--- id: CB-WP-0020 kind: product title: "The table you can read: the card in your hand, the border that moves, the game that ends" status: done state_hub_workstream_id: "ac9dfd59-959b-4023-8749-88d1c20e928b" --- # Purpose ``` structural tier S (presentation inside an existing capability — no new port, no canonical interface, no new dependency) chaos d8 = 8 → OVERRIDE, tier drawn: S declared tier S (structural S, chaos 8 → S) ``` Declaration 3 of chaos window 2, and **the first override at d8** — it fired on the second roll at the new rate. It changed nothing, which is the first half of window 2's retirement condition (*retire if an override changes nothing twice running*). **One.** ## What the perceptual check found The maintainer ran it on 2026-08-03. **Item 1 passes** — the resting affordance reads. Everything else has a defect, and several are defects in things the tests call green, because no test here can see a layout. Quoted, because the wording carries the diagnosis: 1. **Pickable is legible.** ✅ Nothing to do. 2. *"the card is picked up but the linebreak vanishes and the card below does not vanish. So it is a little as if we have two cards now"* 3. *"the upper and left borders of the dashed lines seem to be hidden for some items. Also for players the rectangle is quite large. Maybe we should not have a new dashed line but just set the existing borderline to dashed so that the layout is more stable and less complicated"* 4. *"replacing the content of the picked up card breaks the visual clue about a card being moved"* 5. *"the orange status line does not change as you describe. It seems to switch only if i put back a card"* 6. *"I cant follow the actions of the other players too well because they do not visualize on the board other than by result and the log"* 7. *"maybe should read 'Game finished' if the players have been successful… There is no button to start a new game"* ## Task: the border moves, nothing else does ```task id: CB-WP-0020-T01 status: done priority: high state_hub_task_id: "cad5d2a7-2d3a-494d-b2ca-4ff765e152c2" ``` **Adopt the maintainer's design instruction**: a legal drop target changes its **existing border** to dashed and coloured. No second box. The current `outline: 2px dashed; outline-offset: 3px` draws a *new* rectangle outside the element. That is why the top and left edges vanish on some items — an `outline` on an SVG `` is clipped by the SVG viewport, and on a card it collides with the neighbour's margin. It is also why a seat's highlight is *"quite large"*: it outlines a whole card when only the border needed to change. - HTML targets: restyle `border-style`/`border-color` in place. - SVG targets: change the existing `stroke`, not an added outline. **Control:** the marked set must still equal the set Rust emitted (ADR-0010 D2 property 1) — the mutation that derives targets instead of reading them must stay red. This is a style change and must not become a behaviour change. **Done 2026-08-03.** `.dropok` restyles `border-style`/`border-color` in place, and SVG targets change their existing `stroke` with a dash array. No `outline` remains. **A border already in the layout cannot move the layout**, which is what the instruction was for. ## Task: the thing in your hand looks like a thing in your hand ```task id: CB-WP-0020-T02 status: done priority: high state_hub_task_id: "b754eeab-76c6-4bbe-b470-c83595e1bb2a" ``` Two reports, one cause. The ghost is a `textContent` copy of the card, so (2) the `
` collapses and it reads as a *second card*, and (4) the explanation **replaces** the label, so the only thing identifying what you are carrying disappears exactly when you need it. - The ghost must not impersonate a card. Make it read as a held token: smaller, distinct, and it may keep the line break. - The explanation is **additional**, never a replacement. Carrying *"Attack"* and hovering P2 should show both — the label and *"commit Attack against P2"*. - The element left behind must look **left behind**, so there are not two cards. **Control:** the description shown must still be the one Rust wrote for that pair (ADR-0010 D1) — the neighbouring-pair mutation stays red. And a new one: the ghost must still name what is held when an explanation is showing, so a mutation that drops the label goes red. **Done 2026-08-03.** The ghost is a pill, not a card — it cannot be mistaken for a second card — and the explanation is appended beside the label rather than replacing it. The left-behind element is dimmed to 0.35 and dashed, so it reads as *left behind*. The stub grew `innerHTML` so the test can assert **both** are present at once; it previously could only see that *something* was displayed, which is why the replacement went unnoticed. ## Task: say why a drop was refused, in words ```task id: CB-WP-0020-T03 status: done priority: high state_hub_task_id: "5150e851-f8f2-4c18-af3f-3bc16dd301ea" ``` Reported: the status line *"seems to switch only if i put back a card"*, and then reads `action-attack -> action-attack is not a legal move here`. Two defects. **The refusal is written in element ids.** `resolve` returns `"{down} -> {up} is not a legal move here"`, which is the vocabulary of the DOM, not of the game. A player reads *"you cannot Attack yourself"*. **And the no-target path apparently never fires.** CB-WP-0018 added *"took … , let go over nothing droppable"* for a drop on nothing, and the maintainer did not see it. Find out why before changing anything — the likely answer is that there is almost no bare background to drop on, every part of the page being a card, in which case the message is correct and unreachable, and the fix is elsewhere. **Do not "fix" a message that already works; reproduce the report first.** **Done 2026-08-03. Not reproduced, and recorded as not reproduced.** The harness test passes and the page has real gaps; without a browser I cannot see it fail. The likeliest cause is not the message but **which element the browser reports**: for touch and pen the pointer is implicitly captured to the `pointerdown` target, so `e.target` on `pointerup` is where you *started*. That would make every drop look like a drop-on-itself — which is the other half of the report. `document.elementFromPoint` is now used instead, and it is **correct under both explanations**. **The refusal is in the game's words**, not element ids: *"Attack on P2 is not a move you can make right now"*. A test asserts no `action-` id leaks into it. ## Task: show what the other players did ```task id: CB-WP-0020-T04 status: done priority: medium state_hub_task_id: "7896a555-3b36-4143-a9b2-fb9184fb1a41" ``` Reported: *"I cant follow the actions of the other players"*. After Reveal, selections are public (GR-R04) and the seat card **does** carry them — as `Selection { action: Solve, target: None, problem: Some(1) }`. That is a `Debug` impl on a player-facing surface, which is the same defect the log fixed in CB-WP-0018 and did not fix here. Render a seat's revealed selection in the same words the log uses. Reuse, do not re-phrase: a second vocabulary drifts from the first. **Control:** a seat's rendered selection must match the log's phrasing for the same command, asserted rather than eyeballed. **Done 2026-08-03.** `selection_words` renders every field that is set. **The coverage gate failed my first version**, which matched on `(target, problem)` and showed only the target when both were present: *"claimed rendered, but absent: selections.\*.problem"*. The aggregate does not currently produce both — the gate does not care whether the case is reachable, and it was right not to. ## Task: the game ends in a way you can act on ```task id: CB-WP-0020-T05 status: done priority: medium state_hub_task_id: "0a889c81-aa01-411f-bfb5-02e9558d4a05" ``` Three things, in the order they matter: - **"game over" is the wrong headline when the group succeeded.** It should say what happened — the outcome carries `group_success`, so use it. - **A new game.** Reported as *"would be nice"*, and it is more than that: the only way to play twice today is to go back to a terminal, which makes the browser a strictly worse client than the CLI it was meant to replace. - **The scores read 0 and the winner is nobody.** That is very likely the stand-in dataset, not a scoring bug — GROUND-WP-0002 T01 has now ruled the edition data authoritative. **Do not fix scoring here.** Confirm the cause and record it; the import is its own pass. **Done 2026-08-03.** The headline reads from the outcome: *"the group held the frame"* / *"did not hold the frame"*, and only says *"game over"* when there is no outcome to report. **"Play again" is real, and its first version was useless.** `run_game` bound a fresh listener per game, so a second game moved to a new port and left the player's tab pointing at a dead one — the CB-WP-0018 defect returning by another route. The listener is bound once per **session** now. `play_again_deals_a_second_game` asserts the second game is a **different deal**, not merely that one happened. **The 0 scores and `winners nobody` are the stand-in dataset**, confirmed, not a scoring bug. Not fixed here. ## Task: evidence ```task id: CB-WP-0020-T06 status: done priority: high state_hub_task_id: "33786601-914e-4557-8a92-11c5d140118d" ``` `evidence/CB-EV-0018-*.md`. - **What the perceptual check bought this time**, and the running count: four runs, four sets of defects no test could reach. - **Which of these the test suite called green**, and whether any of them *could* have been caught mechanically — for those that could, say why they were not, and for those that could not, say so plainly rather than proposing a check that would not work. - **Chaos: the first override at d8**, and that it changed nothing. That is one half of window 2's retirement condition; record it as such. - **Quote CB-WP-0019's cost by re-running the instrument**, per the rule it wrote. **Done 2026-08-03.** [CB-EV-0018](../evidence/CB-EV-0018-the-table-you-can-read.md). `make all` exits 0. - **Four human checks, four sets of defects the suite called green.** Of these seven, **two** could have been caught mechanically and neither by a check that exists; the other five are about layout and hit-testing and cannot be reached from here. Saying otherwise would be the error this project keeps naming. - **Two defects found by this project's own tests** while fixing the reported ones: a renderer dropping a field (coverage gate) and "play again" moving the game to a dead port. - **Chaos: the first override at d8 changed nothing** — one half of window 2's retirement condition. - **CB-WP-0019 settled at $38.54/117** against $34.80/107 last reported. **Eight for eight**, and the first under 20% — which is what re-running at quote time is for.