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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# Module: `problem_stress.flat_any_open`
| | |
|---|---|
| **aspect** | `problem_stress` |
| **role** | End of round: if **any** Problem unclaimed → **each** seat +1 Stress |
| **status** | measured → reject as sole pressure (H1-A); keep for A/B |
| **legacy** | H1-A half of `h1-problem-stress` |
| **measurement** | [RPT-0004](../../../../reports/260808-clay-borg-h1-measured.md) |
**Compose with:** any `end_condition`, `problem_deal`, `attack_relief`.
**Conflicts with:** other `problem_stress.*` modules (one per aspect).
Known result: flat tax → solve-rate collapse at 3p+ under greedy (when used alone or with H1-B).

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# problem_stress.flat_any_open (was H1-A)
module_id: problem_stress.flat_any_open
aspect: problem_stress
schema_version: 1
base: ground-darvo-r0
deltas:
- id: PS-FLAT
name: flat_any_open_problem_pressure
phase: round_end
when:
any_problem_unclaimed: true
effect:
each_player_stress_delta: 1
notes: Former H1-A alone. +1 to every seat if any unclaimed Problem remains.
unchanged:
- deal_and_thresholds
- attack_resolution
- solve_legality

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# Module: `problem_stress.none`
| | |
|---|---|
| **aspect** | `problem_stress` |
| **role** | **Default.** Unclaimed Problems do not raise Stress. |
| **status** | baseline-default |
This is the implicit r0 behaviour. No `rules_delta`; selecting it means “no problem_stress module active.”

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# Module: `problem_stress.scoped`
| | |
|---|---|
| **aspect** | `problem_stress` |
| **role** | Unclaimed Problems +1 Stress to **stress_scope** only (personal / bond / global) |
| **status** | measured → keep-as-experiment; candidate for core |
| **legacy** | `h2-scoped-problem-stress` |
| **measurement** | [RPT-0005](../../../../reports/260808-clay-borg-h2-measured.md) |
Bond network shares ticks → joint SOLVE incentive (bots do not test joint motive).
**Compose with:** end, deal, attack_relief independently.
**Conflicts with:** other `problem_stress.*`.

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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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# module: problem_stress.scoped (formerly experiment h2-scoped-problem-stress)
# Compose with other axes freely; do not require attack_relief or end/deal modules.
module_id: problem_stress.scoped
aspect: problem_stress
schema_version: 1
base: ground-darvo-r0
legacy_experiment_id: h2-scoped-problem-stress
deltas:
- id: PS-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
1: personal
2: personal
3: bond
4: personal
- id: PS-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
- id: PS-TICK
name: scoped_problem_pressure_end_of_round
phase: round_end
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
stacking: true
- id: PS-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
data_overlays:
- Problems.csv
- Rules_Text.csv