Surface is always in play with hidden priorities 1..k, so available points are 6/9/12 against Standard thresholds 5/7/9 — every seat band is winnable. Encode the contract in edition rules, finish the workplan, and park optional difficulty tiers as GROUND-WP-0005.
1.4 KiB
1.4 KiB
| 1 | mode_id | title | mode_type | tagline | rules_text | scoring_tiebreak | back_design_id |
|---|---|---|---|---|---|---|---|
| 2 | MODE_COOP | SHARED GROUND | Cooperative | The group succeeds or fails together. | All claimed Problem cards form one shared score. Meet the Scenario threshold by the end of Round 5. Playable at 2–6 players — not a high-seat-only mode. No individual winner is declared. For a mastery rating, subtract 1 for each Blame token still in play and 1 for each Denied Problem. | Not applicable. | BACK_MODE |
| 3 | MODE_SEMI | COMMON PROBLEM, PERSONAL EDGE | Semi-cooperative | The group must succeed before anyone can win. | The group succeeds only if the total value of all claimed Problems meets the Scenario threshold (always ≤ available points for the seat band). If it succeeds, each player scores the value of Problems they claimed minus 1 per Blame token they hold. Highest score wins. | Lower Stress, then more Bonds, then shared victory. | BACK_MODE |
| 4 | MODE_COALITION | BONDED COALITIONS | Dynamic teams | Bonds decide the sides at the end. | The group must first meet the Scenario threshold (always ≤ available points for the seat band). At game end, each connected network of Bonds is a coalition; unbonded players are one-player coalitions. Sum the personal scores of coalition members. The highest-scoring coalition wins. Rivalries do not connect players. | Lower combined Stress, then fewer Blame tokens, then shared victory. | BACK_MODE |