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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# After H2: deal influx, end conditions, sequence salience
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**Date:** 2026-08-08
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**Context:** H2 measured (RPT-0005) — scoping works; felt “more interesting.”
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**Status:** design discussion — not yet a packaged variant
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Maintainer questions: (1) fixed problem deal vs random influx; (2) fixed
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5 rounds vs clear-board / stressed-out ends; (3) GROUND/DARVO as sequences
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with significant effect — sim artifact or gameplay gap?
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---
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## 0. What H2 already proved
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- Scoped stress is the right *pressure* shape (all-global control = H1 collapse).
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- DARVO can arm for a seat that still sometimes wins (unlike H1).
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- ATTACK is affordable under H2, still not profitable.
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- Bond joint-SOLVE incentive is **untested by bots** (they do not model scopes).
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H2 does **not** yet answer deal variety, pacing, or “do sequences *feel*
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significant.” Those are the next design layer.
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---
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## 1. Problem deal: start set + random influx
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### Current
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Fixed deal at setup: Surface + hidden 1..k by seats. Owners assigned once.
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Solution deck is the only ongoing draw (INVESTIGATE draws Solutions).
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### Proposal
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Keep a **starting set** of Problems, then **random draws** that can add
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personal / bond / global Problems to play (or into a hand that can be
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played/attached).
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### Strengths
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- Replay variety without new scenarios every time.
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- Fiction: issues *arrive* mid-relationship; hand/draw = what lands on you.
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- Difficulty dial = composition of the **draw bag** (how many personal vs
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bond vs global), cleaner than fixed priority mapping alone.
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- Supports “my hand gave *me* a personal problem” without full EXT_PERSONAL
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shadow goals.
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### Challenges
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| Risk | Mitigation |
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|------|------------|
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| 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) |
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| Global flood rebuilds H1 | Cap globals in bag; max N open globals |
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| Too long / never clears | Soft cap on open Problems; draw only on triggers (missed SOLVE, DENY, Round End if board empty of hidden) |
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| Ownership chaos | Drawn personal → drawer is owner; bond → drawer’s network; global → none |
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| Teach complexity | Phase 1: **draw adds to board face-down**, not a second hand of problems |
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### Lean experiment shape (if packaged later)
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**H3-deal (sketch):** After setup of Surface + 1–2 starters, remaining scoped
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Problems form a **Pressure deck**. At End of round (or on INVESTIGATE
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miss), draw 0–1 if open unclaimed count < cap. Drawn card enters play
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with scope as printed; owner = drawer or Lead-round-robin.
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Do **not** put Problems in the Solution hand first — that collides with
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suit management. Separate “issue arrives” channel is clearer.
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---
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## 2. End conditions: beyond fixed 5 rounds
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### Current
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Always 5 rounds, then threshold + mode scoring. Compact (5–15 min) was
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explicit intent (2026-07-30 exploration).
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### Why 5 feels arbitrary
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It is a **timer**, not a story beat. Under H2 stress, a clear board early
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still forces empty rounds; a meltdown at round 3 still limps to 5.
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### Proposal family
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| End | Meaning | Risk |
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|-----|---------|------|
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| **A. Board clear** | No unclaimed Problems left → immediate group success check | Short games; INVESTIGATE race |
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| **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 |
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| **C. Max rounds** | Still a ceiling (4–6) so games terminate | Keeps product length |
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| **Hybrid** | End on A or B, else at round max | Best of both |
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### Recommendation
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**Hybrid** is the least arbitrary and keeps the product box promise:
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1. If **no unclaimed Problems** remain after a round’s Solve → end; apply mode scoring (threshold may be automatic success if all claimed value ≥ threshold, or redefine success as “cleared the table”).
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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).
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3. Else after **Round Max** (keep 5 or try 6) → current threshold scoring.
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“All stressed out” as pure unanimous Stress 5 is harsh and rare; prefer
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**majority in DARVO** or **no seat below Stress 4** as the fail line.
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Threshold vs clear-board: if success = clear all, thresholds become
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redundant; if success = clear *enough*, keep threshold and treat early
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clear as auto-meet if points ≥ threshold.
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---
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## 3. GROUND and DARVO as sequences — sim vs design
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### What the rules actually are
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| System | In r0 today | “Sequence”? |
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|--------|-------------|-------------|
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| **DARVO** | DENY → ATTACK → REVERSE over **consecutive rounds** once armed at Stress 5 | **Yes** — three mandatory stages |
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| **GROUND** | One action, **one of three modes** (GR / OU / ND) chosen after reveal | **No** — not a multi-round sequence |
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| INTENT / early design | GROUND as G-R-O-U-N-D practices; DARVO as binding multi-turn chain | Aspirational / partial |
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So if the desire is “GROUND is also a sequence,” that is **missing design**,
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not a clay-borg bug.
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### Why sequences feel weak in the simulator
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**Mostly gameplay + policy, not “sim is broken.”**
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1. **Competent bots regulate.** Greedy GROUNDs when gated → Stress often
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never hits 5 → **no DARVO stage chain to watch**. H2 reactive shows
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arms; greedy play will not.
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2. **Full DARVO chain needs three rounds.** With max 5, a late arm gets
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DENY only (or DENY+ATTACK). REVERSE’s drama is rare.
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3. **Exits are strong.** Bond Support cancels the stage and ends the
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sequence; GROUND—GR lets current stage fire then ends the rest. So
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sequences are designed to be **interruptible** — good for teaching,
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bad for “unstoppable set piece” feel.
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4. **GROUND modes are situational.** GR (−2 Stress) is the default bot
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use. OU/ND only matter if DENY/Attack/Blame already happened — rare
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under peaceful greedy play. Sim never “chooses the dramatic mode.”
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5. **Bots optimize scores, not narrative.** Sequence significance is a
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human-felt property; aggregates report arms and wins, not “that REVERSE
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mattered.”
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**Where the sim *is* limited:** no multi-seat-aware bond motivation; no
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felt-play; watching greedy H2 underplays DARVO by construction.
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### If we want sequences to *matter* more (gameplay levers)
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| Lever | Effect |
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|-------|--------|
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| Longer max rounds or early arm | More full DENY→…→REVERSE completions |
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| Softer exits (Bond Support cancels only *this* stage, not whole sequence) | Harder to snuff DARVO |
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| DARVO stages alter scoring more (Blame already −1; DENY already blocks points) | Make completion costly for the *group* |
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| 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 |
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| Scenario “Focus cards” that force a stage | Guaranteed set piece for teaching |
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Prefer measuring **full-sequence completion rate** (DENY+ATTACK+REVERSE all
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fired) under H2 before changing exits — if completion ≈ 0 even when arms
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> 0, the chain is too long for the clock.
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---
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## 4. Suggested order (do not stack into one silent H2 edit)
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1. **Keep H2 stress routing** (`keep-as-experiment`; candidate for r1 core).
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2. **Table smoke** for bond joint SOLVE (criterion 4).
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3. Package **one** next experiment, not three:
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- either **H3-end** hybrid end conditions on top of H2, **or**
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- **H3-deal** pressure-deck influx on top of H2,
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- measure sequence completion rate as a side metric either way.
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4. Only then consider GROUND-as-sequence or DARVO exit tuning.
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Promoting H2 into baseline before deal/end redesign is optional; stress
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routing can be kept even if deal changes later.
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