Reading Player_Mats.csv and Glossary.csv — which O4 had forbidden declaring about until they were read — found a rule. Player_Mats' choice_rule column IS GR-R03: at Stress 4-5 choose ATTACK or GROUND unless you spend a ready Freedom token. The engine's stress_gated and allowed_under_stress_gate match it exactly, and now have a tripwire. So Ornamentation.md gains §1.3: the unit is a column, not a file. Classifying Player_Mats as ornamentation would have thrown a rule away with the colour swatches. A mixed artifact is normal — a player mat is a rule printed on a decorated card in the box too. O4 is rewritten and re-grounded from provisional to rule accordingly. O5, O6, O7 declared with falsifiers. O7's is not theoretical: back_design_id is unread in four vendored files, and hidden information is what card backs are for. CB-EV-0029 answers T04's question per rule rather than as a count — yes, every checkable clause — and states the reading that result does NOT support: it shows GroundRules.md was a faithful secondary source for the clauses with behaviour to check, not that the engine is correct. 10 of 19 files vendored. Nine still unread, and Rules_Text.csv is the one that matters: every clause checked here was checked against our own transcription of it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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Ornament register — what we claim does not matter
The declarations required by Ornamentation.md §2.1.
Every row is a claim that something does not affect the game. This project's finding register is largely a list of times that claim was wrong, so each declaration carries a falsifier: the rule or observation that would make it mechanism. A declaration that cannot be wrong is not a claim (§2.1, invariant I5).
grounded is how the claim is supported — rule (the edition says so),
measured (we checked), or provisional (nobody has ruled, and we chose).
provisional is a legitimate state and must be said out loud; quietly
canonising a provisional default is a mistake this project has already
made once.
| id | ornaments | grounded | state | raised |
|---|---|---|---|---|
| O1 | hand order | provisional | declared | 2026-08-07 |
| O2 | who shuffles and deals | provisional | declared | 2026-08-07 |
| O3 | where a seat is drawn | rule | declared | 2026-08-07 |
| O4 | card typography and illustration | rule | declared | 2026-08-07 |
| O5 | symbols and glyphs | provisional | declared | 2026-08-08 |
| O6 | colours and design tokens | provisional | declared | 2026-08-08 |
| O7 | card backs, bill of materials, print manifest | rule | declared | 2026-08-08 |
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O1 — hand order. The contents of a hand are mechanism; the order the cards sit in is not. No numbered rule in
GroundRules.mdrefers to a card's position within a hand, andPlayerView.handis aVecwhose order comes from dealing, not from a rule. Falsifier: any rule that refers to a card's position in hand — "play your leftmost", "reveal the top of your hand" — or any engine behaviour that varies with it. Invariant I1 is the standing check: sorting must not movestate_hash, because a hash that moved would break every trial note's binding (ADR-0019 D3) and every replay. This is the one that prompted the category, from the request to drag cards between hand slots. -
O2 — who shuffles and deals. The deck's permutation is mechanism and comes from the seed; the ceremony around it is not. Nothing in the rules names a dealer, and the hands are identical whoever performs it. Falsifier: a rule that gives the dealer a decision, an advantage, or an order of dealing that changes who receives which card. Note the deal is not ornamental — only the ceremony around it is.
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O3 — where a seat is drawn. Seat order is mechanism: GR-R08 rotates Lead, so who follows whom binds. Where a seat appears on the drawn ellipse does not, provided the drawn order preserves the rotation order. Falsifier: any rule referring to physical position — "the player across from you", "your left-hand neighbour" as distinct from the next in rotation. This is
rule-grounded rather than provisional because GR-R08 states the ordering that binds. -
O4 — card typography and illustration. How a card looks does not change what it does. But it is not ours to invent: ADR-0015's discipline holds. Falsifier: a card whose meaning is carried by its layout or art rather than its text, which is a real possibility in a game about perception. Updated 2026-08-08, and the earlier version of this row was wrong. It said nothing could be declared until
Player_MatsandGlossarywere read, and treated both as ornamentation-bearing. They have now been read, andPlayer_Mats.csvcarries GR-R03 — the stress gate — in itschoice_rulecolumn. Both files are vendored as mechanism; what remains ornamental on a mat is the symbol, the colour and the title, which is why this row is nowrule-grounded: the rules text lives in columns we read, so what is left is demonstrably decoration. -
O5 — symbols and glyphs.
Symbols.csvgives each concept a glyph, an ASCII fallback and an icon brief. The engine names concepts in words and never in glyphs, so nothing it computes can depend on them. Falsifier: a rule that distinguishes two things only by their symbol, or asymbol_idthat appears in a rules text as the sole referent for something. Notesymbol_idis currently unread in six vendored files, which is what this row licenses — and if that ever becomes load-bearing this row is how we find out. -
O6 — colours and design tokens.
Design_Tokens.csvis a palette with usages. No rule refers to a colour, and seat colour is a label for a seat the engine already identifies byPlayerId. Falsifier: a rule keyed to colour — "the red player leads", a colour-coded suit — or a component whose identity is only its colour. Provisional: nobody has ruled that colour is non-binding; we observed that no vendored rules text mentions one. -
O7 — card backs, bill of materials, print manifest.
Back_Designs,BOMandPrint_Manifestdescribe a physical print run: stock, cut sizes, quantities to manufacture. Falsifier: a back that distinguishes two decks the rules treat differently — which is exactly whatback_design_idwould encode, and it is unread in four vendored files. That is a real hazard rather than a theoretical one: hidden information is what card backs are for, and a game about concealment could easily make one load-bearing.rule-grounded because the engine's hidden information is modelled from the rules text (face-up/face-down,Hiddenvisibility), not from print data.
What is deliberately absent
No row for animation, timing or movement. Those are ornamentation, and
they belong to clay-animate (§3). A declaration here is a claim about
the game; how a renderer performs it is that renderer's business.