The maintainer's observation decided the design: aspects partition the GAME, strata partition our apparatus, and they are orthogonal. A module is one coordinate change in aspect space with an obligation in every stratum. So aspect identity must NOT be Rust types -- an aspect ground-game adds would make clay-borg fail to parse a configuration rather than fail to run it, welding the two coordinate systems at the one place they must stay independent. Chosen: identity as data (Configuration round-trips anything the catalog names), behaviour exhaustive (Rules, no catch-all), resolve() between. Decisive argument: the catalog ALREADY ships modules with a rules_delta and status: proposed, so a per-aspect enum would report them as "unknown module" -- indistinguishable from a typo, a false statement about the edition, and this project's signature failure shape. Two facts need two errors. Federating design authority is permanent, so the representation must outlive the implementation. Legacy ids alias forever through the catalog's own legacy_experiment_id, on the standard-Np precedent: 26 recordings name them and the expansion is exact, so there is nothing to deprecate. T00 done: the schema-2 mirror had arrived with no digests (19 files) and edition-check was red. Digests are now generated by WALKING editions/, not typed -- two reviews already found hand-written lists that made their own controls vacuous, and a mirror that grows a directory is what breaks a maintained list. PROVENANCE-catalog.md was a file inside the mirrored tree that upstream does not have; folded into our own PROVENANCE.md, since provenance about the mirror does not belong inside the thing it describes. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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6.2 KiB
| 1 | order | section | heading | body |
|---|---|---|---|---|
| 2 | 1 | Object | What players are trying to do | Uncover hidden Problems and solve them with matching Solutions before the end of Round 5. Support, Attack, Bonds, Rivalries, Stress, DARVO, and GROUND determine how much freedom each player retains while doing so. The game is for 2–6 players in every Mode, including SHARED GROUND. |
| 3 | 2 | Setup | Choose the game | Choose one Scenario card and one Mode card. Always use the Scenario's Surface Problem. Then add hidden Problems by player count: priorities 1–2 for 2 players, 1–3 for 3–4 players, and 1–4 for 5–6 players. Surface is never optional and is never counted as one of those hidden priorities. |
| 4 | 3 | Setup | Problems in play and available value | Problems in play = Surface + the selected hidden priorities. With the core problem values (2+2+2+3+3), available points are 6 at 2 players, 9 at 3–4 players, and 12 at 5–6 players. Every published setup must keep the Scenario threshold at or below that available total so the group can win in principle. |
| 5 | 4 | Setup | Prepare each player | Each player takes one mat, the five Action cards with their player symbol, one Stress marker at 2, one ready Freedom token, one DARVO marker at OFF, one Focus/Blame token, and two relation-link tokens. Deal two Solution cards to each player. |
| 6 | 5 | Setup | Prepare the table | Place the Surface Problem face up and the selected hidden Problems face down. Put the remaining Solution deck within reach. Give the Lead marker to a random player and place the Round marker on 1. H2 stress scope: each Problem has a printed stress_scope (global / personal / bond). Assign owners for every personal and bond Problem in play: in ascending hidden_priority order, assign the next seat clockwise starting from Lead (each assignment uses the next seat). Place that seat's owner marker on the card (or note it). Global Problems have no owner. |
| 7 | 6 | Round | 1. Select | Every player chooses one Action face down and places it beside its target where needed. At Stress 4 or 5, a player must choose ATTACK or GROUND unless they spend a ready Freedom token before reveal. |
| 8 | 7 | Round | 2. Reveal | Reveal all selected Actions simultaneously. Players using GROUND choose their mode after seeing the revealed Actions. |
| 9 | 8 | Round | 3. Resolve | Resolve in this order: GROUND, Support, active DARVO stages, Investigate, Attack, Solve. Within the same step, start with the Lead player and continue clockwise. |
| 10 | 9 | Round | 4. End | H2 scoped problem pressure: for each still-unclaimed Problem in play, add +1 Stress to every seat in that Problem's stress_scope (see Problems). Then cap Stress at 0–5. Any player at Stress 5 who is not already in DARVO places their marker on DENY for the next round. Rotate Lead clockwise and advance the Round marker. |
| 11 | 10 | Stress | Stress and Freedom | Stress 0–3 allows any Action. At Stress 4–5, only ATTACK or GROUND is freely available. Spending a ready Freedom token allows any one Action; turn it to SPENT. GROUND—GR and Support through an existing Bond can ready it. H2: inbound Stress also comes from unclaimed Problems by scope — personal (owner only), bond (owner's Bond network), global (all seats). |
| 12 | 11 | DARVO | A binding sequence | Once triggered, DARVO continues from DENY to ATTACK to REVERSE over consecutive rounds even if Stress later falls. Existing Bond Support cancels the current stage and ends the sequence. GROUND—GR lets the current stage resolve, then ends the remaining sequence. |
| 13 | 12 | DARVO | DENY | Turn one visible unsolved Problem face down and mark it Denied. It cannot be solved or revealed by ordinary Investigate. GROUND—OU can restore it. |
| 14 | 13 | DARVO | ATTACK | Make one extra Attack against another player and place your Focus token beside that target. This extra Attack is in addition to your chosen Action. |
| 15 | 14 | DARVO | REVERSE | Target the player holding your Focus. Unless rejected by GROUND—ND, flip Focus to Blame in front of them, give them +1 Stress, and gain Protection. Reduce your own Stress by 2 and end the sequence. |
| 16 | 15 | Relations | Creating and limiting relations | Every player has two relation slots. A relation uses one link token from each player. If either player has no free slot, the immediate Support or Attack still works but no new relation is formed. Only one relation may exist between the same two players. |
| 17 | 16 | Relations | Bond | A no-relation Support may create a Bond if both players have a free slot and the target accepts. Support through an existing Bond is strong enough to regulate DARVO. Attack through a Bond causes +2 Stress and flips it to Rivalry. |
| 18 | 17 | Relations | Rivalry | A no-relation Attack creates Rivalry automatically when both slots are available. Attack through Rivalry causes +2 Stress and breaks it. Support through Rivalry causes −1 Stress; the target chooses to flip it to Bond or break it. |
| 19 | 18 | Problems | Hidden and Denied Problems | Only face-up, non-Denied Problems can be solved. Investigate reveals one hidden Problem and draws one Solution. Deny can turn a previously revealed Problem face down again. |
| 20 | 19 | Problems | Solving | Play SOLVE beside a face-up Problem and discard one matching Solution when Solve resolves. Claim that Problem and count its printed value. If another player claims it first in Lead order, keep your Solution. H2: any seat with a matching Solution may SOLVE any Problem — claim rights are not limited by stress_scope or owner. Clearing a bond-scoped Problem relieves the whole Bond network. |
| 21 | 20 | Problems | Stress scope (H2 experiment) | Each Problem has stress_scope. global: every seat. personal: the assigned owner only. bond: the owner and every seat connected to the owner through one or more Bonds (the Bond network). If the owner has no Bonds, bond scope behaves as personal. Rivalries do not expand bond scope. Multiple unclaimed Problems stack (+1 each) for seats in their scopes. |
| 22 | 21 | End | End of game | After Round 5, total solved Problem values and apply the selected Mode card. The Scenario's Standard thresholds are 5 for 2 players, 7 for 3–4 players, and 9 for 5–6 players — always at or below available points for that seat band (6 / 9 / 12). |
| 23 | 22 | Safety | Learning frame | DARVO is a response pattern, not proof of an underlying accusation and not a diagnosis. GROUND does not require reconciliation. Breaking a relation, bringing in process, or preserving personal freedom can be a successful result. |