Rule GR-S01 deal and close GROUND-WP-0004 threshold gap

Surface is always in play with hidden priorities 1..k, so available
points are 6/9/12 against Standard thresholds 5/7/9 — every seat band
is winnable. Encode the contract in edition rules, finish the workplan,
and park optional difficulty tiers as GROUND-WP-0005.
This commit is contained in:
tegwick 2026-08-04 00:21:13 +02:00
parent b8ff288f3d
commit 8886543aa0
8 changed files with 440 additions and 84 deletions

View file

@ -1,4 +1,4 @@
mode_id,title,mode_type,tagline,rules_text,scoring_tiebreak,back_design_id
MODE_COOP,SHARED GROUND,Cooperative,The group succeeds or fails together.,"All claimed Problem cards form one shared score. Meet the Scenario threshold by the end of Round 5. No individual winner is declared. For a mastery rating, subtract 1 for each Blame token still in play and 1 for each Denied Problem.",Not applicable.,BACK_MODE
MODE_SEMI,"COMMON PROBLEM, PERSONAL EDGE",Semi-cooperative,The group must succeed before anyone can win.,"The group succeeds only if the total value of all claimed Problems meets the Scenario threshold. If it succeeds, each player scores the value of Problems they claimed minus 1 per Blame token they hold. Highest score wins.","Lower Stress, then more Bonds, then shared victory.",BACK_MODE
MODE_COALITION,BONDED COALITIONS,Dynamic teams,Bonds decide the sides at the end.,"The group must first meet the Scenario threshold. At game end, each connected network of Bonds is a coalition; unbonded players are one-player coalitions. Sum the personal scores of coalition members. The highest-scoring coalition wins. Rivalries do not connect players.","Lower combined Stress, then fewer Blame tokens, then shared victory.",BACK_MODE
MODE_COOP,SHARED GROUND,Cooperative,The group succeeds or fails together.,"All claimed Problem cards form one shared score. Meet the Scenario threshold by the end of Round 5. Playable at 2–6 players — not a high-seat-only mode. No individual winner is declared. For a mastery rating, subtract 1 for each Blame token still in play and 1 for each Denied Problem.",Not applicable.,BACK_MODE
MODE_SEMI,"COMMON PROBLEM, PERSONAL EDGE",Semi-cooperative,The group must succeed before anyone can win.,"The group succeeds only if the total value of all claimed Problems meets the Scenario threshold (always ≤ available points for the seat band). If it succeeds, each player scores the value of Problems they claimed minus 1 per Blame token they hold. Highest score wins.","Lower Stress, then more Bonds, then shared victory.",BACK_MODE
MODE_COALITION,BONDED COALITIONS,Dynamic teams,Bonds decide the sides at the end.,"The group must first meet the Scenario threshold (always ≤ available points for the seat band). At game end, each connected network of Bonds is a coalition; unbonded players are one-player coalitions. Sum the personal scores of coalition members. The highest-scoring coalition wins. Rivalries do not connect players.","Lower combined Stress, then fewer Blame tokens, then shared victory.",BACK_MODE

1 mode_id title mode_type tagline rules_text scoring_tiebreak back_design_id
2 MODE_COOP SHARED GROUND Cooperative The group succeeds or fails together. All claimed Problem cards form one shared score. Meet the Scenario threshold by the end of Round 5. No individual winner is declared. For a mastery rating, subtract 1 for each Blame token still in play and 1 for each Denied Problem. All claimed Problem cards form one shared score. Meet the Scenario threshold by the end of Round 5. Playable at 2–6 players — not a high-seat-only mode. No individual winner is declared. For a mastery rating, subtract 1 for each Blame token still in play and 1 for each Denied Problem. Not applicable. BACK_MODE
3 MODE_SEMI COMMON PROBLEM, PERSONAL EDGE Semi-cooperative The group must succeed before anyone can win. The group succeeds only if the total value of all claimed Problems meets the Scenario threshold. If it succeeds, each player scores the value of Problems they claimed minus 1 per Blame token they hold. Highest score wins. The group succeeds only if the total value of all claimed Problems meets the Scenario threshold (always ≤ available points for the seat band). If it succeeds, each player scores the value of Problems they claimed minus 1 per Blame token they hold. Highest score wins. Lower Stress, then more Bonds, then shared victory. BACK_MODE
4 MODE_COALITION BONDED COALITIONS Dynamic teams Bonds decide the sides at the end. The group must first meet the Scenario threshold. At game end, each connected network of Bonds is a coalition; unbonded players are one-player coalitions. Sum the personal scores of coalition members. The highest-scoring coalition wins. Rivalries do not connect players. The group must first meet the Scenario threshold (always ≤ available points for the seat band). At game end, each connected network of Bonds is a coalition; unbonded players are one-player coalitions. Sum the personal scores of coalition members. The highest-scoring coalition wins. Rivalries do not connect players. Lower combined Stress, then fewer Blame tokens, then shared victory. BACK_MODE