fix(workplans): adopt ADR-007 derived identifiers
Records absent from central carried random pre-ADR-007 identifiers minted by the retired local hub, which C-06 refused as stale references. Deriving from the canonical record id takes no identity from anything. Refs CUST-WP-0068-T06 Assistant: claude-code Assistant-Model: opus Assistant-Process: 2583210@bnt-lap001 Assistant-Session: f2bff2d5-e9b2-4338-92ca-10282a927006
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6
editions/experiments/h1-problem-stress/Actions.csv
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editions/experiments/h1-problem-stress/Actions.csv
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action_id,title,symbol_id,resolution_order,target,tagline,rules_text,stress_restriction,designer_note
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ACT_INVESTIGATE,INVESTIGATE,SYM_INVESTIGATE,4,One hidden Problem,Reveal what is hidden.,"Choose one hidden, non-Denied Problem and reveal it. Then draw one Solution. If no hidden Problems remain, draw one Solution only.","At Stress 4 or 5, this action requires spending a ready Freedom token.",Place the face-down action card beside the chosen hidden Problem.
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ACT_SOLVE,SOLVE,SYM_SOLVE,6,"One face-up, non-Denied Problem",Match a solution to the real problem.,"Play and discard one Solution with the matching symbol. Claim the Problem if it is still available when Solve resolves. If another player has already claimed it, keep your Solution.","At Stress 4 or 5, this action requires spending a ready Freedom token.","Resolve competing claims in Lead order, then clockwise."
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ACT_SUPPORT,SUPPORT,SYM_SUPPORT,2,One other player,Increase another player's room to choose.,"No relation: −1 Stress; you may form a Bond if both players have a free relation slot and the target accepts. Existing Bond: −2 Stress, ready their Freedom, and cancel their current DARVO stage and end that sequence. Existing Rivalry: −1 Stress; the target chooses to flip the relation to Bond or break it.","At Stress 4 or 5, this action requires spending a ready Freedom token.",A Bond formed by this same Support does not cancel DARVO; the Bond must already exist.
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ACT_ATTACK,ATTACK,SYM_ATTACK,5,One other player,Push pressure into another player.,"Protection or GROUND—OU may cancel this Attack. No relation: +1 Stress; form a Rivalry if both players have a free relation slot. Existing Bond: +2 Stress and flip it to Rivalry. Existing Rivalry: +2 Stress and break the relation. A cancelled Attack changes neither Stress nor relation. H1: if this Attack is not cancelled and the attacker's Stress was 4 or 5 before the Attack's effects, the attacker then takes −1 Stress (clamp 0–5).","Always legal. At Stress 4 or 5, Attack is one of the two actions available without spending Freedom.",Rivalry formation is not consensual. H1 self-soothe is experiment-only (variant h1-problem-stress).
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ACT_GROUND,GROUND,SYM_GROUND,1,"Self, a Problem, a relation, or an incoming effect",Regulate. Restore the frame. Decide.,"After all actions are revealed, choose one mode: GR—Ground & Restate: −2 Stress, ready Freedom; if you are in DARVO, its current stage still resolves, then the remaining sequence ends. OU—Observe & Uphold: restore one Denied Problem, cancel one Attack targeting you this round, or protect one face-up Problem from Deny this round. ND—Name & Decide: remove one Blame from yourself, break one relation involving you, or reject one Reverse targeting you this round.","Always legal. At Stress 4 or 5, GROUND is one of the two actions available without spending Freedom.",Keep the revealed GROUND card in front of the player until the end of the round as a reminder of the chosen mode.
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22
editions/experiments/h1-problem-stress/Rules_Text.csv
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editions/experiments/h1-problem-stress/Rules_Text.csv
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order,section,heading,body
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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."
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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."
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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."
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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."
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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.
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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."
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7,Round,2. Reveal,Reveal all selected Actions simultaneously. Players using GROUND choose their mode after seeing the revealed Actions.
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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."
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9,Round,4. End,"H1 problem pressure: if any Problem still in play is unclaimed (face-up, hidden, or Denied), each player gains +1 Stress. 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."
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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. H1: an uncancelled Attack by a player whose Stress was 4 or 5 before that Attack's effects also reduces the attacker's Stress by 1 (after target effects; then clamp)."
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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."
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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.
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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.
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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."
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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."
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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.
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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.
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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."
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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."
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20,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)."
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21,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."
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editions/experiments/h1-problem-stress/VARIANT.md
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editions/experiments/h1-problem-stress/VARIANT.md
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# Experiment H1 — problem pressure + high-stress ATTACK self-soothe
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| | |
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|---|---|
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| **variant_id** | `h1-problem-stress` (**legacy** — prefer profile `h1` = `problem_stress.flat_any_open` + `attack_relief.self_soothe_ge4`) |
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| **modules** | flat problem stress + attack self-soothe (see `editions/modules/`) |
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| **base** | `ground-darvo-r0` |
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| **status** | measured — reject as baseline (2026-08-08); keep for A/B |
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| **measurement** | [`../../../reports/260808-clay-borg-h1-measured.md`](../../../reports/260808-clay-borg-h1-measured.md) |
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| **catalog** | [`../../catalog.yaml`](../../catalog.yaml) |
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| **design note** | [`../../../history/260807-attack-darvo-stress-design.md`](../../../history/260807-attack-darvo-stress-design.md) |
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| **workplan** | [`../../../workplans/GROUND-WP-0006-h1-problem-stress-experiment.md`](../../../workplans/GROUND-WP-0006-h1-problem-stress-experiment.md) |
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## Hypothesis
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If unsolved shared Problems raise Stress, and high-Stress ATTACK returns a small self-relief, then competent play will sometimes arm DARVO and sometimes select ATTACK, without making always-ATTACK optimal.
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## Deltas (only)
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### H1-A — Problem pressure
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At **Round End**, before the Stress clamp that arms DARVO:
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- If **any** Problem still in play is **unclaimed** (face-up unsolved, hidden, or Denied), **each player +1 Stress**.
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- Then clamp 0–5, arm DARVO at 5 as in baseline, rotate Lead, advance Round.
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### H1-B — High-stress ATTACK self-soothe
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When an Attack resolves and is **not cancelled**, if the attacker’s Stress was **≥ 4 before that Attack’s effects**, the attacker takes **−1 Stress** (then clamp). Target and relation effects unchanged.
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## Table play
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Use baseline components for everything except:
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1. Read End step and Stress/Attack wording from this package’s `Rules_Text.csv` / `Actions.csv` (or this file).
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2. Do not mix with baseline r0 wording mid-game.
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## Simulation (clay-borg)
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1. Select `variant_id: h1-problem-stress` via catalog.
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2. Inherit base edition data for Problems/Solutions/Modes/Tokens.
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3. Implement `rules_delta.yaml` in the kernel (H1-A, H1-B). CSV text is provenance for the table, not a substitute for kernel changes.
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## Decision criteria
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See design note §3.2. Catalog `utility_estimate` / `decision` update only after measurement — not when packaging.
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40
editions/experiments/h1-problem-stress/metadata.json
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editions/experiments/h1-problem-stress/metadata.json
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{
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"dataset_id": "GROUND-DARVO-EXP-H1-0.1",
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"variant_id": "h1-problem-stress",
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"base_variant_id": "ground-darvo-r0",
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"base_path": "editions/ground-darvo-r0",
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"game_title": "GROUND",
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"subtitle": "A Game of Bonds and Rivalry",
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"edition": "DARVO Edition — experiment H1",
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"version": "0.1-h1",
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"status": "Experimental rules variant (not baseline)",
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"player_count": "2–6",
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"duration": "5–15 minutes",
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"rounds": 5,
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"relationship_slots_per_player": 2,
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"description": "Experiment H1 on top of ground-darvo-r0: unsolved Problems raise everyone's Stress at Round End; high-Stress ATTACK self-soothes by 1. Hypothesis and success criteria: history/260807-attack-darvo-stress-design.md",
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"inherits_unchanged_from_base": [
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"Problems.csv",
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"Solutions.csv",
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"Modes.csv",
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"Scenarios.csv",
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"Tokens.csv",
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"DARVO.csv",
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"Relations.csv",
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"Player_Mats.csv",
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"Glossary.csv",
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"Extensions.csv",
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"BOM.csv",
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"Print_Manifest.csv",
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"Symbols.csv",
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"Back_Designs.csv",
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"Design_Tokens.csv"
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],
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"changed_files": [
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"Actions.csv",
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"Rules_Text.csv",
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"metadata.json",
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"rules_delta.yaml",
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"VARIANT.md"
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]
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}
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50
editions/experiments/h1-problem-stress/rules_delta.yaml
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editions/experiments/h1-problem-stress/rules_delta.yaml
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# Machine-oriented rules deltas for clay-borg / simulators.
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# Human prose: VARIANT.md and history/260807-attack-darvo-stress-design.md
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# Apply on top of base variant ground-darvo-r0 kernel behaviour.
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variant_id: h1-problem-stress
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base: ground-darvo-r0
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schema_version: 1
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deltas:
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- id: H1-A
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name: problem_pressure_end_of_round
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phase: round_end
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# Order relative to baseline End step:
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# 1) apply this +1 if any unclaimed Problem remains
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# 2) clamp Stress 0–5
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# 3) arm DARVO (Stress 5 and not already in sequence) as today
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# 4) rotate Lead; advance Round
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when:
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any_problem_unclaimed: true
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# unclaimed = not claimed by any seat this game
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# includes face-up unsolved, still-hidden, and Denied
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effect:
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each_player_stress_delta: +1
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notes: >
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Soft shared pressure. Does not scale by number of open Problems
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(deliberately). Denied and hidden unclaimed Problems count.
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- id: H1-B
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name: high_stress_attack_self_soothe
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phase: resolve_attack
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# Applies to ACT_ATTACK and to DARVO-stage extra Attack if they share
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# the same Attack resolution path.
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when:
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attack_not_cancelled: true
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attacker_stress_before_attack_effects_gte: 4
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effect:
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attacker_stress_delta: -1
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order: after_target_and_relation_effects
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notes: >
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Does not change target Stress, Rivalry/Bond rules, or Protection/OU
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cancel. Clamp after delta.
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unchanged:
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- deal_and_thresholds
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- solve_legality
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- support
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- ground_modes
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- darvo_stage_table
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- start_stress: 2
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- relation_slots: 2
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21
editions/experiments/h2-scoped-problem-stress/Problems.csv
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editions/experiments/h2-scoped-problem-stress/Problems.csv
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problem_id,scenario_id,visibility,stress_scope,hidden_priority,title,problem_text,required_solution,symbol_id,point_value,front_rules,reveal_effect,unresolved_effect,back_design_id
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PRB_01_S,SCN_01,Surface,global,0,Deadline Missed,A promised result was not delivered when expected.,Repair,SYM_REPAIR,2,Resolve with Repair. Value: 2.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=global (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM_SURFACE
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PRB_01_1,SCN_01,Hidden,personal,1,Unclear Ownership,Responsibility for the commitment and the work was never made explicit.,Clarify,SYM_CLARIFY,2,Resolve with Clarify. Value: 2.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=personal (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM
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PRB_01_2,SCN_01,Hidden,personal,2,Unspoken Overload,The work required more capacity than someone could safely or fairly provide.,Boundary,SYM_BOUNDARY,2,Resolve with Boundary. Value: 2.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=personal (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM
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PRB_01_3,SCN_01,Hidden,bond,3,Bad News Was Delayed,A warning was withheld until the remaining options became worse.,Repair,SYM_REPAIR,3,Resolve with Repair. Value: 3.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=bond (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM
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PRB_01_4,SCN_01,Hidden,personal,4,No Checkpoint Process,The group had no reliable moment for testing progress and changing course.,Change,SYM_CHANGE,3,Resolve with Change. Value: 3.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=personal (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM
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PRB_02_S,SCN_02,Surface,global,0,Shared Task Left Undone,"A recurring responsibility was not completed, and others absorbed the impact.",Repair,SYM_REPAIR,2,Resolve with Repair. Value: 2.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=global (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM_SURFACE
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PRB_02_1,SCN_02,Hidden,personal,1,Different Standards,"Players were using different definitions of complete, timely, or fair.",Change,SYM_CHANGE,2,Resolve with Change. Value: 2.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=personal (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM
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PRB_02_2,SCN_02,Hidden,personal,2,Invisible Workload,Some contributions and constraints were not visible to the group.,Clarify,SYM_CLARIFY,2,Resolve with Clarify. Value: 2.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=personal (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM
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PRB_02_3,SCN_02,Hidden,bond,3,Resentment Never Raised,Frustration accumulated without a direct request or acknowledgement.,Boundary,SYM_BOUNDARY,3,Resolve with Boundary. Value: 3.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=bond (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM
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PRB_02_4,SCN_02,Hidden,personal,4,No Ownership Routine,The group relied on goodwill instead of a dependable allocation method.,Repair,SYM_REPAIR,3,Resolve with Repair. Value: 3.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=personal (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM
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PRB_03_S,SCN_03,Surface,global,0,Decision Announced as Settled,A group-affecting choice was presented as final before meaningful agreement.,Boundary,SYM_BOUNDARY,2,Resolve with Boundary. Value: 2.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=global (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM_SURFACE
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PRB_03_1,SCN_03,Hidden,personal,1,Mandate Was Ambiguous,"It was unclear who could decide, advise, consent, or veto.",Clarify,SYM_CLARIFY,2,Resolve with Clarify. Value: 2.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=personal (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM
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PRB_03_2,SCN_03,Hidden,personal,2,Contributions Were Dismissed,Relevant input was ignored or treated as less legitimate.,Repair,SYM_REPAIR,2,Resolve with Repair. Value: 2.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=personal (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM
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PRB_03_3,SCN_03,Hidden,bond,3,One Voice Spoke for Others,A player claimed authority to represent people who had not agreed.,Boundary,SYM_BOUNDARY,3,Resolve with Boundary. Value: 3.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=bond (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM
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PRB_03_4,SCN_03,Hidden,personal,4,No Decision Rule,The group had no shared method for turning discussion into a legitimate choice.,Change,SYM_CHANGE,3,Resolve with Change. Value: 3.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=personal (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM
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PRB_04_S,SCN_04,Surface,global,0,Private Information Spread,Information moved beyond the circle in which it was originally shared.,Repair,SYM_REPAIR,2,Resolve with Repair. Value: 2.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=global (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM_SURFACE
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PRB_04_1,SCN_04,Hidden,personal,1,Confidentiality Was Assumed,The players never made the scope of confidentiality explicit.,Clarify,SYM_CLARIFY,2,Resolve with Clarify. Value: 2.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=personal (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM
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PRB_04_2,SCN_04,Hidden,personal,2,Exposure Caused Harm,"The sharing changed another player's safety, reputation, or freedom to choose.",Repair,SYM_REPAIR,2,Resolve with Repair. Value: 2.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=personal (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM
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PRB_04_3,SCN_04,Hidden,bond,3,Consent Boundary Was Ignored,A clear or reasonably expected limit on sharing was crossed.,Boundary,SYM_BOUNDARY,3,Resolve with Boundary. Value: 3.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=bond (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM
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PRB_04_4,SCN_04,Hidden,personal,4,No Sharing Protocol,"The group lacked a repeatable rule for consent, need-to-know, and escalation.",Change,SYM_CHANGE,3,Resolve with Change. Value: 3.,None in the core set.,"H2: while unclaimed, +1 Stress at Round End to stress_scope=personal (personal=owner; bond=owner's Bond network; global=all).",BACK_PROBLEM
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23
editions/experiments/h2-scoped-problem-stress/Rules_Text.csv
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23
editions/experiments/h2-scoped-problem-stress/Rules_Text.csv
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order,section,heading,body
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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."
|
||||
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."
|
||||
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."
|
||||
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."
|
||||
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."
|
||||
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."
|
||||
7,Round,2. Reveal,Reveal all selected Actions simultaneously. Players using GROUND choose their mode after seeing the revealed Actions.
|
||||
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."
|
||||
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."
|
||||
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)."
|
||||
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."
|
||||
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.
|
||||
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.
|
||||
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."
|
||||
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."
|
||||
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.
|
||||
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.
|
||||
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."
|
||||
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."
|
||||
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."
|
||||
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)."
|
||||
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."
|
||||
|
54
editions/experiments/h2-scoped-problem-stress/VARIANT.md
Normal file
54
editions/experiments/h2-scoped-problem-stress/VARIANT.md
Normal file
|
|
@ -0,0 +1,54 @@
|
|||
# Experiment H2 — scoped problem stress (personal / bond / global)
|
||||
|
||||
| | |
|
||||
|---|---|
|
||||
| **variant_id** | `h2-scoped-problem-stress` (**legacy** — prefer module `problem_stress.scoped` / profile `h2`) |
|
||||
| **module** | [`../../modules/problem_stress/scoped/`](../../modules/problem_stress/scoped/) |
|
||||
| **base** | `ground-darvo-r0` (not stacked on H1) |
|
||||
| **status** | measured — keep-as-experiment |
|
||||
| **catalog** | [`../../catalog.yaml`](../../catalog.yaml) |
|
||||
| **design note** | [`../../../history/260808-h2-scoped-problem-stress.md`](../../../history/260808-h2-scoped-problem-stress.md) |
|
||||
| **workplan** | [`../../../workplans/GROUND-WP-0007-h2-scoped-problem-stress.md`](../../../workplans/GROUND-WP-0007-h2-scoped-problem-stress.md) |
|
||||
| **control** | `h1-problem-stress` (reject-as-baseline) |
|
||||
|
||||
## Hypothesis
|
||||
|
||||
If unclaimed Problems apply End stress only to their **stress_scope**, with mostly personal, one bond at 3p+, and rare global (Surface), then some seats can climb toward DARVO **without** taxing the whole table into zero group wins — and **bond-scoped** cards give the Bond network a shared reason to SOLVE.
|
||||
|
||||
## Scopes
|
||||
|
||||
| stress_scope | End +1 Stress while unclaimed goes to… |
|
||||
|--------------|----------------------------------------|
|
||||
| **global** | every seat |
|
||||
| **personal** | assigned **owner** only |
|
||||
| **bond** | owner + every seat in the owner’s **Bond network** (Bond edges only). No Bonds → behaves as personal |
|
||||
|
||||
**SOLVE:** any seat with matching suit may claim any Problem (owner need not solve). Clearing a bond card is a network public good — that is intentional.
|
||||
|
||||
## Assignment in this package
|
||||
|
||||
By `hidden_priority` in `Problems.csv`:
|
||||
|
||||
| priority | scope | in play at |
|
||||
|---------:|-------|------------|
|
||||
| 0 Surface | global | all seats |
|
||||
| 1 | personal | 2p+ |
|
||||
| 2 | personal | 2p+ |
|
||||
| 3 | **bond** | 3p+ only |
|
||||
| 4 | personal | 5p+ only |
|
||||
|
||||
Owners: non-global in-play Problems, ascending priority, round-robin clockwise from **Lead**.
|
||||
|
||||
## Bond incentive (design intent)
|
||||
|
||||
Bond is still the regulation tool (−2 Stress, cancel DARVO). Bond-scope pressure **spreads** cost across the network so partners are incentivised to clear *that* card together rather than leave one seat to melt alone. Measure whether networks SOLVE bond cards faster or avoid Bonding.
|
||||
|
||||
## Not in H2
|
||||
|
||||
- H1 flat global +1 for “any open problem”
|
||||
- H1-B ATTACK self-soothe
|
||||
- Owner-only SOLVE, shadow goals, competence track
|
||||
|
||||
## Simulation
|
||||
|
||||
Select `variant_id: h2-scoped-problem-stress`. Implement `rules_delta.yaml` (H2-SCOPE, H2-OWN, H2-A, H2-SOLVE). Compare to `ground-darvo-r0` and optionally `h1-problem-stress`.
|
||||
40
editions/experiments/h2-scoped-problem-stress/metadata.json
Normal file
40
editions/experiments/h2-scoped-problem-stress/metadata.json
Normal file
|
|
@ -0,0 +1,40 @@
|
|||
{
|
||||
"dataset_id": "GROUND-DARVO-EXP-H2-0.1",
|
||||
"variant_id": "h2-scoped-problem-stress",
|
||||
"base_variant_id": "ground-darvo-r0",
|
||||
"base_path": "editions/ground-darvo-r0",
|
||||
"game_title": "GROUND",
|
||||
"subtitle": "A Game of Bonds and Rivalry",
|
||||
"edition": "DARVO Edition — experiment H2",
|
||||
"version": "0.1-h2",
|
||||
"status": "Experimental rules variant (not baseline)",
|
||||
"player_count": "2–6",
|
||||
"duration": "5–15 minutes",
|
||||
"rounds": 5,
|
||||
"relationship_slots_per_player": 2,
|
||||
"description": "Experiment H2: unclaimed Problems apply End Stress only to stress_scope (personal / bond / global). Bond scope taxes the Bond network so bonded seats share incentive to SOLVE. Not stacked on H1. Design: history/260808-h2-scoped-problem-stress.md",
|
||||
"inherits_unchanged_from_base": [
|
||||
"Solutions.csv",
|
||||
"Modes.csv",
|
||||
"Scenarios.csv",
|
||||
"Tokens.csv",
|
||||
"DARVO.csv",
|
||||
"Relations.csv",
|
||||
"Player_Mats.csv",
|
||||
"Glossary.csv",
|
||||
"Extensions.csv",
|
||||
"BOM.csv",
|
||||
"Print_Manifest.csv",
|
||||
"Symbols.csv",
|
||||
"Back_Designs.csv",
|
||||
"Design_Tokens.csv",
|
||||
"Actions.csv"
|
||||
],
|
||||
"changed_files": [
|
||||
"Problems.csv",
|
||||
"Rules_Text.csv",
|
||||
"metadata.json",
|
||||
"rules_delta.yaml",
|
||||
"VARIANT.md"
|
||||
]
|
||||
}
|
||||
|
|
@ -0,0 +1,93 @@
|
|||
# Machine-oriented rules deltas for clay-borg / simulators.
|
||||
# Human prose: VARIANT.md and history/260808-h2-scoped-problem-stress.md
|
||||
# Apply on top of base variant ground-darvo-r0 (not on H1).
|
||||
|
||||
variant_id: h2-scoped-problem-stress
|
||||
base: ground-darvo-r0
|
||||
schema_version: 1
|
||||
replaces_experiments:
|
||||
# H2 is a new package, not a silent edit of H1. Do not stack H1-A/H1-B.
|
||||
- h1-problem-stress
|
||||
|
||||
deltas:
|
||||
- id: H2-SCOPE
|
||||
name: problem_stress_scope_field
|
||||
phase: data
|
||||
effect:
|
||||
problems_csv_column: stress_scope
|
||||
allowed_values: [global, personal, bond]
|
||||
edition_assignment_by_hidden_priority:
|
||||
0: global # Surface
|
||||
1: personal
|
||||
2: personal
|
||||
3: bond
|
||||
4: personal
|
||||
notes: >
|
||||
Seat-band dial without a difficulty card: 2p deal (S+1..2) has no bond
|
||||
card in play; 3–4p introduces one bond; 5–6p still one bond + more personal.
|
||||
|
||||
- id: H2-OWN
|
||||
name: assign_owners_at_setup
|
||||
phase: setup_after_deal
|
||||
when:
|
||||
problem_stress_scope_in: [personal, bond]
|
||||
effect:
|
||||
assign_owner:
|
||||
order: ascending_hidden_priority_among_in_play_non_global
|
||||
start: lead
|
||||
step: clockwise_next_seat
|
||||
# Each such Problem gets exactly one owner seat.
|
||||
notes: >
|
||||
Deterministic for sims. Table: place owner marker on the card.
|
||||
Global Problems have owner = none.
|
||||
|
||||
- id: H2-A
|
||||
name: scoped_problem_pressure_end_of_round
|
||||
phase: round_end
|
||||
# Order:
|
||||
# 1) for each unclaimed Problem in play, +1 Stress to each seat in scope
|
||||
# 2) clamp 0–5
|
||||
# 3) arm DARVO at 5 as baseline
|
||||
# 4) rotate Lead; advance Round
|
||||
when:
|
||||
problem_unclaimed: true
|
||||
effect:
|
||||
stress_delta_per_matching_problem: +1
|
||||
recipients: stress_scope_of_that_problem
|
||||
scope_resolution:
|
||||
global: all_seats
|
||||
personal: [owner]
|
||||
bond: bond_network_of_owner
|
||||
bond_network: >
|
||||
owner plus every seat reachable from owner by traversing Bond
|
||||
edges only (not Rivalry). If owner has degree 0, treat as personal.
|
||||
stacking: true # two open bond problems both hit the network
|
||||
notes: >
|
||||
Bond incentive: every bonded partner shares the tick, so the network
|
||||
is jointly motivated to SOLVE that card (anyone may still SOLVE).
|
||||
|
||||
- id: H2-SOLVE
|
||||
name: claim_not_restricted_by_scope
|
||||
phase: resolve_solve
|
||||
effect:
|
||||
any_seat_with_matching_suit_may_solve: true
|
||||
owner_need_not_be_solver: true
|
||||
notes: >
|
||||
Altruistic clear is legal and intended — especially on bond-scope cards.
|
||||
|
||||
unchanged:
|
||||
- deal_and_thresholds
|
||||
- solve_legality_suit_faceup_unclaimed_race
|
||||
- support
|
||||
- ground_modes
|
||||
- darvo_stage_table
|
||||
- attack_resolution # no H1-B self-soothe in H2
|
||||
- start_stress: 2
|
||||
- relation_slots: 2
|
||||
|
||||
not_in_this_variant:
|
||||
- H1-A_flat_global_plus_one
|
||||
- H1-B_attack_self_soothe
|
||||
- owner_only_solve
|
||||
- shadow_goals
|
||||
- competence_track
|
||||
Loading…
Add table
Add a link
Reference in a new issue