--- id: GROUND-RPT-0003 type: report title: "clay-borg: GR-E03 and GR-E04 played to the end, and what ATTACK is worth in each" domain: consumer repo: ground-game status: informational owner: bernd topic_slug: whynot created: "2026-08-07" extends: GROUND-WP-0003 --- # GR-E03 and GR-E04 have been played to the end GROUND-WP-0002 T04 recorded that both scoring modes were implemented and neither had ever been played through. That is now done, and it produced an answer to a second question we raised on 2026-08-06. Reproduction: `clay-borg$ cargo run --release -p games-ground --example attack-value` (800 games per mode). Under [CB-WP-0029](../../clay-borg/workplans/CB-WP-0029-the-tokens-on-the-table.md). --- ## 0. Why they were unplayed, which was our fault `cb-play` built **every** game as SHARED GROUND and passed an empty setup patch. The mode was settable in scenario files and **not from the driver**, so two of your three shipped modes were unreachable from the only way anyone actually plays. Nothing about the modes was wrong; we simply had no way to select them. Fixed. Reporting it because *"we never played them"* and *"we could not play them"* are different statements, and the second is the true one. ## 1. All three modes work, and they disagree Same game, same 37 commands, seed 1, four players: | mode | winners | |---|---| | SHARED GROUND (GR-E02) | P1, P2, P3, P4 — mastery 4 | | COMMON PROBLEM (GR-E03) | **P3** — the top personal scorer | | BONDED COALITIONS (GR-E04) | **P1, P2** — the best Bond network, 4 > 3 > 2 | The modes produce three different answers from identical play, which is what they should do. ## 2. What ATTACK is worth — asked in all three On 2026-08-06 we raised, from play, *"there is no incentive to play attacks as long as I have positive cards."* We could not send it then: it had no artifact, and our own bot ranks ATTACK below everything, so its zero attacks measured **our heuristic**, not your game. The artifact varies **exactly one number** — ATTACK's rank in an otherwise identical policy — and asks in every mode. 200 games per cell. *"Won"* is group success in co-op, and *"is seat 0 among the winners"* in the other two, since ATTACK is an individual's choice. | mode | never attack | attack when convenient | attack always | |---|---|---|---| | SHARED GROUND | 132 / 165 / 190 / 200 | **identical** | 0 / 0 / 0 / 0 | | COMMON PROBLEM | 59 / 52 / 48 / 44 | 59 / 52 / 48 / **34** | 0 / 0 / 0 / 0 | | BONDED COALITIONS | 131 / 134 / 132 / 116 | **59 / 52 / 48 / 34** | 0 / 0 / 0 / 0 | *(2, 3, 4 and 6 seats)* **ATTACK earns its place in none of them.** - **Co-op:** attacking is *free* — identical win counts — and also pointless. Group success depends on SOLVE alone; ATTACK's effects (Stress, Rivalry, DARVO) feed nothing that decides it. - **Semi-co-op:** a modest cost at six seats. - **Coalitions:** roughly **halves** your chance of being among the winners. ## 3. The coalitions result has a mechanism, and the data confirms it GR-A07 flips a Bond to a Rivalry on Attack. GR-E04 scores Bond **networks**. So attacking destroys the thing that scores. The confirmation was not designed and fell out: **the attacking numbers in GR-E04 are identical to GR-E03's** — 59 / 52 / 48 / 34 in both. That is exactly what the mechanism predicts. Break every Bond and each seat becomes a coalition of one, so **GR-E04 degenerates into GR-E03.** ## 4. The consequence we think is worth your attention Because nobody who plays well attacks, **Stress never rises, and DARVO never arms.** In 500 competent games it fired zero times. The full sequence — DENY, ATTACK, REVERSE, the Focus/Blame flip, the Protection interaction — is reachable only by playing badly. **We are not saying this is a defect.** DARVO is the pattern the game is *about* not falling into, and a self-destructive ATTACK may be exactly the design — the mechanic as a cautionary structure rather than a strategy. **The question is narrower than that, and it is yours:** is it intended that the namesake mechanic is unreachable in competent play, in **all three** modes? If yes, nothing here needs changing and we will record it. If no, the lever is that ATTACK has no path to any scoring outcome. ## 5. Standing offer We can now run any mode at any seat count over any seed range, and vary a single policy parameter to isolate a mechanic's value. If there is a question of the form *"does X ever pay?"*, it is cheap for us to answer.