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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>
107 lines
5.7 KiB
Markdown
107 lines
5.7 KiB
Markdown
# Ornament register — what we claim does not matter
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The declarations required by [`Ornamentation.md`](Ornamentation.md) §2.1.
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**Every row is a claim that something does not affect the game.** This
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project's finding register is largely a list of times that claim was
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wrong, so each declaration carries a **falsifier**: the rule or
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observation that would make it mechanism. A declaration that cannot be
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wrong is not a claim (§2.1, invariant I5).
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`grounded` is how the claim is supported — `rule` (the edition says so),
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`measured` (we checked), or `provisional` (nobody has ruled, and we chose).
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**`provisional` is a legitimate state and must be said out loud**; quietly
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canonising a provisional default is a mistake this project has already
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made once.
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<!-- ornament-register:begin -->
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| id | ornaments | grounded | state | raised |
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|---|---|---|---|---|
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| O1 | hand order | provisional | declared | 2026-08-07 |
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| O2 | who shuffles and deals | provisional | declared | 2026-08-07 |
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| O3 | where a seat is drawn | rule | declared | 2026-08-07 |
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| O4 | card typography and illustration | rule | declared | 2026-08-07 |
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| O5 | symbols and glyphs | provisional | declared | 2026-08-08 |
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| O6 | colours and design tokens | provisional | declared | 2026-08-08 |
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| O7 | card backs, bill of materials, print manifest | rule | declared | 2026-08-08 |
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<!-- ornament-register:end -->
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- **O1 — hand order.** The *contents* of a hand are mechanism; the order
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the cards sit in is not. No numbered rule in `GroundRules.md` refers to
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a card's position within a hand, and `PlayerView.hand` is a `Vec` whose
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order comes from dealing, not from a rule.
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**Falsifier:** any rule that refers to a card's position in hand —
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*"play your leftmost"*, *"reveal the top of your hand"* — or any engine
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behaviour that varies with it. Invariant I1 is the standing check:
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sorting must not move `state_hash`, because a hash that moved would
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break every trial note's binding (ADR-0019 D3) and every replay.
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**This is the one that prompted the category**, from the request to
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drag cards between hand slots.
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- **O2 — who shuffles and deals.** The deck's permutation *is* mechanism
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and comes from the seed; the ceremony around it is not. Nothing in the
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rules names a dealer, and the hands are identical whoever performs it.
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**Falsifier:** a rule that gives the dealer a decision, an advantage, or
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an order of dealing that changes who receives which card. Note the deal
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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
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rotates Lead, so who follows whom binds. **Where a seat appears on the
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drawn ellipse does not**, provided the drawn order preserves the
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rotation order.
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**Falsifier:** any rule referring to physical position — *"the player
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across from you"*, *"your left-hand neighbour"* as distinct from the
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next in rotation. This is `rule`-grounded rather than provisional
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because GR-R08 states the ordering that binds.
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- **O4 — card typography and illustration.** How a card looks does not
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change what it does. **But it is not ours to invent**: ADR-0015's
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discipline holds.
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**Falsifier:** a card whose meaning is carried by its layout or art
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rather than its text, which is a real possibility in a game about
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perception.
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**Updated 2026-08-08, and the earlier version of this row was wrong.**
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It said nothing could be declared until `Player_Mats` and `Glossary`
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were read, and treated both as ornamentation-bearing. They have now been
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read, and **`Player_Mats.csv` carries GR-R03** — the stress gate — in
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its `choice_rule` column. Both files are vendored as mechanism; what
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remains ornamental on a mat is the symbol, the colour and the title,
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which is why this row is now `rule`-grounded: the rules text lives in
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columns we read, so what is left is demonstrably decoration.
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- **O5 — symbols and glyphs.** `Symbols.csv` gives each concept a glyph,
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an ASCII fallback and an icon brief. The engine names concepts in words
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and never in glyphs, so nothing it computes can depend on them.
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**Falsifier:** a rule that distinguishes two things only by their
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symbol, or a `symbol_id` that appears in a rules text as the sole
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referent for something. Note `symbol_id` is currently unread in **six**
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vendored files, which is what this row licenses — and if that ever
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becomes load-bearing this row is how we find out.
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- **O6 — colours and design tokens.** `Design_Tokens.csv` is a palette
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with usages. No rule refers to a colour, and seat colour is a label for
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a seat the engine already identifies by `PlayerId`.
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**Falsifier:** a rule keyed to colour — *"the red player leads"*, a
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colour-coded suit — or a component whose identity is only its colour.
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**Provisional**: nobody has ruled that colour is non-binding; we
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observed that no vendored rules text mentions one.
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- **O7 — card backs, bill of materials, print manifest.** `Back_Designs`,
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`BOM` and `Print_Manifest` describe a physical print run: stock, cut
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sizes, quantities to manufacture.
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**Falsifier:** a *back* that distinguishes two decks the rules treat
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differently — which is exactly what `back_design_id` would encode, and
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it is unread in four vendored files. That is a real hazard rather than a
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theoretical one: hidden information is what card backs are *for*, and a
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game about concealment could easily make one load-bearing.
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`rule`-grounded because the engine's hidden information is modelled from
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the rules text (face-up/face-down, `Hidden` visibility), not from print
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data.
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## What is deliberately absent
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**No row for animation, timing or movement.** Those are ornamentation, and
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they belong to `clay-animate` (§3). A declaration here is a claim about
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*the game*; how a renderer performs it is that renderer's business.
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