ground-game/editions/modules/problem_stress/scoped/Rules_Text.csv
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2026-08-25 19:30:13 +02:00

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21ObjectWhat players are trying to doUncover hidden Problems and solve them with matching Solutions before the end of Round 5. Support, Attack, Bonds, Rivalries, Stress, DARVO, and GROUND determine how much freedom each player retains while doing so. The game is for 26 players in every Mode, including SHARED GROUND.
32SetupChoose the gameChoose one Scenario card and one Mode card. Always use the Scenario's Surface Problem. Then add hidden Problems by player count: priorities 12 for 2 players, 13 for 34 players, and 14 for 56 players. Surface is never optional and is never counted as one of those hidden priorities.
43SetupProblems in play and available valueProblems in play = Surface + the selected hidden priorities. With the core problem values (2+2+2+3+3), available points are 6 at 2 players, 9 at 34 players, and 12 at 56 players. Every published setup must keep the Scenario threshold at or below that available total so the group can win in principle.
54SetupPrepare each playerEach player takes one mat, the five Action cards with their player symbol, one Stress marker at 2, one ready Freedom token, one DARVO marker at OFF, one Focus/Blame token, and two relation-link tokens. Deal two Solution cards to each player.
65SetupPrepare the tablePlace the Surface Problem face up and the selected hidden Problems face down. Put the remaining Solution deck within reach. Give the Lead marker to a random player and place the Round marker on 1. H2 stress scope: each Problem has a printed stress_scope (global / personal / bond). Assign owners for every personal and bond Problem in play: in ascending hidden_priority order, assign the next seat clockwise starting from Lead (each assignment uses the next seat). Place that seat's owner marker on the card (or note it). Global Problems have no owner.
76Round1. SelectEvery player chooses one Action face down and places it beside its target where needed. At Stress 4 or 5, a player must choose ATTACK or GROUND unless they spend a ready Freedom token before reveal.
87Round2. RevealReveal all selected Actions simultaneously. Players using GROUND choose their mode after seeing the revealed Actions.
98Round3. ResolveResolve in this order: GROUND, Support, active DARVO stages, Investigate, Attack, Solve. Within the same step, start with the Lead player and continue clockwise.
109Round4. EndH2 scoped problem pressure: for each still-unclaimed Problem in play, add +1 Stress to every seat in that Problem's stress_scope (see Problems). Then cap Stress at 05. Any player at Stress 5 who is not already in DARVO places their marker on DENY for the next round. Rotate Lead clockwise and advance the Round marker.
1110StressStress and FreedomStress 03 allows any Action. At Stress 45, only ATTACK or GROUND is freely available. Spending a ready Freedom token allows any one Action; turn it to SPENT. GROUND—GR and Support through an existing Bond can ready it. H2: inbound Stress also comes from unclaimed Problems by scope — personal (owner only), bond (owner's Bond network), global (all seats).
1211DARVOA binding sequenceOnce triggered, DARVO continues from DENY to ATTACK to REVERSE over consecutive rounds even if Stress later falls. Existing Bond Support cancels the current stage and ends the sequence. GROUND—GR lets the current stage resolve, then ends the remaining sequence.
1312DARVODENYTurn one visible unsolved Problem face down and mark it Denied. It cannot be solved or revealed by ordinary Investigate. GROUND—OU can restore it.
1413DARVOATTACKMake one extra Attack against another player and place your Focus token beside that target. This extra Attack is in addition to your chosen Action.
1514DARVOREVERSETarget the player holding your Focus. Unless rejected by GROUND—ND, flip Focus to Blame in front of them, give them +1 Stress, and gain Protection. Reduce your own Stress by 2 and end the sequence.
1615RelationsCreating and limiting relationsEvery player has two relation slots. A relation uses one link token from each player. If either player has no free slot, the immediate Support or Attack still works but no new relation is formed. Only one relation may exist between the same two players.
1716RelationsBondA no-relation Support may create a Bond if both players have a free slot and the target accepts. Support through an existing Bond is strong enough to regulate DARVO. Attack through a Bond causes +2 Stress and flips it to Rivalry.
1817RelationsRivalryA no-relation Attack creates Rivalry automatically when both slots are available. Attack through Rivalry causes +2 Stress and breaks it. Support through Rivalry causes 1 Stress; the target chooses to flip it to Bond or break it.
1918ProblemsHidden and Denied ProblemsOnly face-up, non-Denied Problems can be solved. Investigate reveals one hidden Problem and draws one Solution. Deny can turn a previously revealed Problem face down again.
2019ProblemsSolvingPlay SOLVE beside a face-up Problem and discard one matching Solution when Solve resolves. Claim that Problem and count its printed value. If another player claims it first in Lead order, keep your Solution. H2: any seat with a matching Solution may SOLVE any Problem — claim rights are not limited by stress_scope or owner. Clearing a bond-scoped Problem relieves the whole Bond network.
2120ProblemsStress scope (H2 experiment)Each Problem has stress_scope. global: every seat. personal: the assigned owner only. bond: the owner and every seat connected to the owner through one or more Bonds (the Bond network). If the owner has no Bonds, bond scope behaves as personal. Rivalries do not expand bond scope. Multiple unclaimed Problems stack (+1 each) for seats in their scopes.
2221EndEnd of gameAfter Round 5, total solved Problem values and apply the selected Mode card. The Scenario's Standard thresholds are 5 for 2 players, 7 for 34 players, and 9 for 56 players — always at or below available points for that seat band (6 / 9 / 12).
2322SafetyLearning frameDARVO is a response pattern, not proof of an underlying accusation and not a diagnosis. GROUND does not require reconciliation. Breaking a relation, bringing in process, or preserving personal freedom can be a successful result.