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ground-game packages hypotheses as selectable rules variants — a catalog, a rules_delta.yaml, and prose — and their note is explicit that CSV text alone is not executable here. So the kernel gains a Variant in game state: in the state, therefore in the hash, therefore in the recording, because a scenario replayed under a different variant would diverge silently. Baseline is bit-for-bit what it was, asserted across seat counts and seeds. A variant system that perturbs the baseline invalidates every measurement this repo has. H1-A and H1-B implemented from rules_delta.yaml and mutation-proven on their own defects: "unclaimed" misread as face-up-and-unsolved, and the attacker's Stress read after the attack's effects. Their `unchanged:` list is asserted rather than trusted — that list is their claim about their own experiment. Measured, and three of their four criteria fail. DARVO arm rate is still 0 under greedy; ATTACK selection does not rise and falls for the rank-75 policy; group success collapses from 165/190/200 to 0 at 3/4/6 seats. The mechanism is not the assumed one: greedy answers the pressure by regulating, Stress plateaus at 3, so it never reaches the gate at 4 or the arm at 5 — H1-A acts as a solve-rate tax and H1-B is unreachable under competent play. A harness defect was caught before the claim: sweep discarded refused games silently and never reported its count, so "nobody won" and "nothing played" printed identically. Reporting H1 as unwinnable on that basis would have been the ADR-0018 family aimed at another repo's design. All 200 games ran in every cell; the zeros are real. Chaos d8 = 8 — the window's first override, redrew L against a structural L, so it changed nothing. Window 3 recorded in ChaosRollHistory. NOT REVIEWED: tier L owes a separate-agent adversarial review, and no H1 result may reach ground-game until it has run. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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| 1 | action_id | title | symbol_id | resolution_order | target | tagline | rules_text | stress_restriction | designer_note |
|---|---|---|---|---|---|---|---|---|---|
| 2 | ACT_INVESTIGATE | INVESTIGATE | SYM_INVESTIGATE | 4 | One hidden Problem | Reveal what is hidden. | Choose one hidden, non-Denied Problem and reveal it. Then draw one Solution. If no hidden Problems remain, draw one Solution only. | At Stress 4 or 5, this action requires spending a ready Freedom token. | Place the face-down action card beside the chosen hidden Problem. |
| 3 | ACT_SOLVE | SOLVE | SYM_SOLVE | 6 | One face-up, non-Denied Problem | Match a solution to the real problem. | Play and discard one Solution with the matching symbol. Claim the Problem if it is still available when Solve resolves. If another player has already claimed it, keep your Solution. | At Stress 4 or 5, this action requires spending a ready Freedom token. | Resolve competing claims in Lead order, then clockwise. |
| 4 | ACT_SUPPORT | SUPPORT | SYM_SUPPORT | 2 | One other player | Increase another player's room to choose. | No relation: −1 Stress; you may form a Bond if both players have a free relation slot and the target accepts. Existing Bond: −2 Stress, ready their Freedom, and cancel their current DARVO stage and end that sequence. Existing Rivalry: −1 Stress; the target chooses to flip the relation to Bond or break it. | At Stress 4 or 5, this action requires spending a ready Freedom token. | A Bond formed by this same Support does not cancel DARVO; the Bond must already exist. |
| 5 | ACT_ATTACK | ATTACK | SYM_ATTACK | 5 | One other player | Push pressure into another player. | Protection or GROUND—OU may cancel this Attack. No relation: +1 Stress; form a Rivalry if both players have a free relation slot. Existing Bond: +2 Stress and flip it to Rivalry. Existing Rivalry: +2 Stress and break the relation. A cancelled Attack changes neither Stress nor relation. H1: if this Attack is not cancelled and the attacker's Stress was 4 or 5 before the Attack's effects, the attacker then takes −1 Stress (clamp 0–5). | Always legal. At Stress 4 or 5, Attack is one of the two actions available without spending Freedom. | Rivalry formation is not consensual. H1 self-soothe is experiment-only (variant h1-problem-stress). |
| 6 | ACT_GROUND | GROUND | SYM_GROUND | 1 | Self, a Problem, a relation, or an incoming effect | Regulate. Restore the frame. Decide. | After all actions are revealed, choose one mode: GR—Ground & Restate: −2 Stress, ready Freedom; if you are in DARVO, its current stage still resolves, then the remaining sequence ends. OU—Observe & Uphold: restore one Denied Problem, cancel one Attack targeting you this round, or protect one face-up Problem from Deny this round. ND—Name & Decide: remove one Blame from yourself, break one relation involving you, or reject one Reverse targeting you this round. | Always legal. At Stress 4 or 5, GROUND is one of the two actions available without spending Freedom. | Keep the revealed GROUND card in front of the player until the end of the round as a reminder of the chosen mode. |