ADR-0015 and the import. F18's fix: "I don't understand the GROUND card" was never a design gap -- the card explains itself in the edition and we never imported the explanation. THE MEASUREMENT IS THE DECISION, and the gap is bigger than "one file of nineteen". Of the file we DID vendor, the engine reads 5 of 13 columns: title, problem_text, front_rules, reveal_effect and unresolved_effect were discarded at parse time. The cheapest part of this pass costs no new bytes and was sitting in the repo for eight days. And SCN_01 is hardcoded at lib.rs:1824 -- the edition ships FOUR scenarios and the engine has never dealt three of them. Nobody had said so. ADR-0011's revisit condition is measurably absent, so the dependency argument does not get re-run: across Actions, Solutions, Modes and Scenarios there are ZERO doubled quotes and ZERO embedded newlines. The hand reader's only job is comma-in-quoted-field, which it already did. Refusing csv on a measurement rather than on a preference. Vendored Actions, Solutions and Modes -- the text a player reads. Not the production artifacts (BOM, Print_Manifest, Back_Designs, Symbols). NOT Extensions.csv, which names content the designer placed outside the core; importing it would break the claim that this engine plays the edition as printed. It is now known to exist, which was the real risk. One Table reader with four callers, because a per-file copy is how a parser acquires four subtly different bugs. The GROUND card now shows "Regulate. Restore the frame. Decide." with its GR/OU/ND text on demand; Problems show their own titles where a priority number used to be. The load-bearing test asserts the text is a SUBSTRING OF THE VENDORED FILE rather than equal to a Rust literal -- a test comparing against a hardcoded expectation would pass for a hand-copied string, which is the drift this ends. `edition` came out from behind #[cfg(feature = "scenarios")]. It was gated because its only consumer was; the edition is the game's own data and the shipped runtime now reads it. Test machinery and game content are different things and only one of them is optional. And edition-check was written for a single-file world: it compared the first recorded digest against Problems.csv regardless of which file that digest described. It now checks every file both ways -- a vendored file with no digest fails, a digest naming an absent file fails -- and asserts ADR-0015 D3's falsifier directly rather than trusting it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
335 lines
14 KiB
Markdown
335 lines
14 KiB
Markdown
---
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id: CB-WP-0028
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kind: product
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title: "The table you sit at: the cards' own words, an overhead view, and a game you solve rather than survive"
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status: active
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state_hub_workstream_id: "d37c8671-54e4-447f-af64-56f482483282"
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---
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# Purpose
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```
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structural tier M (imports more of the authoritative edition, which is
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an external dataset under AM-4's budgets, and touches
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the rendering the coverage gate is written against)
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chaos d8 = 1 → no override
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declared tier M
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```
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Declaration 11 of chaos window 2. Tier M: survey and decision merged;
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adversarial review optional.
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## Nine observations from play
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The maintainer played with the new meta panel and reported nine things.
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**Two are findings about the game, seven are about the engine**, and the
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split matters because they go to different places.
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| # | observation | where it goes |
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|---|---|---|
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| 1 | no incentive to attack while holding positive cards | **register** — a game-design finding |
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| 2 | *"I don't understand the GROUND card"* | **here** — and it is not a design gap (below) |
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| 3 | overhead view: players around a table, stacks on it | T03 |
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| 4 | click the draw stack to take cards | T04 |
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| 5 | optional auto-draw | T04 |
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| 6 | play again / stop belong in the meta column | T05 |
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| 7 | so does the full log | T05 |
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| 8 | *"Game over"* is wrong when you won | T06 |
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| 9 | rankings — MVP, most problems solved | T07 |
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## Observation 2 is a data-import gap, and it reframes the pass
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*"I don't understand the GROUND card or why other cards should be played
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to the table"* reads as a design problem. It is not. **The card explains
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itself in the dataset and we never imported the explanation.**
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`ground-game/editions/*/Actions.csv`, the GROUND row:
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> **tagline:** *"Regulate. Restore the frame. Decide."*
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> **rules_text:** *"After all actions are revealed, choose one mode:
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> GR—Ground & Restate: −2 Stress, ready Freedom… OU—Observe & Uphold…"*
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**We vendored one file of nineteen.** `editions/ground-darvo-r0/` holds
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`Problems.csv` and nothing else; `Actions`, `Solutions`, `Modes`,
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`Scenarios`, `Relations`, `DARVO`, `Tokens`, `Glossary` and the rest live
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only in `ground-game`. Everything the engine knows about them is a
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**hand-transcription into `GroundRules.md`'s 59 numbered rules** — which
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is enough to *play* the game and gives a player nothing to *read*.
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So the page shows `Clarify` where the card says **"Ask What Happened —
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Invite a concrete account before judging."**
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**This is the most valuable thing in the pass**, and it was found by a
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player saying he did not understand something rather than by any gate.
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Rule coverage is 59/59 and has been for weeks.
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## Task: decide what else to import, and what it costs
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```task
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id: CB-WP-0028-T01
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status: done
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priority: high
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state_hub_task_id: "17e6f38c-1903-4bb2-aa20-37e76c8fc4e0"
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```
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`decisions/ADR-0015-*.md` (tier M merges survey and decision).
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**ADR-0011 is the precedent and it constrains this.** It vendored
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`Problems.csv` with a checked digest and a ~50-line hand reader, and
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**refused the `csv` crate on proportion** — 17,651 lines against AM-4b's
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19,742 of remaining headroom, 89% of the budget to read 20 rows.
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Decide:
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- **which files**, and the answer is not "all of them". `Actions`,
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`Solutions` and `Modes` carry text a player reads. `BOM`, `Print_Manifest`,
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`Back_Designs`, `Symbols` are production artifacts for a physical print
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run and have no business here.
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- **whether the hand reader survives contact.** `Solutions.csv` has
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`microcopy` and `rules_text` — prose fields with commas, quotes and
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possibly embedded newlines. ADR-0011 named exactly this as the revisit
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condition: *"nested quoting, embedded newlines, multiple dialects."*
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**If the reader cannot parse them correctly, say so and re-run the
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dependency argument rather than writing a fragile parser.**
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- **what happens when text and rules disagree.** `GroundRules.md` was
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derived by hand from these files. If a `rules_text` contradicts a
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numbered rule, that is a **finding**, and it goes to the register — not
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a quiet edit of either.
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- **`Extensions.csv` exists** and names content deliberately outside the
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core. Decide whether it is imported at all; the answer is probably no,
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but *"we did not know it existed"* must not be the reason.
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**Done 2026-08-06.**
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[ADR-0015](../decisions/ADR-0015-the-cards-own-words.md), six decisions.
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**The gap is bigger than "one file of nineteen", and the measurement is
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the decision.** Of the file we *did* vendor, the engine reads **5 of 13
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columns** — `title`, `problem_text`, `front_rules`, `reveal_effect` and
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`unresolved_effect` were discarded at parse time. **The cheapest part of
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this pass costs no new bytes** and was sitting in the repo for eight days.
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And `SCN_01` is hardcoded at `lib.rs:1824`: the edition ships **four**
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scenarios and the engine has never dealt three of them.
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**ADR-0011's revisit condition is measurably absent**, so the dependency
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argument does not get re-run. Across Actions, Solutions, Modes and
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Scenarios: **zero doubled quotes, zero embedded newlines.** The hand
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reader's only job is comma-in-quoted-field, which it already did.
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Vendored `Actions`, `Solutions`, `Modes` — the text a player reads. Not
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the production artifacts. **Not `Extensions.csv`**, because it names
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content the designer placed *outside* the core, and importing it would
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break the as-printed claim — but it is now known to exist, which was the
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real risk.
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## Task: the cards say what they do
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```task
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id: CB-WP-0028-T02
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status: done
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priority: high
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state_hub_task_id: "aa4453d2-a84e-4afc-8534-1feb835c4d5b"
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```
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Every card a player can see carries its own title, tagline and rules text,
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from the edition — not from a phrase we invented.
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- action cards: GROUND, SOLVE, INVESTIGATE, SUPPORT, ATTACK;
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- Solution cards: the title and microcopy, not just the suit;
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- the mode in play, with its own description.
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**Controls:**
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- **a test asserts the text comes from the dataset**, not from a Rust
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literal — the whole point is that the game's own words reach the player,
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and a hand-copied string drifts from the source it copies;
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- the drag affordance still works: the explanation is *additional*, and
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CB-WP-0020 T02 already found that replacing a label with an explanation
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loses the label;
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- **the page stays readable.** Five action cards with full rules text is a
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wall; the tagline is the default and the rules text is on demand.
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**Done 2026-08-06.** One `Table` reader with four callers (a per-file copy
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is how a parser acquires four subtly different bugs), `CardText` for
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Actions/Solutions/Modes, and `ProblemText` for the columns already
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vendored.
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**The GROUND card now explains itself**: *"Regulate. Restore the frame.
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Decide."* as the tagline, its GR/OU/ND text behind a disclosure. Problems
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show their own titles where a priority number used to be.
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**The load-bearing test asserts the text is a substring of the vendored
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file**, not equal to a Rust literal — a test comparing against a
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hardcoded expectation would pass for a hand-copied string, which is the
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drift this ends. Plus counts (5 actions, 24 solutions, 3 modes), because a
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reader returning one row would pass a "the text is real" test.
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**`edition` came out from behind `#[cfg(feature = "scenarios")]`.** It was
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gated because its only consumer was; but the edition is the game's own
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data and the shipped runtime now reads it. **Test machinery and game
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content are different things and only one of them is optional.**
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**`edition-check` was written for a single-file world** and compared the
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first recorded digest against `Problems.csv` regardless of which file it
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described. It now checks every file both ways — a vendored file with no
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digest fails, and a digest naming an absent file fails — and asserts
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ADR-0015 D3's falsifier directly: no doubled quotes, no embedded
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newlines.
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## Task: an overhead view of a real table
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```task
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id: CB-WP-0028-T03
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status: todo
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priority: high
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state_hub_task_id: "2ff677ac-80ff-4618-ad7c-05b62c8f80c8"
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```
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> *"Players sitting around the table, the draw and discard stacks on it.
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> An overhead view of a game table would instantly help with understanding
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> what is going on."*
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The seats become positions around a table rather than a row of cards; the
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Problems, draw and discard sit in the middle; each seat's played card
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appears in front of that seat.
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**This subsumes `relations_svg`**, which already places seats on a circle
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for the relationship graph — so the layout exists and is drawn twice, once
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as a circle and once as a row. **One table, not two diagrams.**
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**Controls:**
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- the coverage gate still passes: every view field appears in the parsed
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document. CB-WP-0027 showed a reflow costs nothing when probes name
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facts; this is a bigger reflow and the same rule applies;
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- **the viewer's own seat is identifiable at a glance** — a table where
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you cannot find yourself is worse than a list;
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- 2 through 6 seats all lay out without overlap, asserted per seat count
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rather than eyeballed at 3.
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## Task: take cards from the stack, or let the table do it
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```task
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id: CB-WP-0028-T04
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status: todo
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priority: medium
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state_hub_task_id: "1106c60e-112b-401f-b854-eeec566ef3d1"
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```
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Observations 4 and 5. Clicking the draw stack to take a card is the
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natural gesture; auto-draw is for when that stops being interesting.
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**Both are subject to a rule the engine already has.** Drawing is not a
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free action — GR-A01 draws a Solution as part of INVESTIGATE, and the deck
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is not a thing a player may simply take from. **So this task must first
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establish whether "click to draw" is a legal move at all**, and if it is
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not, it is a **finding for `ground-game`**, not a feature: the maintainer
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expected an interaction the rules do not offer, and that gap is the
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signal.
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**Do not implement a draw the rules do not have.** CB-WP-0023 exists
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because SOLVE was offered where it could not act.
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**Controls:**
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- the answer to *"is clicking the deck a legal move?"* is in the task
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record with the rule that settles it;
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- auto-draw changes no outcome — a game played with it and without it from
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the same seed produces the same end-state hash, or it is not automation
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but a rules change.
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## Task: the meta column takes the controls and the log
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```task
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id: CB-WP-0028-T05
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status: todo
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priority: medium
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state_hub_task_id: "6c78e44e-38fc-451b-b1a0-205b1d079ca0"
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```
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Observations 6 and 7. `play again` and `end session` move to the meta
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column, and the ending page gets the same two-column shape as the table —
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it currently has none.
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The full log belongs there too, which CB-WP-0027 did for the live page and
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not for the ending page.
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**Controls:**
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- CB-WP-0024 T01's seal still works: acknowledging the end must still
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remove every control, wherever they now live;
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- the ending page's existing tests pass unchanged or the change is a
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regression.
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## Task: a game you solve
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```task
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id: CB-WP-0028-T06
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status: todo
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priority: medium
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state_hub_task_id: "df0a967e-636b-4fe5-9926-4d73030a87d7"
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```
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> *"'Game Over' is negative and should only be used for lost games. If the
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> players won, let's use 'Game solved'."*
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**Right, and it is more than tone.** GROUND is a co-operative game about
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repairing a situation; `group_success` means the table *solved* something.
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"Game over" is arcade vocabulary for a failure state, and using it for a
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win tells the player the wrong thing about what they just did.
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**Controls:**
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- the heading is a function of `outcome.group_success`, asserted **both
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ways** — a test that only checks the win case passes for a page that
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always says "solved";
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- the no-outcome case (a game that ended badly) keeps its own wording and
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claims neither.
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## Task: who did what — rankings that are not invented
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```task
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id: CB-WP-0028-T07
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status: todo
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priority: medium
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state_hub_task_id: "ad6e6f6f-e531-494c-b8a9-18dfdd14681c"
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```
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> *"A ranking of players in the final stats. 'Most valuable player', 'most
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> problems solved' and other conditions that might apply."*
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`OutcomeView` already carries `personal`, `winners`, `coalitions` and
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`mastery`, and the aggregate knows who claimed each Problem.
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**The risk is inventing scoring the game does not have.** *"Most problems
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solved"* is countable from `claimed_by` and is a fact. *"Most valuable
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player"* is a **judgement**, and any formula for it is a rule we made up.
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So: **report what the game counts, and mark anything derived as ours.**
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A superlative computed from real data is fine; a superlative presented as
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if the rules defined it is the same defect as a provisional default
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silently canonised.
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**Controls:**
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- every ranking names its source: a rule id, or *"clay-borg's reading"*;
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- ties are handled and shown as ties, not broken arbitrarily — `Modes.csv`
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has a `scoring_tiebreak` column, so the game may already say how;
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- a ranking that no seat leads (nobody solved anything) renders as that,
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not as an empty list.
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## Task: evidence
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```task
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id: CB-WP-0028-T08
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status: todo
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priority: medium
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state_hub_task_id: "a20a529e-0edf-49cc-9c80-7dba3b76cff5"
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```
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`evidence/CB-EV-0026-*.md`.
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- **Whether importing the card text changed what the maintainer
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understood** — observation 2 is the acceptance test and it has a person
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attached to it.
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- **Whether any `rules_text` contradicted `GroundRules.md`.** Nineteen
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files were hand-transcribed into 59 rules; if the import surfaces a
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disagreement, that is the most valuable output of this pass.
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- **Whether "click the deck to draw" was legal**, and if not, what went to
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`ground-game`.
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- **What the overhead view cost the coverage gate**, against CB-WP-0027's
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finding that a probe naming a fact survives a reflow.
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- **Quote CB-WP-0027's cost by re-running the instrument.**
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