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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codex 2026-08-25 19:30:13 +02:00
parent 9458d0256a
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# ATTACK / DARVO relevance — design challenge and H1
**Date:** 2026-08-07 (measurement 2026-08-08)
**Status:** H1 **measured** — reject as baseline; direction kept for H2
**Triggers:** [GROUND-RPT-0003](../reports/260807-clay-borg-attack-and-modes.md); inbox triage
**Variant:** [`editions/experiments/h1-problem-stress/`](../editions/experiments/h1-problem-stress/)
**Measurement:** [GROUND-RPT-0004](../reports/260808-clay-borg-h1-measured.md)
**Catalog:** [`editions/CATALOG.md`](../editions/CATALOG.md)
**Workplan:** [GROUND-WP-0006](../workplans/GROUND-WP-0006-h1-problem-stress-experiment.md)
---
## 0. The measured gap
clay-borg (RPT-0003): under competent play, **ATTACK never improves** outcomes in any mode, and in 500 competent games **DARVO armed zero times**. Modes themselves differentiate correctly; the driver bug that forced SHARED GROUND is fixed on their side.
So the namesake loop is reachable only by playing badly. That may be intentional (cautionary structure) or a missing Problem → Stress coupling. This note challenges design options **before** promoting any change into baseline `ground-darvo-r0`.
---
## 1. Stress ledger today (baseline r0)
| Source | Whos stress changes? | Notes |
|--------|----------------------|--------|
| **ACT_ATTACK** | **Target** +1 or +2 | **Attacker: no relief.** Cancelled → no change |
| **SUPPORT** | **Target** 1 or 2 | Bond Support also readies Freedom, cancels DARVO |
| **GROUND—GR** | **Self** 2 | Readies Freedom; DARVO current stage still fires |
| **DARVO REVERSE** | **Self** 2; **Focus target** +1 | Blame on target; Protection for self |
| **Unsolved Problems** | **Nobody** | `unresolved_effect` is empty in `Problems.csv` |
| **Status / rank** | **Nobody** | No hierarchy stress |
| Start | All at **2** | |
At Stress 45 the rules force the *vocabulary* of ATTACK or GROUND (unless Freedom is spent), but ordinary ATTACK is not a stress valve—only GROUND—GR and receiving Support (and later REVERSE) are.
**Implication:** Stress is almost a **closed social subsystem**. If nobody attacks, stress drifts mid/down; DARVO never arms. clay-borgs zero-DARVO result is the ledger working as printed, not a simulator bug.
INTENT principle (“DARVO must sometimes work **locally** — short-term advantage, delayed relational cost”) is therefore under-served: the only local advantage is REVERSEs package, gated on already being at Stress 5 for three rounds of sequence.
---
## 2. Design directions (challenged)
### 2.1 Stress from stuck problems + outward projection
**Strong:** Restores Problem → Individual link in the four-layer model. Makes GROUND regulation under load; Support anti-cascade; DARVO “I cant hold this.”
**Challenge:**
- Today **ATTACK and Blame do not reduce the projectors stress**. Without a rules change, “forced projection” is flavor on a move that still does not help the projector.
- Passive problem ticks can flatten into always-DARVO or kill group thresholds (already ~7583% of available points).
- Personal / Bond-attached problems are powerful and already listed as **extensions** (`EXT_PERSONAL`) — keep out of first core experiment.
- Even with self-soothe, **E04** still punishes Bond-breaking; mode-aware evaluation is required.
### 2.2 Hierarchy / competitive status stress
**Strong:** Injects stress without anyone choosing ATTACK; natural in semi-coop.
**Challenge:** Leader stress amplifies Matthew effects; “leading” mid-game is noisy; co-op must not invent early winners; stacking with problem pressure overproduces Stress 5 at 2p.
**Parked** behind H1 (last-place-only semi-coop is the minimal follow-up if H1 under-delivers).
### 2.3 Competence score
**Strong as extension** (follow-through, self-regard). **Wrong tool** for RPT-0003: does not create ATTACK incentive unless it secretly becomes another stress track. **Out of H1.**
---
## 3. Playtest hypothesis H1
> 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.
### 3.1 Two rule deltas only (relative to `ground-darvo-r0`)
| ID | Rule | Detail |
|----|------|--------|
| **H1-A** | Problem pressure | At **Round End**, after Stress clamp step preparation: if **any** Problem still in play is **unclaimed** (face-up, hidden, or Denied), **each player +1 Stress**, then clamp 05, then DARVO arm check as today. |
| **H1-B** | High-stress ATTACK self-soothe | When an **ACT_ATTACK** resolves and is **not cancelled**, if the **attackers Stress was ≥ 4 before this Attacks effects**, the attacker takes **1 Stress** (then clamp). Target / relation effects unchanged. DARVO-stage extra Attack uses the same Attack resolution (so it can self-soothe too if Stress ≥ 4). |
Unchanged on purpose: thresholds, deal, SOLVE legality, Support, GROUND modes, DARVO stage table, relation slots, starting Stress 2.
### 3.2 Success criteria (compare to RPT-0003 harness)
Under a competent multi-policy panel, same seat counts as RPT-0003 where practical:
1. **DARVO arm rate** non-trivial (target band to refine after first N; not 0/500).
2. **ATTACK selection** rises for some subpopulation (e.g. Stress ≥ 4) and **raising ATTACK rank** improves at least one objective in some mode/seat cell — not “always attack wins.”
3. **Group threshold success** does not collapse to “only perfect peaceful play.”
4. Bond Support and GROUND remain better than DARVO **when regulation holds** — DARVO stays the failure mode, not the dominant strategy.
### 3.3 Explicit non-goals for H1
- No personal / bond-group problem cards.
- No competence track.
- No leader/last-place status stress (Idea 2).
- No silent edit of baseline `point_value` / `required_solution` inside r0.
- No promotion of H1 into `ground-darvo-r0` until measured utility is accepted.
---
## 4. Rules variation versioning (how we compare experiments)
See full contract: [`editions/CATALOG.md`](../editions/CATALOG.md).
**Summary:**
| Mechanism | Role |
|-----------|------|
| **`editions/catalog.yaml` + `CATALOG.md`** | Authoritative **index of selectable packages** (baseline + experiments). Lives on `main`. clay-borg and humans read this to know what can be pinned. |
| **Directory path** | Selectable unit, e.g. `editions/ground-darvo-r0/`, `editions/experiments/h1-problem-stress/`. Matches clay-borgs vendor-by-path practice (ADR-0011). |
| **`variant_id` + `base`** | Stable ids (`ground-darvo-r0`, `h1-problem-stress`); experiments declare inheritance and file-level deltas. |
| **Git** | Commits/tags pin content digests; optional feature branches for WIP **before** an experiment directory lands on `main`. Branches are **not** the primary selection API (sibling checkout + multi-ref is hostile to clay-borg CI). |
| **Utility fields** | Catalog rows carry `status`, `utility_estimate`, `decision` (keep / reject / merge-to-baseline / supersede). Updated when measurement lands — not when the idea is written. |
Baseline contract (GROUND-WP-0002 T01) still holds: changing frozen columns inside `ground-darvo-r0` requires a **new revision directory** (`-r1`), not an experiment. Experiments may **copy** and alter rules text/actions; only a later **promote** step rewrites baseline.
---
## 5. clay-borg selection contract
A package is **selectable for simulation** when it appears in `editions/catalog.yaml` with `selectable: true` and a `path`.
Minimum fields clay-borg should read (or we message explicitly):
```yaml
variant_id: h1-problem-stress
path: editions/experiments/h1-problem-stress
base: ground-darvo-r0
status: experimental
rules_engine_notes: rules_delta.yaml # structured deltas if CSV alone is not executable
```
Engine note: today clay-borg **hardcodes** much of the rules kernel and **vendors** selected CSVs. H1-A/B are **rules-kernel changes**, not Problem table changes. Selecting H1 means:
1. Vendor or overlay the experiments changed CSVs for text/provenance, **and**
2. Implement `rules_delta.yaml` in the kernel (or a feature flag keyed by `variant_id`).
Until (2) exists, H1 is **specified here** and playable at a human table from the experiment package; bulk ATTACK-value re-runs wait on clay-borg.
---
## 6. Exploration order (after H1)
| Step | If… | Then… |
|------|-----|--------|
| H1 measured | criteria met | promote candidates into r1 design / keep as optional mode card |
| H1 measured | DARVO still ~0 | add Idea 2 last-place stress (semi only) as **H2** experiment |
| H1 measured | always-ATTACK optimal | reject H1-B or gate self-soothe tighter |
| Later | core loop works | competence / personal problems as extensions |
---
## 7. Decision log
| Date | Decision |
|------|----------|
| 2026-08-07 | Do not invent “DARVO-only-from-bad-play is intended” without measurement of H1-class pressure. |
| 2026-08-07 | First experiment is **H1** (problem pressure + high-stress ATTACK 1). |
| 2026-08-07 | Versioning = **catalog + directories on main**; git tags pin; branches optional for WIP. |
| 2026-08-08 | H1 measured (CB-EV-0030/0031 → RPT-0004). **Reject as baseline.** Direction (Problem→Stress) confirmed useful; flat +1/end is a solve-rate tax. H2 must change pressure *shape*, not only re-stack. Baseline finding: non-attacking policies never raise Stress above 2. |
| 2026-08-08 | **H2 packaged:** scoped stress (personal / bond / global). See [260808-h2-scoped-problem-stress.md](260808-h2-scoped-problem-stress.md). Bond network shares ticks → joint SOLVE incentive. |
## 8. Measurement summary (2026-08-08)
See RPT-0004 for full tables. One-line:
> H1 reaches the seat that will not regulate; under greedy regulation the table stops winning; H1-B is dead code for competent play.

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# Inbox triage — clay-borg messages (2026-08-07)
Four unread messages from `clay-borg-custodian` were processed in one
pass. Report files already lived under `reports/` (not `workplans/` as
the message bodies claimed). No kernel or edition change in this pass.
| date | subject | report | action taken |
|------|---------|--------|--------------|
| 2026-08-03 | SOLVE ruling as GR-P05 + premise correction | (inline in message) | Acknowledged: GR-P05 matches GROUND-WP-0002 T02; face-down vs hand misdescription does not reopen the ruling |
| 2026-08-05 | Withdraw GR-E01 4/6/9; U-items collected | [GROUND-RPT-0001](../reports/260805-clay-borg-findings.md) | Acknowledged: confirms WP-0002 T03/T05; no work from us |
| 2026-08-05 | Difficulty baseline; no threshold proposal | [GROUND-RPT-0002](../reports/260805-clay-borg-difficulty.md) | Receipt noted on [WP-0005](../workplans/GROUND-WP-0005-difficulty-tiers-and-pressure-dial.md); T01 stays `wait` |
| 2026-08-07 | E03/E04 played; ATTACK value; DARVO never arms | [GROUND-RPT-0003](../reports/260807-clay-borg-attack-and-modes.md) | Receipt noted on [WP-0003](../workplans/GROUND-WP-0003-playtest-semi-and-coalitions.md); design question escalated to human |
## Outstanding human decision
**Is it intended that ATTACK (and therefore DARVO) is unreachable under
competent play in all three modes?** clay-borg asks this explicitly and
does not call it a defect. Ground-game has not ruled yet.

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# After H2: deal influx, end conditions, sequence salience
**Date:** 2026-08-08
**Context:** H2 measured (RPT-0005) — scoping works; felt “more interesting.”
**Status:** design discussion — not yet a packaged variant
Maintainer questions: (1) fixed problem deal vs random influx; (2) fixed
5 rounds vs clear-board / stressed-out ends; (3) GROUND/DARVO as sequences
with significant effect — sim artifact or gameplay gap?
---
## 0. What H2 already proved
- Scoped stress is the right *pressure* shape (all-global control = H1 collapse).
- DARVO can arm for a seat that still sometimes wins (unlike H1).
- ATTACK is affordable under H2, still not profitable.
- Bond joint-SOLVE incentive is **untested by bots** (they do not model scopes).
H2 does **not** yet answer deal variety, pacing, or “do sequences *feel*
significant.” Those are the next design layer.
---
## 1. Problem deal: start set + random influx
### Current
Fixed deal at setup: Surface + hidden 1..k by seats. Owners assigned once.
Solution deck is the only ongoing draw (INVESTIGATE draws Solutions).
### Proposal
Keep a **starting set** of Problems, then **random draws** that can add
personal / bond / global Problems to play (or into a hand that can be
played/attached).
### Strengths
- Replay variety without new scenarios every time.
- Fiction: issues *arrive* mid-relationship; hand/draw = what lands on you.
- Difficulty dial = composition of the **draw bag** (how many personal vs
bond vs global), cleaner than fixed priority mapping alone.
- Supports “my hand gave *me* a personal problem” without full EXT_PERSONAL
shadow goals.
### Challenges
| Risk | Mitigation |
|------|------------|
| Available points / threshold float mid-game | Threshold as % of *currently in play* claimed target, or score only starting set, or drawn problems are stress-only (no point value) |
| Global flood rebuilds H1 | Cap globals in bag; max N open globals |
| Too long / never clears | Soft cap on open Problems; draw only on triggers (missed SOLVE, DENY, Round End if board empty of hidden) |
| Ownership chaos | Drawn personal → drawer is owner; bond → drawers network; global → none |
| Teach complexity | Phase 1: **draw adds to board face-down**, not a second hand of problems |
### Lean experiment shape (if packaged later)
**H3-deal (sketch):** After setup of Surface + 12 starters, remaining scoped
Problems form a **Pressure deck**. At End of round (or on INVESTIGATE
miss), draw 01 if open unclaimed count < cap. Drawn card enters play
with scope as printed; owner = drawer or Lead-round-robin.
Do **not** put Problems in the Solution hand first — that collides with
suit management. Separate “issue arrives” channel is clearer.
---
## 2. End conditions: beyond fixed 5 rounds
### Current
Always 5 rounds, then threshold + mode scoring. Compact (515 min) was
explicit intent (2026-07-30 exploration).
### Why 5 feels arbitrary
It is a **timer**, not a story beat. Under H2 stress, a clear board early
still forces empty rounds; a meltdown at round 3 still limps to 5.
### Proposal family
| End | Meaning | Risk |
|-----|---------|------|
| **A. Board clear** | No unclaimed Problems left → immediate group success check | Short games; INVESTIGATE race |
| **B. Group break** | All seats at Stress 5 and/or in DARVO → group fail (or “stressed out”) | Need precise definition; soft lock if one seat holds out |
| **C. Max rounds** | Still a ceiling (46) so games terminate | Keeps product length |
| **Hybrid** | End on A or B, else at round max | Best of both |
### Recommendation
**Hybrid** is the least arbitrary and keeps the product box promise:
1. If **no unclaimed Problems** remain after a rounds Solve → end; apply mode scoring (threshold may be automatic success if all claimed value ≥ threshold, or redefine success as “cleared the table”).
2. If **collapse**: e.g. every seat is at Stress ≥4 **or** ≥ half the table is in active DARVO → end as **group failure** (SHARED) / no personal win (semi).
3. Else after **Round Max** (keep 5 or try 6) → current threshold scoring.
“All stressed out” as pure unanimous Stress 5 is harsh and rare; prefer
**majority in DARVO** or **no seat below Stress 4** as the fail line.
Threshold vs clear-board: if success = clear all, thresholds become
redundant; if success = clear *enough*, keep threshold and treat early
clear as auto-meet if points ≥ threshold.
---
## 3. GROUND and DARVO as sequences — sim vs design
### What the rules actually are
| System | In r0 today | “Sequence”? |
|--------|-------------|-------------|
| **DARVO** | DENY → ATTACK → REVERSE over **consecutive rounds** once armed at Stress 5 | **Yes** — three mandatory stages |
| **GROUND** | One action, **one of three modes** (GR / OU / ND) chosen after reveal | **No** — not a multi-round sequence |
| INTENT / early design | GROUND as G-R-O-U-N-D practices; DARVO as binding multi-turn chain | Aspirational / partial |
So if the desire is “GROUND is also a sequence,” that is **missing design**,
not a clay-borg bug.
### Why sequences feel weak in the simulator
**Mostly gameplay + policy, not “sim is broken.”**
1. **Competent bots regulate.** Greedy GROUNDs when gated → Stress often
never hits 5 → **no DARVO stage chain to watch**. H2 reactive shows
arms; greedy play will not.
2. **Full DARVO chain needs three rounds.** With max 5, a late arm gets
DENY only (or DENY+ATTACK). REVERSEs drama is rare.
3. **Exits are strong.** Bond Support cancels the stage and ends the
sequence; GROUND—GR lets current stage fire then ends the rest. So
sequences are designed to be **interruptible** — good for teaching,
bad for “unstoppable set piece” feel.
4. **GROUND modes are situational.** GR (2 Stress) is the default bot
use. OU/ND only matter if DENY/Attack/Blame already happened — rare
under peaceful greedy play. Sim never “chooses the dramatic mode.”
5. **Bots optimize scores, not narrative.** Sequence significance is a
human-felt property; aggregates report arms and wins, not “that REVERSE
mattered.”
**Where the sim *is* limited:** no multi-seat-aware bond motivation; no
felt-play; watching greedy H2 underplays DARVO by construction.
### If we want sequences to *matter* more (gameplay levers)
| Lever | Effect |
|-------|--------|
| Longer max rounds or early arm | More full DENY→…→REVERSE completions |
| Softer exits (Bond Support cancels only *this* stage, not whole sequence) | Harder to snuff DARVO |
| DARVO stages alter scoring more (Blame already 1; DENY already blocks points) | Make completion costly for the *group* |
| GROUND as optional **multi-step practice** (e.g. commit GR this round, may chain OU next if still regulating) | True GROUND sequence — large design change |
| Scenario “Focus cards” that force a stage | Guaranteed set piece for teaching |
Prefer measuring **full-sequence completion rate** (DENY+ATTACK+REVERSE all
fired) under H2 before changing exits — if completion ≈ 0 even when arms
> 0, the chain is too long for the clock.
---
## 4. Suggested order (do not stack into one silent H2 edit)
1. **Keep H2 stress routing** (`keep-as-experiment`; candidate for r1 core).
2. **Table smoke** for bond joint SOLVE (criterion 4).
3. Package **one** next experiment, not three:
- either **H3-end** hybrid end conditions on top of H2, **or**
- **H3-deal** pressure-deck influx on top of H2,
- measure sequence completion rate as a side metric either way.
4. Only then consider GROUND-as-sequence or DARVO exit tuning.
Promoting H2 into baseline before deal/end redesign is optional; stress
routing can be kept even if deal changes later.

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# H2 — scoped problem stress (personal / bond / global)
**Date:** 2026-08-08
**Status:** experiment open — packaged as selectable variant
**Parent:** [H1 design + measurement](260807-attack-darvo-stress-design.md), [RPT-0004](../reports/260808-clay-borg-h1-measured.md)
**Variant:** [`editions/experiments/h2-scoped-problem-stress/`](../editions/experiments/h2-scoped-problem-stress/)
**Workplan:** [GROUND-WP-0007](../workplans/GROUND-WP-0007-h2-scoped-problem-stress.md)
---
## 0. Why H2 (after H1)
H1 applied **+1 Stress to every seat** whenever any Problem remained unclaimed. Competent play regulated (GROUND); Stress plateaus ~3; SOLVE bandwidth died; group wins collapsed at 3p+. Direction (Problem → Stress) was right; **equal global tax** was wrong.
H2 keeps inbound problem pressure but **routes** it:
| scope | who pays | design role |
|-------|----------|-------------|
| **personal** | one owner | asymmetric load; someone can approach DARVO while others SOLVE |
| **bond** | Bond network of owner | shared load → shared **incentive to SOLVE** that card |
| **global** | all seats | rare systemic pressure (Surface only in this package) |
Difficulty dial (later / WP-0005): vary how many of each scope are in the deal. This packages first recipe uses **priority mapping** so seat band already changes mix (no bond card at 2p).
---
## 1. Bond scope — the interesting bit
Bond today is almost pure upside (stress down, cancel DARVO). Bond-scope problems add a **joint liability**:
- While the card stays unclaimed, **every bonded partner** takes the End tick.
- **Any** seat may SOLVE it (matching suit) — including a non-owner altruist.
- So the network is incentivised to **clear the shared load**, not only to Support through the crisis.
That is the hypothesis to protect in measurement:
> Do Bond networks clear bond-scoped Problems faster / more often than equivalent personal cards, and does that keep group success above H1s floor?
**Risk to watch:** players avoid Bonding to shed liability. If Bond rate collapses and DARVO rises, magnitude is still wrong (or bond tick needs to be softer than personal).
**Network definition:** seats reachable from the **owner** by Bond edges only. Rivalries do not connect. Degree 0 → personal behaviour.
---
## 2. Package rules (summary)
See `rules_delta.yaml` for machine form.
1. **H2-SCOPE**`Problems.csv` column `stress_scope`; mapping by `hidden_priority` 0→global, 12 personal, 3 bond, 4 personal.
2. **H2-OWN** — owners for personal/bond: ascending priority among in-play non-global, round-robin from Lead.
3. **H2-A** — Round End: each unclaimed Problem → +1 Stress to each seat in its scope; then clamp; then DARVO arm as r0.
4. **H2-SOLVE** — claim rights unchanged by scope (anyone with suit).
**Not included:** H1-A, H1-B, owner-only solve, shadow goals.
**Thresholds / deal depth / start Stress 2:** unchanged from r0.
---
## 3. Hypothesis and success criteria
> Scoped pressure creates stress **variance** and occasional DARVO under mixed policies **without** driving greedy SHARED group wins to ~0 at 34p; bond cards create joint SOLVE incentive inside Bond networks.
| # | criterion | target (directional) |
|---|-----------|----------------------|
| 1 | Group success (greedy SHARED, 34p) | **Well above H1s 0**; not required to match baseline |
| 2 | Stress variance | maxmin Stress across seats **higher** than baseline and H1-greedy |
| 3 | DARVO | non-zero for some policy that still sometimes wins; not only pure reactive-never-wins |
| 4 | Bond cards | among bond-scoped unclaimed time, networks show elevated SOLVE rate on those cards vs personal (or qualitative report) |
| 5 | Control | if all scopes forced global, H1-like collapse returns (optional A/B) |
Instrument caveats from CB-EV-0030/0031 still apply: plural panel; report sample-specific vs invariant; no felt-play substitute.
---
## 4. Safety / scope of fiction
Cards keep existing scenario language (deadline, ownership, overload). No new trauma-personal content. Full `EXT_PERSONAL` (shadow goals, expose, win rewrite) stays **out**.
---
## 5. Decision log
| Date | Decision |
|------|----------|
| 2026-08-08 | H1 reject-as-baseline; spawn H2 scoped stress |
| 2026-08-08 | Bond = full Bond network of owner; SOLVE unrestricted by owner |
| 2026-08-08 | Surface global; one bond card (priority 3) enters at 3p+ |
| 2026-08-08 | Do not stack H1-B in H2 until scoped pressure is measured alone |

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# Mode playtest notes — engine (GR-E03 / GR-E04)
**Date:** 2026-08-08
**Workplan:** [GROUND-WP-0003](../workplans/GROUND-WP-0003-playtest-semi-and-coalitions.md)
**Source:** [GROUND-RPT-0003](../reports/260807-clay-borg-attack-and-modes.md) (clay-borg attack-value panel + full-mode playouts)
**Variant:** `ground-darvo-r0` (baseline)
These notes close the **engine** half of WP-0003 (“human table *or* full
engine playout”). They are not a substitute for human felt-play if we want
table texture later; they do answer “do the modes score to the end, and
what does ATTACK do?”
---
## Runs covered
| Task | Mode | Seats | Evidence |
|------|------|------:|----------|
| T01 | MODE_SEMI | 2p | attack-value cells; modes playable to scoring |
| T02 | MODE_SEMI | 34p (and 6p) | same panel |
| T03 | MODE_COALITION | 2p | same |
| T04 | MODE_COALITION | 34p (and 6p) | same |
| — | MODE_COOP | all | control cells |
**Identical-play differentiation (seed 1, 4p, 37 commands):**
| Mode | Winners |
|------|---------|
| SHARED GROUND | all four (mastery 4) |
| COMMON PROBLEM (semi) | **P3** (top personal) |
| BONDED COALITIONS | **P1+P2** (best Bond network) |
Encoding of Modes.csv behaves as three distinct games.
**Driver note (clay-borg):** GR-E03/E04 were previously unplayed because
`cb-play` forced SHARED GROUND — fixed on their side; not a modes defect.
---
## Outcomes checklist
### Shared total vs threshold / personal scores
- Group success rates under “never attack” competent-ish policy (wins per
200 games, 2/3/4/6 seats):
- SHARED: 132 / 165 / 190 / 200
- SEMI (seat-0 among winners framing differs; personal race present): lower individual “among winners” counts
- COALITION: high “among winners” when not attacking (network still intact)
- Exact seed-by-seed personal score tables were not shipped in RPT-0003;
mode differentiation and ATTACK value are the load-bearing results.
### Stress / DARVO
- Under competent non-attacking play on baseline r0: **DARVO armed 0 times**
in the RPT-0003 competent aggregate (500 games cited).
- Later CB-EV-0031: peak Stress *held* never exceeds start **2** when policies
never select ATTACK — Stress only falls. Inbound pressure is ATTACK-only
for those policies.
### ATTACK value (all three modes)
| mode | never | sometimes | always |
|------|------:|----------:|-------:|
| SHARED | 132/165/190/200 | identical | 0 |
| SEMI | 59/52/48/44 | 59/52/48/**34** | 0 |
| COALITION | 131/134/132/116 | **59/52/48/34** | 0 |
*(2/3/4/6 seats.)* ATTACK never improves outcomes; in coalitions it roughly
halves “among winners.” E04 attacking numbers match E03 when Bonds break
(GR-A07 + network scoring).
### Underdetermined rules exposed?
- **No new U-items** from mode scoring itself.
- **Design gap (not rules ambiguity):** ATTACK/DARVO irrelevant under
competent baseline play — tracked experimentally via WP-0006 (H1,
reject) → WP-0007 (H2 scoped stress, in flight).
---
## Follow-ups
| Item | Where |
|------|--------|
| Restore inbound Stress without flat table tax | H2 `h2-scoped-problem-stress` |
| Human felt-play of semi/coalition (optional) | residual note below; not blocking |
| Opening-action economy (INVESTIGATE first) | clay-borg offer; deferred |
**Residual (optional, not a new workplan unless scheduled):** one human
2p semi and one 34p coalition session for “feels like one game” texture.
Engine checklist for T01T04 is satisfied.

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# Composable rules modules by aspect (catalog schema 2)
**Date:** 2026-08-08
**Status:** adopted as catalog contract
**Catalog:** [`editions/CATALOG.md`](../editions/CATALOG.md), [`editions/catalog.yaml`](../editions/catalog.yaml)
**Aspect map:** [`editions/ASPECTS.md`](../editions/ASPECTS.md)
**Simulator research:** clay-borg `research/CB-RES-0010-game-aspects-and-design-space.md`
---
## Decision
Rules variations are **independent modules on named aspects** (design
dimensions), not only monolithic experiments. Each module can be measured
**alone** or in a **profile** (explicit combination).
| Aspect | Examples |
|--------|----------|
| `problem_stress` | none / flat_any_open / scoped |
| `attack_relief` | none / self_soothe_ge4 |
| `end_condition` | fixed_rounds_5 / hybrid_clear_collapse (proposed) |
| `problem_deal` | fixed_setup / pressure_deck (proposed) |
Full aspect inventory (including fixed-in-r0 dimensions): **ASPECTS.md**.
H1 becomes profile `h1` = flat + attack soothe.
H2 becomes profile `h2` = scoped only.
New work prefers new modules + profiles over `experiments/mega-bundle`.
**Terminology:** *aspect* replaces earlier *axis* in human docs; YAML field
is `aspect:`.
## Why
Maintainer: end-of-game, setup, dealing, stress-boosters should be
tryable alone and in combination. Monolithic H1/H2 hid that H1 mixed two
aspects and that end/deal work should not force a rewrite of stress routing.
## clay-borg
Resolve `profile` or `modules[]` → apply deltas in catalog **aspect**
order; record full module list in game state / replays. Evolve selection
UI and panels around **aspects × modules × profiles** (CB-RES-0010).

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# SCN_02 re-tuned for mechanical distinctness
**Date:** 2026-08-09
**Source:** GROUND-RPT-0006 / ADHOC-2026-08-08-T02
clay-borg measured SCN_01 and SCN_02 as identical on suit and value at
every priority (only titles differed). That was not intentional.
## Change (SCN_02 only; titles kept)
| priority | was | now | title (unchanged) |
|---------:|-----|-----|-------------------|
| 0 Surface | Repair | Repair | Shared Task Left Undone |
| 1 | Clarify | **Change** | Different Standards |
| 2 | Boundary | **Clarify** | Invisible Workload |
| 3 | Repair | **Boundary** | Resentment Never Raised |
| 4 | Change | **Repair** | No Ownership Routine |
Point values **unchanged** (2/2/2/3/3). Thresholds unchanged.
## 2p suit multiset (Surface + H12)
| board | suits |
|-------|--------|
| SCN_01 | Repair, Clarify, Boundary |
| SCN_02 | Repair, **Change**, Clarify |
| SCN_03 | Boundary, Clarify, Repair |
| SCN_04 | Repair, Clarify, Repair (harder) |
SCN_02 is no longer a twin of SCN_01. Panels may treat four scenarios as
four mechanical boards again (within suit/value space).
Fiction note: “Different Standards” as **Change** reads as revising the
shared standard; “Resentment” as **Boundary** as needing a limit — light
theme stretch, acceptable for r0 playtest.