# 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| 2026-08-02 | clay-borg | | F12 | degenerate | note | — | — | 2026-08-01 | clay-borg | | F13 | inconsistent | withdrawn | scenarios/ground/gr-e01-threshold-reachable-2p.yaml | counterexample | 2026-08-01 | clay-borg | | F14 | unplayed | applied |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 | | F26 | inert | ruled | `crates/cb-render-html/src/lib.rs::a_scoped_table_says_what_a_scope_does` | counterexample | 2026-08-08 | ground-game | | F27 | unplayed | reported | `games/ground/examples/scenario-panel.rs` | counterexample | 2026-08-08 | clay-borg | | F29 | inconsistent | applied | `games_ground::edition::card_text_tests::which_scenarios_are_mechanically_distinct` | counterexample | 2026-08-08 | ground-game | | F30 | degenerate | ruled | `games/ground/examples/scenario-panel.rs` | counterexample | 2026-08-08 | ground-game | | F28 | underdetermined | applied | `games_ground::tests::the_mastery_rating_and_the_shared_score_count_different_things` | counterexample | 2026-08-08 | ground-game | Prose for **closed** findings (withdrawn or applied) lives in [`FindingRegister-closed.md`](FindingRegister-closed.md); the rows above are the whole register and `make design` reads them from here. - **F30 — SCN_04 is materially harder at 2 players.** 52/100 group success against 67 and 73, with **every other parameter held by the edition itself**: same deal shape, same 6 available points, same threshold 5, same starting Stress. The lone difference is that SCN_04 is the only 2p deal needing **two of one suit** (Repair, Clarify, Repair). **Causation is not established** and the finding does not claim it. The falsifier is a deck with a doubled suit that does not lose group success. **Sensitivity:** vary only the seat band and the gap closes — at 4p SCN_04 is 97 against 94/99, so it is *not* the hard board there. The effect is specific to the 2p deal, which is the band where the deck has fewest cards to route around a suit it cannot match. **RULED 2026-08-08:** acceptable variety for now; SCN_04 stands as a harder board and is monitored. If table feel proves too swingy the first lever is priority-2's suit (dropping the double Repair), **not** the global thresholds — which also confirms our reading that the suit multiset is the operative difference, without our having measured it. - **F27 — the two competitive modes are scoring lenses over cooperative play.** `scenario-panel` finds group success *exactly* equal across SHARED GROUND, COMMON PROBLEM and BONDED COALITIONS in all 36 cells. Correct arithmetic: `GreedyPolicy` maximises the group outcome and never reads `state.mode`, so the same games are played and only the winner set is carved differently. **Whether a mode changes how GROUND is played is therefore untested**, and cannot be tested by any panel built from the current policies — it needs one that plays for personal score. `unplayed` rather than `inert`: the modes score correctly, they have simply never faced a seat that wanted to win alone. **Re-measured 2026-08-08 with `ObjectivePolicy`** (CB-WP-0049 T03), which plays its seat's own objective. The finding **splits in two**: - **Group success does not move.** 34 of 36 cells identical; SCN_03 at 4p goes 99→100 in all three modes, which is the SOLVE-by-value refinement and not a mode effect. **Whether the table survives is the same game in all three modes.** - **Who wins does move.** Under BONDED COALITIONS at 4p, winning seats per game go 2.04 → 2.98 (SCN_01/02), 2.12 → 3.29 (SCN_03), 2.05 → 3.01 (SCN_04): a seat whose score is its coalition's sum bonds more, and the coalitions get about half again as large. COMMON PROBLEM moves at 6p (1.10 → 1.17). So the modes **do** reach decisions — the original claim that they are "scoring lenses over cooperative play" was too strong, and is withdrawn in favour of the sharper one: **GROUND's scoring modes change who wins, not whether the group succeeds.** **Sensitivity:** vary only the seat band and the effect appears and disappears — 2p shows no divergence in any mode, 4p shows the largest, 6p shows none under BONDED COALITIONS. A candidate explanation is that two relation slots per seat cap network growth, so at 6p the incentive exists and cannot be acted on; **that is untested** and is the next thing to vary. **Still open**, because the part that motivated it is untested: no policy models a *rival* playing their objective, so a competitive mode in which nobody anticipates an opponent remains a weak test of that mode (CB-WP-0049 "Not done here"). **The seat-band explanation is answered, 2026-08-08.** ground-game: the two-relation-slot limit is an **intentional cap** on complexity and play time; a third slot stays an extension rather than core r0. So the 6p flatness is designed, not a defect — and our sensitivity run is welcome but would be measuring an extension, not the shipped game. - **F26 — a package that adds a FILE is invisible, where a package that adds a column is not.** `h2-scoped-problem-stress` ships `Rules_Text.csv` — twenty-two passages of player-facing rules, including the one passage that says what a `stress_scope` does. No reader in clay-borg mentioned the file, so `edition-check` could not call it stale (a file nothing reads is not out of date, it is unseen) and no gate could call it unread. The rule the table's whole layout encodes sat in the repo, reachable by no player, for the entire measured life of H2. **Inert rather than underdetermined**: nothing is ambiguous about the rule and the engine implements it correctly — the text simply could not fire. Third instance of F18's shape and the first where the unit is a file, which is why it is filed separately instead of folded in. Raised against `ground-game` because the actionable half is theirs: a package's manifest should name its own files, so that a consumer reading none of them is a detectable state. clay-borg now reads the one passage it needed (CB-WP-0046); the other twenty-one remain unread and that is the standing evidence. **RULED 2026-08-08:** accepted as a process ask. Catalog and modules will declare `consumed_files` / overlays so a consumer reading none of a package's files is a detectable state. Tracked on their side under GROUND-WP-0008. - **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.