--- id: GROUND-WP-0003 type: workplan title: "Playtest GR-E03 semi-coop and GR-E04 coalitions to end of game" domain: consumer repo: ground-game status: finished owner: bernd topic_slug: whynot created: "2026-08-03" updated: "2026-08-08" origin: residual origin_ref: GROUND-WP-0002 state_hub_workstream_id: "a6eb1807-3e79-588f-909c-61c002eb30d5" --- # Playtest semi-coop and coalitions to the end **Residual of** [GROUND-WP-0002](GROUND-WP-0002-rulings-clay-borg-is-blocked-on.md) **T04.** Rules for both modes are ruled (Modes.csv + T03 confirms). What is missing is a full game — human table or full engine playout — through Round 5 and scoring. **Finished 2026-08-08** on the engine path (RPT-0003 + notes). Human felt-play remains optional residual prose, not an open blocking task. ## Engine receipt (2026-08-07) — [GROUND-RPT-0003](../reports/260807-clay-borg-attack-and-modes.md) clay-borg closed the mechanical gap: GR-E03 and GR-E04 now play to scoring. Root cause was theirs (`cb-play` always forced SHARED GROUND), not the modes. | finding | implication for this workplan | |---|---| | All three modes produce different winners from identical play (seed 1, 4p) | Modes encode distinct games — encoding looks sound | | ATTACK never improves win rate in any mode (200 games × cells) | Scoring gives no path for ATTACK | | In 500 competent games, DARVO armed **zero** times | Namesake sequence only from “bad” play on baseline | | Coalitions attacking numbers = semi-coop when Bonds break | Mechanism matches GR-A07 + GR-E04 network scoring | ## Design question — disposition **Question:** is it intended that ATTACK/DARVO is unreachable under competent play in all three modes? **Disposition 2026-08-08:** treated as **design gap to explore**, not as “intended / leave forever.” Experimental line: 1. [GROUND-WP-0006](GROUND-WP-0006-h1-problem-stress-experiment.md) — H1 flat pressure — **reject-as-baseline** (group wins collapse). 2. [GROUND-WP-0007](GROUND-WP-0007-h2-scoped-problem-stress.md) — H2 scoped stress — **in flight** (clay-borg). Do not reopen WP-0002 for this. ## Modes under test | Mode | Title | Success condition | Winner | |------|--------|-------------------|--------| | MODE_SEMI (GR-E03) | COMMON PROBLEM, PERSONAL EDGE | Group meets Scenario threshold | Among success: highest personal (claimed − Blame) | | MODE_COALITION (GR-E04) | BONDED COALITIONS | Group meets Scenario threshold | Highest Bond-network total; Rivalries do not connect; unbonded = coalition of one | ## Task: 2p semi-coop full game ```task id: GROUND-WP-0003-T01 status: done priority: high state_hub_task_id: "1baa22ee-5cc2-5168-9f55-14375dfacfe5" ``` Play or simulate one complete 2-player game under MODE_SEMI (threshold 5). Record: final shared total vs threshold, personal scores, Stress/DARVO moments that felt broken or unclear, any new underdetermined points. **Done 2026-08-08 (engine).** clay-borg full-mode panel includes 2p SEMI; see [history/260808-mode-playtest-engine-notes.md](../history/260808-mode-playtest-engine-notes.md). ## Task: 4p semi-coop full game ```task id: GROUND-WP-0003-T02 status: done priority: medium state_hub_task_id: "4407f5e5-4389-5871-89e2-bc99ab8b2700" ``` Same checklist at 3–4p (threshold 7). Note whether personal race undercuts group success too hard or too little. **Done 2026-08-08 (engine).** 3/4/6p SEMI cells in attack-value; personal race present; ATTACK still never helps. ## Task: 2p coalitions full game ```task id: GROUND-WP-0003-T03 status: done priority: high state_hub_task_id: "bd039513-1eb5-504c-9a14-1c005570fa22" ``` Complete 2p game under MODE_COALITION. At 2p a Bond makes one coalition of two; no Bond is two solo coalitions. Check that end scoring is intelligible. **Done 2026-08-08 (engine).** COALITION cells include 2p; scoring differentiates from SEMI/COOP on identical command streams (4p witness). ## Task: 4p coalitions full game ```task id: GROUND-WP-0003-T04 status: done priority: medium state_hub_task_id: "ed8df52d-ce5e-53aa-b1c8-6b482980f158" ``` Complete 3–4p game under MODE_COALITION. Watch multi-player Bond networks, whether Rivalries correctly fail to connect, and whether threshold-then- coalition feels like one game or two bolted together. **Done 2026-08-08 (engine).** Bond-break → E04 degenerates to E03-like attack numbers (mechanism confirmation). “Feels like one game” remains optional human residual. ## Task: write playtest notes back into repo ```task id: GROUND-WP-0003-T05 status: done priority: medium state_hub_task_id: "a551013a-fda3-50bf-9106-0320c0ce2446" ``` For each completed run, leave a short note under `history/` (or append to this workplan) with date, mode, player count, outcome, and any follow-up ruling needs. If a follow-up ruling is needed, spawn a new workplan — do not reopen GROUND-WP-0002. **Done 2026-08-08.** Notes: [history/260808-mode-playtest-engine-notes.md](../history/260808-mode-playtest-engine-notes.md). Follow-up design work lives in WP-0007 (H2), not a reopened rulings WP. ## Residuals - Optional human table sessions (felt texture only). - ATTACK/DARVO relevance → WP-0007 (active).