--pace speed|interactive, defaulting to Speed. Nothing reads it yet, and that is the point: it is the seam clay-animate attaches to, and a seam is cheap now where a retrofit would not be. A misspelt pace is refused rather than defaulting, because quietly falling back to Speed would look exactly like the renderer being broken. I3 is asserted rather than intended: the same scripted game at both paces must produce a byte-identical serialised recording and the same end state hash. Mutation-proven — leak the pace into the seed and it fails with "the recording differs by pace, so a renderer has become mechanism". specs/OrnamentRegister.md carries four declarations. This reverses the reasoning written in T03 earlier, which said the first declarations would come from F18's unvendored files: instances already existed. Hand order is what prompted the category, and "who deals" was the maintainer's own example. O3 is the interesting one — seat ORDER is mechanism because GR-R08 rotates Lead, while where a seat is drawn is not. I5 is executable: check_ornament_falsifier fails any row still declared that names no falsifier, mutation-proven red on O1. Presence, never adequacy, and the finding text says so. 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 | provisional | declared | 2026-08-07 |
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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.
-
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, and
Player_MatsandGlossary— which carry exactly this — are still unvendored (F18). 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 and is the reason this isprovisionalrather thanrule. Nothing may be declared about these files until they are read.
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.