1.6 KiB
| id | type | title | domain | repo | status | owner | topic_slug | created | updated | origin | origin_ref | state_hub_workstream_id |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| GROUND-WP-0005 | workplan | Difficulty tiers (threshold ratio) and optional Pressure dial | consumer | ground-game | active | bernd | whynot | 2026-08-04 | 2026-08-04 | residual | GROUND-WP-0004 | e6a26af9-f58d-44b4-89fd-bcb5ecba3e0f |
Optional difficulty control after GR-E01 arithmetic is settled
Origin residual of GROUND-WP-0004. Arithmetic winability is closed:
Surface + hidden 1..k → available 6/9/12; Standard thresholds 5/7/9.
Design for a simple difficulty dial lives in
history/260804-threshold-reachability-and-difficulty.md.
Do not start this until playtest on the correct deal shows a need for Learning / Mastery (or solo) tuning. Standard is already shippable.
Task: decide whether to add named tiers
id: GROUND-WP-0005-T01
status: wait
priority: low
state_hub_task_id: "95dcd233-8ebf-44de-95ee-f69b3d973d26"
After competent play on correct GR-S01 import: keep Standard only, or add Learning / Mastery as threshold ratios of available (plus optional Pressure dial: start Stress / Freedom). If yes, integrate as a third setup axis (Difficulty card) without changing Mode scoring.
Task: encode tiers in edition data (if T01 says yes)
id: GROUND-WP-0005-T02
status: wait
priority: low
state_hub_task_id: "1e7202cf-01af-48e6-b71d-029de9ec61e2"
Rules_Text + scenario or difficulty-card data; clay-borg threshold(seats, difficulty) and invariant threshold ≤ available.