added; all three now play to the end and give **different winners from identical play**: shared → all four seats, common → P3 alone, coalitions → P1+P2. **`applied`** — 800 games per mode in the reproduction. ### The register's first run found ten answers nobody had collected **U1–U10 are `ruled`, not `reported`.** GROUND-WP-0002 T05 answered all ten on **2026-08-03** — every one **confirmed** as the default clay-borg already simulates — and GROUND-WP-0002 T03 confirmed five of the six provisional scenarios, voiding `gr-e01` as a rules gap. The workplan is `finished`. CB-RES-0007 reported *"0 of 10 ruled"* and this register was built saying `reported`. **Both were two days stale on the day they were written.** The answers had arrived and nothing propagated them — the same failure as the unread inbox, in the opposite direction. **They are `ruled`, not `applied`, and the difference is work we owe.** Per ADR-0012 D5, `applied` means the source changed and the provisional default was deleted. The rulings *confirmed* our defaults, so the rules did not move — but the scenarios still carry `provisional: true` for choices that are now settled. **Lifting those flags and recording each ruling is what closes U1–U10**, and it is not done. `make design` shows them open until it is. ### The U-item ↔ scenario mapping, measured twice **One U-item has a scenario that names it: U2.** CB-RES-0007 asserted six of ten did. CB-WP-0026 T03 tried to write the other mappings and **produced two wrong ones before checking them**: | claimed | why it was withdrawn | |---|---| | `gr-a04-bond-support` → U1 | it asserts consent is **required**; U1 asks **when** the target accepts. Different question. | | `gr-d05-darvo-reverse` → U5 | it exercises the **unrejected** REVERSE; U5 is the **rejected** one (GROUND—ND). Different stage. | Both were plausible from the `covers:` list and both were wrong on reading the description. **That is the third and fourth instance of this exact defect** — a link that looks right, asserted without checking what the artifact actually exercises — and the first two reached ground-game. So a scenario now declares `encodes_u_item` explicitly or claims nothing. **Nine U-items have no reproduction and are recorded as having none.** They are `applied` because the ruling landed and the provisional flag came off, not because anything demonstrates them. ### What the backfill measured, and what it contradicted **Only U2 names its U-item in a scenario.** Measured, not estimated: ``` for u in U1 .. U10; do grep -lE "\b$u\b" scenarios/ground/*.yaml; done ``` CB-RES-0007 asserted *"six of the ten already have provisional scenarios."* Five provisional scenarios exist and **one** cites the item it stands for. The other four may well encode U-item defaults — the mapping is simply **not written down**, so it is not checkable, and an uncheckable link is the defect this register exists to fix. The register records what is citable; the rest is debt, visible in `make design`. **No sixth kind was needed** — the five kinds absorbed all four non-U findings. And the survey's *"six provisional defaults"* was **not** entered as a finding: C3 showed it double-counted GR-E01, and the provisional scenarios are *reproductions for* underdetermined items, not a finding of their own. **U1–U10 are `reported` while lacking reproductions**, which GameDesign §3.1 would now forbid. They were reported on 2026-07-30, before the rule existed. They are grandfathered rather than rewritten, and the debt is a reported metric with a target of zero.