- GR-R09: after Round 5's End the game ends and scoring runs instead of the round advancing. - GR-E01: claimed Problems sum their printed values against the player-count threshold (2p 5, 3-4p 7, 5-6p 9 in dataset 0.1). - GR-E02 SHARED GROUND: shared score, Mastery reduced per Blame token and per Denied Problem. - GR-E03 COMMON PROBLEM: personal score is claimed value less Blame, tiebroken by lower Stress then more Bonds. - GR-E04 BONDED COALITIONS: connected components over Bonds only, so Rivalries do not connect and an unbonded player is a coalition of one; tiebroken by lower combined Stress then fewer Blame. Ties yield every tied candidate rather than an arbitrary pick, which is what "shared victory" in GR-E03/E04 asks for. AM-1 rule coverage is now 58/58 (100%), 21 scenarios, 17 tests. Caveat recorded rather than papered over: GR-E02's "successes" is not defined in dataset 0.1. It is implemented as the count of claimed Problems and both scoring scenarios are marked provisional, so a ground-game ruling flips a scenario rather than the kernel. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
29 lines
778 B
YAML
29 lines
778 B
YAML
scenario: ground/gr-f02-no-gate
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description: >
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Below the stress gate every Action is selectable (GR-F02): at Stress 3
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a player may choose SOLVE, which GR-R03 would refuse at Stress 4.
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covers: [GR-F02]
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provisional: false
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seed: 42
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setup:
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players: 3
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preset: standard-3p
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patch:
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"lead": 0
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"players.0.stress": 3
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"players.1.stress": 4
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"players.0.hand": [{ suit: Clarify }]
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"players.1.hand": [{ suit: Clarify }]
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commands:
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# GR-F02: Stress 3 is below the gate, so SOLVE is available.
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- actor: P1
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cmd: select_action
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args: { action: SOLVE, problem: 1 }
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# GR-R03: the same Action at Stress 4 is refused.
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- actor: P2
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cmd: select_action
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args: { action: SOLVE, problem: 1 }
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expect:
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state:
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"selections.0.action": Solve
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rejects: [1]
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