clay-borg/specs/GroundRules.md
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CB-WP-0022 T05/T06/T07: the register, and what its first run found
T05. tools/design.py, make design, and the register in GroundRules.md --
14 rows, no new file, because ADR-0012 D2 made §Underdetermined the
register rather than building one beside it.

Backfill was the test and it caught two things the ADR did not have.

First, a `role` column. The first report alarmed on U2 and was wrong to:
U2's scenario is green BECAUSE the provisional default it documents is
implemented, which says nothing about whether ground-game agrees. GR-E01's
was a counterexample that went green. Same colour, opposite meaning -- a
register that cannot tell them apart either alarms constantly or never.
Only a green counterexample alarms. Folded back into GameDesign §1.3.

Second, it contradicted the survey. CB-RES-0007 said "six of the ten
already have provisional scenarios." Measured -- grep -lE "\bU<n>\b" over
scenarios/ground -- exactly ONE U-item names itself. Five provisional
scenarios exist and four probably encode U-item defaults, but the mapping
is not written down, so it is not checkable. Same defect class as the
wrong premises, found inside the survey that proposed the fix. Now a
reported debt: open, lacking a reproduction: 9, target 0.

design.py carries the control design-baseline.py never had, asserted
directly: a row citing a nonexistent file must not count as reproduced,
using the exact path 2da19a4 deleted -- which the old tool called green.
design-baseline.py is marked superseded rather than deleted; it is the
evidence for how a wrong number got into a survey.

T06. The report is a FILE in ground-game under GROUND-WP-0002, committed
there, with a hub message that only points at it. It asks for no ruling:
it carries GR-E01's withdrawal, our reproduction debt, and two notes that
are explicitly not findings.

And it had to acknowledge something nobody anticipated. GROUND-WP-0002 is
finished -- all ten U-items were RULED 2026-08-03, every one confirmed as
the default we simulate, plus five of six provisional scenarios. The
survey said "0 of 10 ruled" two days later and this register was built
saying `reported`. That is the unread-inbox failure running in the
opposite direction: they answered and we did not collect it. The
instrument's first run surfaced it. They are `ruled`, not `applied` --
lifting the now-settled provisional flags is owed and is not done, and
make design shows them open until it is.

T07. evidence/CB-EV-0021. Two of six catches in this pass came from
execution rather than process (the role distinction from building it, the
ten uncollected rulings from running it), which is InnerLoop §Design
goal's prediction holding.

make self-tests, facts-check, loop-lint: clean.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-05 15:22:33 +02:00

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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).
- **GR-P05** *(ruled by ground-game 2026-08-03, GROUND-WP-0002 T02)*
**SOLVE is offered only where it can do something.** A seat may select
SOLVE on a Problem only if it is face-up, non-Denied, **unclaimed**, and
the seat **holds a Solution of the required suit**. A Problem claimed in
a *prior* round is not a legal target; the same-round race of GR-P04 is
unaffected, because both seats select before either resolves.
*Not a bluff mechanic.* CB-WP-0018 raised the possibility that
selecting an unfulfillable SOLVE was an intended face-down bluff. The
ruling is that it was a filter bug: *"the player always knows their
hand… physical tables self-police the same way."*
## 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.
---
## The finding register
**This section is the design-finding register** (ADR-0012 D2). It was the
register for dataset ambiguities already; CB-WP-0022 extended it to all
five kinds rather than building a second one beside it. Admissibility,
kinds, states and metrics: [`GameDesign.md`](GameDesign.md). Reported by
`make design`.
<!-- design-register:begin -->
| id | kind | state | reproduction | role | raised | owner |
|---|---|---|---|---|---|---|
| U1 | underdetermined | ruled | — | default | 2026-07-31 | ground-game |
| U2 | underdetermined | ruled | scenarios/ground/gr-d01-darvo-trigger.yaml | default | 2026-07-31 | ground-game |
| U3 | underdetermined | ruled | — | default | 2026-07-31 | ground-game |
| U4 | underdetermined | ruled | — | default | 2026-07-31 | ground-game |
| U5 | underdetermined | ruled | — | default | 2026-07-31 | ground-game |
| U6 | underdetermined | ruled | — | default | 2026-07-31 | ground-game |
| U7 | underdetermined | ruled | — | default | 2026-07-31 | ground-game |
| U8 | underdetermined | ruled | — | default | 2026-07-31 | ground-game |
| U9 | underdetermined | ruled | — | default | 2026-07-31 | ground-game |
| U10 | underdetermined | ruled | — | default | 2026-07-31 | ground-game |
| F11 | inert | applied | scenarios/ground/gr-p05-solve-legality.yaml | counterexample | 2026-08-02 | clay-borg |
| F12 | degenerate | note | — | — | 2026-08-01 | clay-borg |
| F13 | inconsistent | withdrawn | scenarios/ground/gr-e01-threshold-reachable-2p.yaml | counterexample | 2026-08-01 | clay-borg |
| F14 | unplayed | note | — | — | 2026-08-01 | clay-borg |
<!-- design-register:end -->
- **F11 — SOLVE offered where it cannot act.** Offered on a face-down
Problem, or with no matching suit in hand; inert every time. Ruled
GROUND-WP-0002 T02, implemented CB-WP-0023 as GR-P05. `applied` — the
rule changed, not just the annotation. **The case we reported was not the
case that fired**: `validate` already rejected face-down, and the
maintainer's three inert SOLVEs were the *hand* case.
- **F12 — GR-A13 "wasted SOLVE" on an already-claimed Problem.** A
scenario had to pick a default and did. `note`: no artifact isolates the
degenerate line, so under GameDesign §3.1 it may not be reported until
one exists.
- **F13 — GR-E01 vs GR-S01, withdrawn 2026-08-05.** Raised as *"4/6/9
against 5/7/9, no dataset reconciles them."* `2da19a4` measured **6/9/12
against 5/7/9** and the scenario was renamed `-unreachable-`
`-reachable-`. **Its reproduction is green**, which under GameDesign §1.3
is the alarm that forced the resolution. Withdrawn rather than deleted,
and the withdrawal is reported (ADR-0012 D5).
- **F14 — GR-E03/GR-E04 never played to the end.** Nineteen passes, never
played out. `note` until a trial game exists; GROUND-WP-0003 is the
playtest that would close it, and GameDesign §5's protocol makes the
recording the artifact.
### The register's first run found ten answers nobody had collected
**U1U10 are `ruled`, not `reported`.** GROUND-WP-0002 T05 answered all
ten on **2026-08-03** — every one **confirmed** as the default clay-borg
already simulates — and GROUND-WP-0002 T03 confirmed five of the six
provisional scenarios, voiding `gr-e01` as a rules gap. The workplan is
`finished`.
CB-RES-0007 reported *"0 of 10 ruled"* and this register was built saying
`reported`. **Both were two days stale on the day they were written.** The
answers had arrived and nothing propagated them — the same failure as the
unread inbox, in the opposite direction.
**They are `ruled`, not `applied`, and the difference is work we owe.**
Per ADR-0012 D5, `applied` means the source changed and the provisional
default was deleted. The rulings *confirmed* our defaults, so the rules did
not move — but the scenarios still carry `provisional: true` for choices
that are now settled. **Lifting those flags and recording each ruling is
what closes U1U10**, and it is not done. `make design` shows them open
until it is.
### What the backfill measured, and what it contradicted
**Only U2 names its U-item in a scenario.** Measured, not estimated:
```
for u in U1 .. U10; do grep -lE "\b$u\b" scenarios/ground/*.yaml; done
```
CB-RES-0007 asserted *"six of the ten already have provisional
scenarios."* Five provisional scenarios exist and **one** cites the item
it stands for. The other four may well encode U-item defaults — the
mapping is simply **not written down**, so it is not checkable, and an
uncheckable link is the defect this register exists to fix. The register
records what is citable; the rest is debt, visible in `make design`.
**No sixth kind was needed** — the five kinds absorbed all four non-U
findings. And the survey's *"six provisional defaults"* was **not** entered
as a finding: C3 showed it double-counted GR-E01, and the provisional
scenarios are *reproductions for* underdetermined items, not a finding of
their own.
**U1U10 are `reported` while lacking reproductions**, which GameDesign
§3.1 would now forbid. They were reported on 2026-07-30, before the rule
existed. They are grandfathered rather than rewritten, and the debt is a
reported metric with a target of zero.
## 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.