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
This commit is contained in:
codex 2026-08-25 19:30:13 +02:00
parent 9458d0256a
commit b5730f280b
55 changed files with 2937 additions and 150 deletions

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action_id,title,symbol_id,resolution_order,target,tagline,rules_text,stress_restriction,designer_note
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.
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."
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.
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 05).","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).
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.
1 action_id title symbol_id resolution_order target tagline rules_text stress_restriction designer_note
2 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.
3 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.
4 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.
5 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).
6 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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order,section,heading,body
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 26 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 12 for 2 players, 13 for 34 players, and 14 for 56 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 34 players, and 12 at 56 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.
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,"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 05. 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 03 allows any Action. At Stress 45, 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)."
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."
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 34 players, and 9 for 56 players — always at or below available points for that seat band (6 / 9 / 12)."
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."
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.
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 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.
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. 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).
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.
21 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).
22 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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# Experiment H1 — problem pressure + high-stress ATTACK self-soothe
| | |
|---|---|
| **variant_id** | `h1-problem-stress` (**legacy** — prefer profile `h1` = `problem_stress.flat_any_open` + `attack_relief.self_soothe_ge4`) |
| **modules** | flat problem stress + attack self-soothe (see `editions/modules/`) |
| **base** | `ground-darvo-r0` |
| **status** | measured — reject as baseline (2026-08-08); keep for A/B |
| **measurement** | [`../../../reports/260808-clay-borg-h1-measured.md`](../../../reports/260808-clay-borg-h1-measured.md) |
| **catalog** | [`../../catalog.yaml`](../../catalog.yaml) |
| **design note** | [`../../../history/260807-attack-darvo-stress-design.md`](../../../history/260807-attack-darvo-stress-design.md) |
| **workplan** | [`../../../workplans/GROUND-WP-0006-h1-problem-stress-experiment.md`](../../../workplans/GROUND-WP-0006-h1-problem-stress-experiment.md) |
## Hypothesis
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.
## Deltas (only)
### H1-A — Problem pressure
At **Round End**, before the Stress clamp that arms DARVO:
- If **any** Problem still in play is **unclaimed** (face-up unsolved, hidden, or Denied), **each player +1 Stress**.
- Then clamp 05, arm DARVO at 5 as in baseline, rotate Lead, advance Round.
### H1-B — High-stress ATTACK self-soothe
When an Attack resolves and is **not cancelled**, if the attackers Stress was **≥ 4 before that Attacks effects**, the attacker takes **1 Stress** (then clamp). Target and relation effects unchanged.
## Table play
Use baseline components for everything except:
1. Read End step and Stress/Attack wording from this packages `Rules_Text.csv` / `Actions.csv` (or this file).
2. Do not mix with baseline r0 wording mid-game.
## Simulation (clay-borg)
1. Select `variant_id: h1-problem-stress` via catalog.
2. Inherit base edition data for Problems/Solutions/Modes/Tokens.
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.
## Decision criteria
See design note §3.2. Catalog `utility_estimate` / `decision` update only after measurement — not when packaging.

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{
"dataset_id": "GROUND-DARVO-EXP-H1-0.1",
"variant_id": "h1-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 H1",
"version": "0.1-h1",
"status": "Experimental rules variant (not baseline)",
"player_count": "26",
"duration": "515 minutes",
"rounds": 5,
"relationship_slots_per_player": 2,
"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",
"inherits_unchanged_from_base": [
"Problems.csv",
"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"
],
"changed_files": [
"Actions.csv",
"Rules_Text.csv",
"metadata.json",
"rules_delta.yaml",
"VARIANT.md"
]
}

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# Machine-oriented rules deltas for clay-borg / simulators.
# Human prose: VARIANT.md and history/260807-attack-darvo-stress-design.md
# Apply on top of base variant ground-darvo-r0 kernel behaviour.
variant_id: h1-problem-stress
base: ground-darvo-r0
schema_version: 1
deltas:
- id: H1-A
name: problem_pressure_end_of_round
phase: round_end
# Order relative to baseline End step:
# 1) apply this +1 if any unclaimed Problem remains
# 2) clamp Stress 05
# 3) arm DARVO (Stress 5 and not already in sequence) as today
# 4) rotate Lead; advance Round
when:
any_problem_unclaimed: true
# unclaimed = not claimed by any seat this game
# includes face-up unsolved, still-hidden, and Denied
effect:
each_player_stress_delta: +1
notes: >
Soft shared pressure. Does not scale by number of open Problems
(deliberately). Denied and hidden unclaimed Problems count.
- id: H1-B
name: high_stress_attack_self_soothe
phase: resolve_attack
# Applies to ACT_ATTACK and to DARVO-stage extra Attack if they share
# the same Attack resolution path.
when:
attack_not_cancelled: true
attacker_stress_before_attack_effects_gte: 4
effect:
attacker_stress_delta: -1
order: after_target_and_relation_effects
notes: >
Does not change target Stress, Rivalry/Bond rules, or Protection/OU
cancel. Clamp after delta.
unchanged:
- deal_and_thresholds
- solve_legality
- support
- ground_modes
- darvo_stage_table
- start_stress: 2
- relation_slots: 2

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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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
1 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
2 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
3 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
4 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
5 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
6 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
7 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
8 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
9 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
10 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
11 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
12 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
13 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
14 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
15 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
16 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
17 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
18 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
19 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
20 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
21 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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order,section,heading,body
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 26 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 12 for 2 players, 13 for 34 players, and 14 for 56 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 34 players, and 12 at 56 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 05. 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 03 allows any Action. At Stress 45, 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 34 players, and 9 for 56 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."
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.

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# 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 owners **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`.

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{
"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": "26",
"duration": "515 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"
]
}

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# 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; 34p introduces one bond; 56p 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 05
# 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