ground-game/history/260808-deal-end-sequences-design.md
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2026-08-25 19:30:13 +02:00

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Raw Blame History

After H2: deal influx, end conditions, sequence salience

Date: 2026-08-08
Context: H2 measured (RPT-0005) — scoping works; felt “more interesting.”
Status: design discussion — not yet a packaged variant

Maintainer questions: (1) fixed problem deal vs random influx; (2) fixed 5 rounds vs clear-board / stressed-out ends; (3) GROUND/DARVO as sequences with significant effect — sim artifact or gameplay gap?


0. What H2 already proved

  • Scoped stress is the right pressure shape (all-global control = H1 collapse).
  • DARVO can arm for a seat that still sometimes wins (unlike H1).
  • ATTACK is affordable under H2, still not profitable.
  • Bond joint-SOLVE incentive is untested by bots (they do not model scopes).

H2 does not yet answer deal variety, pacing, or “do sequences feel significant.” Those are the next design layer.


1. Problem deal: start set + random influx

Current

Fixed deal at setup: Surface + hidden 1..k by seats. Owners assigned once. Solution deck is the only ongoing draw (INVESTIGATE draws Solutions).

Proposal

Keep a starting set of Problems, then random draws that can add personal / bond / global Problems to play (or into a hand that can be played/attached).

Strengths

  • Replay variety without new scenarios every time.
  • Fiction: issues arrive mid-relationship; hand/draw = what lands on you.
  • Difficulty dial = composition of the draw bag (how many personal vs bond vs global), cleaner than fixed priority mapping alone.
  • Supports “my hand gave me a personal problem” without full EXT_PERSONAL shadow goals.

Challenges

Risk Mitigation
Available points / threshold float mid-game Threshold as % of currently in play claimed target, or score only starting set, or drawn problems are stress-only (no point value)
Global flood rebuilds H1 Cap globals in bag; max N open globals
Too long / never clears Soft cap on open Problems; draw only on triggers (missed SOLVE, DENY, Round End if board empty of hidden)
Ownership chaos Drawn personal → drawer is owner; bond → drawers network; global → none
Teach complexity Phase 1: draw adds to board face-down, not a second hand of problems

Lean experiment shape (if packaged later)

H3-deal (sketch): After setup of Surface + 12 starters, remaining scoped Problems form a Pressure deck. At End of round (or on INVESTIGATE miss), draw 01 if open unclaimed count < cap. Drawn card enters play with scope as printed; owner = drawer or Lead-round-robin.

Do not put Problems in the Solution hand first — that collides with suit management. Separate “issue arrives” channel is clearer.


2. End conditions: beyond fixed 5 rounds

Current

Always 5 rounds, then threshold + mode scoring. Compact (515 min) was explicit intent (2026-07-30 exploration).

Why 5 feels arbitrary

It is a timer, not a story beat. Under H2 stress, a clear board early still forces empty rounds; a meltdown at round 3 still limps to 5.

Proposal family

End Meaning Risk
A. Board clear No unclaimed Problems left → immediate group success check Short games; INVESTIGATE race
B. Group break All seats at Stress 5 and/or in DARVO → group fail (or “stressed out”) Need precise definition; soft lock if one seat holds out
C. Max rounds Still a ceiling (46) so games terminate Keeps product length
Hybrid End on A or B, else at round max Best of both

Recommendation

Hybrid is the least arbitrary and keeps the product box promise:

  1. If no unclaimed Problems remain after a rounds Solve → end; apply mode scoring (threshold may be automatic success if all claimed value ≥ threshold, or redefine success as “cleared the table”).
  2. If collapse: e.g. every seat is at Stress ≥4 or ≥ half the table is in active DARVO → end as group failure (SHARED) / no personal win (semi).
  3. Else after Round Max (keep 5 or try 6) → current threshold scoring.

“All stressed out” as pure unanimous Stress 5 is harsh and rare; prefer majority in DARVO or no seat below Stress 4 as the fail line.

Threshold vs clear-board: if success = clear all, thresholds become redundant; if success = clear enough, keep threshold and treat early clear as auto-meet if points ≥ threshold.


3. GROUND and DARVO as sequences — sim vs design

What the rules actually are

System In r0 today “Sequence”?
DARVO DENY → ATTACK → REVERSE over consecutive rounds once armed at Stress 5 Yes — three mandatory stages
GROUND One action, one of three modes (GR / OU / ND) chosen after reveal No — not a multi-round sequence
INTENT / early design GROUND as G-R-O-U-N-D practices; DARVO as binding multi-turn chain Aspirational / partial

So if the desire is “GROUND is also a sequence,” that is missing design, not a clay-borg bug.

Why sequences feel weak in the simulator

Mostly gameplay + policy, not “sim is broken.”

  1. Competent bots regulate. Greedy GROUNDs when gated → Stress often never hits 5 → no DARVO stage chain to watch. H2 reactive shows arms; greedy play will not.
  2. Full DARVO chain needs three rounds. With max 5, a late arm gets DENY only (or DENY+ATTACK). REVERSEs drama is rare.
  3. Exits are strong. Bond Support cancels the stage and ends the sequence; GROUND—GR lets current stage fire then ends the rest. So sequences are designed to be interruptible — good for teaching, bad for “unstoppable set piece” feel.
  4. GROUND modes are situational. GR (2 Stress) is the default bot use. OU/ND only matter if DENY/Attack/Blame already happened — rare under peaceful greedy play. Sim never “chooses the dramatic mode.”
  5. Bots optimize scores, not narrative. Sequence significance is a human-felt property; aggregates report arms and wins, not “that REVERSE mattered.”

Where the sim is limited: no multi-seat-aware bond motivation; no felt-play; watching greedy H2 underplays DARVO by construction.

If we want sequences to matter more (gameplay levers)

Lever Effect
Longer max rounds or early arm More full DENY→…→REVERSE completions
Softer exits (Bond Support cancels only this stage, not whole sequence) Harder to snuff DARVO
DARVO stages alter scoring more (Blame already 1; DENY already blocks points) Make completion costly for the group
GROUND as optional multi-step practice (e.g. commit GR this round, may chain OU next if still regulating) True GROUND sequence — large design change
Scenario “Focus cards” that force a stage Guaranteed set piece for teaching

Prefer measuring full-sequence completion rate (DENY+ATTACK+REVERSE all fired) under H2 before changing exits — if completion ≈ 0 even when arms

0, the chain is too long for the clock.


4. Suggested order (do not stack into one silent H2 edit)

  1. Keep H2 stress routing (keep-as-experiment; candidate for r1 core).
  2. Table smoke for bond joint SOLVE (criterion 4).
  3. Package one next experiment, not three:
    • either H3-end hybrid end conditions on top of H2, or
    • H3-deal pressure-deck influx on top of H2,
    • measure sequence completion rate as a side metric either way.
  4. Only then consider GROUND-as-sequence or DARVO exit tuning.

Promoting H2 into baseline before deal/end redesign is optional; stress routing can be kept even if deal changes later.