ground-game/editions/ground-darvo-r0/Modes.csv
tegwick 8886543aa0 Rule GR-S01 deal and close GROUND-WP-0004 threshold gap
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.
2026-08-04 00:21:13 +02:00

1.4 KiB
Raw Blame History

1mode_idtitlemode_typetaglinerules_textscoring_tiebreakback_design_id
2MODE_COOPSHARED GROUNDCooperativeThe 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 26 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
3MODE_SEMICOMMON PROBLEM, PERSONAL EDGESemi-cooperativeThe 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
4MODE_COALITIONBONDED COALITIONSDynamic teamsBonds 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