clay-borg/specs/GroundRules.md
tegwick e3d0df6690 T08: give provisional defaults an owner, a date, and a visible age
Five scenarios encoded U-item defaults with no owner and no review date,
so they could shape the kernel indefinitely while looking handled.

Each now carries provisional_owner and provisional_raised, and the
runtime's ScenarioFile learned both fields (deny_unknown_fields meant
adding them to YAML alone would have failed every scenario -- the parser
had to agree).

make coverage reports every provisional item with its owner and age in
days, warns on any with no owner, and warns past 30 days. It WARNS
rather than breaking the build, on purpose: the ruling is ground-game's
to make and the kernel cannot make it for them. What the loop can
enforce is that evidence files list them, which is now stated in
GroundRules.

rule-coverage --self-test gained an assertion that every provisional
item has both fields, so the next one added without them fails a
command rather than passing quietly.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 09:29:40 +02:00

14 KiB
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GROUND Rules — simulation specification

Status: v0.1 draft, derived 2026-07-31 from the authoritative sister repo ground-game, edition dataset GROUND-DARVO-CORE-0.1 (editions/ground-darvo-r0/: Rules_Text, Actions, DARVO, Relations, Problems, Solutions, Scenarios, Modes, Tokens, Player_Mats, Glossary). This is a derivation, not a design: where the dataset is silent, the gap is listed in §Underdetermined with a PROVISIONAL simulation default and must be flagged back to ground-game, never silently canonized.

Every rule is numbered and individually testable; scenario files cover rules via their covers: list (M-D1-COV). Names in CAPS are dataset terms.


1. Objects and state (GR-O)

  • GR-O01 A game has 26 players, exactly 5 rounds, one Scenario card, and one Mode card.
  • GR-O02 Per-player state: Stress (integer 05), Freedom token (READY/SPENT), DARVO marker (OFF/DENY/ATTACK/REVERSE), Focus/Blame token (with owner and location), 2 relation slots, a hand of Solution cards, a set of 5 Action cards, claimed Problems, and 0+ Protection tokens.
  • GR-O03 Table state: Surface Problem (face up), hidden Problems (face down), Denied tokens on Problems, Solution deck and discard, Lead marker (one player), Round marker (15), relation tiles (Bond/Rivalry side) between player pairs.
  • GR-O04 A Problem has: required Solution suit (Clarify, Repair, Boundary, or Change), point value, visibility (face up / face down), Denied flag, and claimed-by (a player or nobody).
  • GR-O05 A relation between two players is exactly one of Bond or Rivalry; at most one relation may exist between the same two players.

2. Setup (GR-S)

  • GR-S01 Setup uses the chosen Scenario's Surface Problem face up and its hidden Problems face down, filtered by player count: priorities 12 for 2 players, 13 for 34 players, 14 for 56 players.
  • GR-S02 Each player starts with: Stress 2, Freedom READY, DARVO marker OFF, Focus/Blame token (Focus side, unplaced), two free relation slots, and two dealt Solution cards.
  • GR-S03 The Lead marker starts with a (seeded-)random player; the Round marker starts at 1.
  • GR-S04 The Solution deck is the 24 core Solution cards (6 per suit) minus those dealt, shuffled deterministically from the game seed.

3. Round structure (GR-R)

  • GR-R01 Each round has four steps in order: Select, Reveal, Resolve, End.
  • GR-R02 (Select) Every player simultaneously chooses exactly one of their five Actions face down, with target designation where the Action requires one. Choices are hidden from other players until Reveal (commit/reveal).
  • GR-R03 (Select, stress gate) A player at Stress 4 or 5 may select only ATTACK or GROUND, unless they spend their READY Freedom token during Select (before Reveal), which permits any one Action and turns the token to SPENT.
  • GR-R04 (Reveal) All selected Actions are revealed simultaneously.
  • GR-R05 (Reveal, GROUND mode) A player who revealed GROUND chooses its mode (GR / OU / ND) and its target after seeing all revealed Actions, before resolution begins.
  • GR-R06 (Resolve) Resolution proceeds in fixed step order: 1 GROUND, 2 Support, 3 active DARVO stages, 4 Investigate, 5 Attack, 6 Solve.
  • GR-R07 (Resolve, ties) Within the same step, resolve starting with the Lead player, continuing clockwise.
  • GR-R08 (End) At End: clamp all Stress to 05; any player at Stress 5 whose DARVO marker is OFF sets it to DENY (their sequence begins next round); rotate Lead clockwise; advance the Round marker.
  • GR-R09 After Round 5's End step, the game ends and scoring applies (GR-E).

4. Stress and Freedom (GR-F)

  • GR-F01 Stress is always an integer clamped to 05.
  • GR-F02 At Stress 03 all five Actions are selectable.
  • GR-F03 A Freedom token is READY or SPENT; spending is only possible when READY, and only during Select (GR-R03).
  • GR-F04 GROUND—GR readies its player's Freedom token. Support received through an existing Bond readies the target's Freedom token.

5. Actions (GR-A)

  • GR-A01 (INVESTIGATE) Reveal one chosen hidden, non-Denied Problem, then draw one Solution. If no hidden non-Denied Problems remain, draw one Solution only.
  • GR-A02 (SOLVE) Targeting one face-up, non-Denied Problem: when Solve resolves, discard one Solution matching the Problem's required suit and claim the Problem. If the Problem was already claimed by an earlier resolver this round (Lead order), the Solution is not discarded and nothing happens.
  • GR-A03 (SUPPORT, no relation) Target gets 1 Stress; a Bond may then form per GR-L02.
  • GR-A04 (SUPPORT, existing Bond) Target gets 2 Stress, target's Freedom becomes READY, and if the target is in an active DARVO sequence its current stage is cancelled and the whole sequence ends (marker to OFF).
  • GR-A05 (SUPPORT, existing Rivalry) Target gets 1 Stress; the target chooses: flip the relation to Bond, or break it.
  • GR-A06 (ATTACK, no relation) Target gets +1 Stress; a Rivalry forms automatically if both players have a free slot (GR-L03).
  • GR-A07 (ATTACK, existing Bond) Target gets +2 Stress and the Bond flips to Rivalry.
  • GR-A08 (ATTACK, existing Rivalry) Target gets +2 Stress and the relation breaks (both link tokens return).
  • GR-A09 (ATTACK, cancellation) Protection or GROUND—OU may cancel an Attack. A cancelled Attack changes neither Stress nor relations.
  • GR-A10 (GROUND—GR, Ground & Restate) Self: 2 Stress and Freedom becomes READY. If the player is in an active DARVO sequence, the current stage still resolves this round, then the remaining sequence ends.
  • GR-A11 (GROUND—OU, Observe & Uphold) Choose one: restore one Denied Problem (face up, remove Denied token); cancel one Attack targeting the player this round; or protect one face-up Problem from Deny this round.
  • GR-A12 (GROUND—ND, Name & Decide) Choose one: remove one Blame token from the player; break one relation involving the player; or reject one Reverse targeting the player this round.
  • GR-A13 SUPPORT and ATTACK target one other player; INVESTIGATE targets a hidden Problem; SOLVE targets a face-up non-Denied Problem.

6. Relations (GR-L)

  • GR-L01 Each player has exactly 2 relation slots; each relation consumes one slot from each endpoint. If either endpoint lacks a free slot, the immediate Support/Attack effect still applies but no relation forms.
  • GR-L02 (Bond formation) A no-relation Support creates a Bond only if both players have a free slot and the target accepts.
  • GR-L03 (Rivalry formation) A no-relation Attack creates a Rivalry automatically (no consent) if both players have a free slot.
  • GR-L04 (Flip/break) Bond→Rivalry on Attack-through-Bond (GR-A07); Rivalry→Bond or break by target's choice on Support-through-Rivalry (GR-A05); break on Attack-through-Rivalry (GR-A08); GROUND—ND may break any relation involving its player (GR-A12).
  • GR-L05 A Bond formed this round by a Support does not itself cancel DARVO; only Support through a Bond that existed before this round's Support step regulates DARVO (GR-A04).

7. DARVO sequence (GR-D)

  • GR-D01 (Trigger) At End, a player at Stress 5 with marker OFF sets the marker to DENY; their DENY stage resolves in the next round's DARVO step (GR-R08).
  • GR-D02 (Binding) Once triggered, the sequence advances one stage per consecutive round — DENY, then ATTACK, then REVERSE — regardless of the player's later Stress, unless ended early (GR-D06/GR-A04/GR-A10).
  • GR-D03 (DENY) Mandatory effect in the DARVO step: choose one face-up, unsolved Problem not protected by GROUND—OU this round; turn it face down and place a Denied token. A Denied Problem cannot be solved or revealed by ordinary Investigate; only GROUND—OU restores it.
  • GR-D04 (ATTACK stage) Mandatory effect: make one extra Attack against any other player, resolved with the normal relation rules (GR-A06..A09), in addition to the player's chosen Action. Then place the player's Focus token beside the target — even if the extra Attack was cancelled. The Focus target is remembered as the REVERSE target.
  • GR-D05 (REVERSE) Mandatory effect targeting the Focus holder: unless rejected by that player's GROUND—ND this round, flip Focus to Blame in front of them, give them +1 Stress, and gain one Protection token. Then (rejected or not — see §Underdetermined U5) the sequence owner reduces own Stress by 2 and the sequence ends (marker OFF).
  • GR-D06 (Early end) The sequence ends immediately when: an existing Bond's Support cancels the current stage (GR-A04), or GROUND—GR ends it after the current stage resolves (GR-A10). If it ends before REVERSE, the placed Focus token is removed.
  • GR-D07 A player whose marker is not OFF cannot trigger a new sequence (GR-R08); after the sequence ends, the marker is OFF and re-triggering is possible at a later End.

8. Problems and solving (GR-P)

  • GR-P01 Only face-up, non-Denied Problems can be targeted by SOLVE or claimed.
  • GR-P02 Hidden (face-down, non-Denied) Problems can only be revealed by INVESTIGATE (GR-A01); Denied Problems only by GROUND—OU (GR-A11).
  • GR-P03 A claimed Problem belongs to its claimant and counts its printed value for scoring; a Problem can be claimed at most once.
  • GR-P04 Competing SOLVEs on the same Problem in the same round resolve in Lead order (GR-R07); losers keep their Solution (GR-A02).

9. Protection, Focus and Blame (GR-T)

  • GR-T01 A Protection token cancels the next Attack against its holder (including a DARVO extra Attack), then returns to the supply.
  • GR-T02 A Blame token in front of a player is worth 1 to that player's personal score and stays until removed by GROUND—ND.
  • GR-T03 Each player has exactly one Focus/Blame token; it is either unplaced (Focus, with owner), placed Focus-side (during own DARVO), or flipped to Blame in front of the REVERSE target.

10. Game end and scoring (GR-E)

  • GR-E01 After Round 5, sum the printed values of all claimed Problems; the Scenario's threshold (by player count: 2p → 5, 34p → 7, 56p → 9 in dataset 0.1) decides group success where the Mode uses it.
  • GR-E02 (SHARED GROUND, co-op) One shared score; group succeeds iff total ≥ threshold. Mastery rating = successes minus 1 per Blame token in play and 1 per Denied Problem.
  • GR-E03 (COMMON PROBLEM, PERSONAL EDGE, semi-co-op) Group must meet the threshold; if it does, each player scores claimed value 1 per Blame they hold; highest wins. Tiebreak: lower Stress, then more Bonds, then shared victory.
  • GR-E04 (BONDED COALITIONS) Group must meet the threshold; each connected Bond network is a coalition (unbonded players are solo); coalition score = sum of members' personal scores; highest coalition wins. Rivalries do not connect. Tiebreak: lower combined Stress, then fewer Blame tokens, then shared victory.

Underdetermined in dataset 0.1 — PROVISIONAL defaults (flag to ground-game)

Owner: ground-game. Raised: 2026-07-31. Every U-item carries an owner and a raise date so its age is visible; make coverage reports both and warns past 30 days. CI warns rather than breaks — the ruling belongs to ground-game and the kernel cannot make it for them — but every evidence file that depends on one must list it (CB-WP-0003 T08).

A ruling flips the scenario, not the kernel: the default is encoded in a scenario tagged provisional: true, so a correction is a data change.

Formalization exposed points the dataset does not decide. Simulation uses the stated default; each is tagged in scenarios that depend on it and must be confirmed or corrected by ground-game.

  • U1 Bond acceptance timing (GR-L02): when does the target "accept"? Default: a decision point during the Support resolution, target decides with full knowledge of revealed Actions.
  • U2 Stress clamping during resolution (GR-F01): dataset caps Stress at End; mats physically cap at 05. Default: clamp on every application (no intermediate values above 5/below 0). Note this interacts with DARVO triggering (a mid-round spike to 5 that is reduced again before End does not trigger).
  • U3 DENY with no legal target (GR-D03): if no face-up unsolved unprotected Problem exists, default: the stage resolves as a no-op and the sequence still advances.
  • U4 Solution deck exhaustion (GR-A01): default: reshuffle the discard into a new deck deterministically; if both are empty, the draw is skipped.
  • U5 Rejected REVERSE — self-effects (GR-D05): the Actions sheet says GROUND—ND "rejects one Reverse"; the DARVO sheet orders the 2 self-Stress after the flip/+1/Protection block. Default: rejection cancels the effects on the target (no Blame, no +1) and the Protection gain, but the sequence owner still takes 2 Stress and the sequence still ends; the Focus token returns unflipped.
  • U6 Simultaneous Bond-Support and stage cancellation (GR-A04, GR-R06): Support (step 2) resolves before DARVO stages (step 3), so a Bond Support in the same round cancels that round's stage before it fires. Stated as the intended reading; confirm.
  • U7 Focus target elimination: dataset has no player elimination, so no rule needed; confirm none exists.
  • U8 Multiple Attack cancellation sources (GR-A09): if both Protection and GROUND—OU could cancel the same Attack, default: GROUND—OU (chosen at step 1) applies first; Protection is consumed only if it actually cancels.
  • U9 Two players at Stress 5 at the same End (GR-R08): both trigger; their stages resolve in Lead order in later rounds. No interaction rule needed; confirm.
  • U10 Hand limits: none stated. Default: no hand limit.

Scenario coverage obligation

Every GR-rule above must be covered by ≥1 scenario under scenarios/ground/ (M-D1-COV); every U-item's default must be covered by a scenario tagged provisional: true so a ground-game correction flips the scenario, not the kernel.