The workplan list read as though GROUND-WP-0002, 0003 and 0005 each existed twice. They did not: three inbound clay-borg finding reports were filed in workplans/ borrowing the number of the workplan they bear on, and each was registered in State Hub as a workplan. A report is correspondence, not a unit of work. The three move to reports/YYMMDD-<slug>.md with their own id space (GROUND-RPT-0001..0003), keeping type: report, status: informational and the extends: link to the workplan they relate to. Their state_hub_workstream_id bindings are dropped and the hub registrations archived, so the hub's workplan list matches the files. Five workplans, one file per number. AGENTS.md records the convention, since the reports arrive regularly and nothing in the repo said where they go. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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| id | type | title | domain | repo | status | owner | topic_slug | created | extends |
|---|---|---|---|---|---|---|---|---|---|
| GROUND-RPT-0003 | report | clay-borg: GR-E03 and GR-E04 played to the end, and what ATTACK is worth in each | consumer | ground-game | informational | bernd | whynot | 2026-08-07 | GROUND-WP-0003 |
GR-E03 and GR-E04 have been played to the end
GROUND-WP-0002 T04 recorded that both scoring modes were implemented and neither had ever been played through. That is now done, and it produced an answer to a second question we raised on 2026-08-06.
Reproduction: clay-borg$ cargo run --release -p games-ground --example attack-value
(800 games per mode). Under
CB-WP-0029.
0. Why they were unplayed, which was our fault
cb-play built every game as SHARED GROUND and passed an empty setup
patch. The mode was settable in scenario files and not from the driver,
so two of your three shipped modes were unreachable from the only way
anyone actually plays. Nothing about the modes was wrong; we simply had no
way to select them.
Fixed. Reporting it because "we never played them" and "we could not play them" are different statements, and the second is the true one.
1. All three modes work, and they disagree
Same game, same 37 commands, seed 1, four players:
| mode | winners |
|---|---|
| SHARED GROUND (GR-E02) | P1, P2, P3, P4 — mastery 4 |
| COMMON PROBLEM (GR-E03) | P3 — the top personal scorer |
| BONDED COALITIONS (GR-E04) | P1, P2 — the best Bond network, 4 > 3 > 2 |
The modes produce three different answers from identical play, which is what they should do.
2. What ATTACK is worth — asked in all three
On 2026-08-06 we raised, from play, "there is no incentive to play attacks as long as I have positive cards." We could not send it then: it had no artifact, and our own bot ranks ATTACK below everything, so its zero attacks measured our heuristic, not your game.
The artifact varies exactly one number — ATTACK's rank in an otherwise identical policy — and asks in every mode. 200 games per cell. "Won" is group success in co-op, and "is seat 0 among the winners" in the other two, since ATTACK is an individual's choice.
| mode | never attack | attack when convenient | attack always |
|---|---|---|---|
| SHARED GROUND | 132 / 165 / 190 / 200 | identical | 0 / 0 / 0 / 0 |
| COMMON PROBLEM | 59 / 52 / 48 / 44 | 59 / 52 / 48 / 34 | 0 / 0 / 0 / 0 |
| BONDED COALITIONS | 131 / 134 / 132 / 116 | 59 / 52 / 48 / 34 | 0 / 0 / 0 / 0 |
(2, 3, 4 and 6 seats)
ATTACK earns its place in none of them.
- Co-op: attacking is free — identical win counts — and also pointless. Group success depends on SOLVE alone; ATTACK's effects (Stress, Rivalry, DARVO) feed nothing that decides it.
- Semi-co-op: a modest cost at six seats.
- Coalitions: roughly halves your chance of being among the winners.
3. The coalitions result has a mechanism, and the data confirms it
GR-A07 flips a Bond to a Rivalry on Attack. GR-E04 scores Bond networks. So attacking destroys the thing that scores.
The confirmation was not designed and fell out: the attacking numbers in GR-E04 are identical to GR-E03's — 59 / 52 / 48 / 34 in both. That is exactly what the mechanism predicts. Break every Bond and each seat becomes a coalition of one, so GR-E04 degenerates into GR-E03.
4. The consequence we think is worth your attention
Because nobody who plays well attacks, Stress never rises, and DARVO never arms. In 500 competent games it fired zero times. The full sequence — DENY, ATTACK, REVERSE, the Focus/Blame flip, the Protection interaction — is reachable only by playing badly.
We are not saying this is a defect. DARVO is the pattern the game is about not falling into, and a self-destructive ATTACK may be exactly the design — the mechanic as a cautionary structure rather than a strategy.
The question is narrower than that, and it is yours: is it intended that the namesake mechanic is unreachable in competent play, in all three modes? If yes, nothing here needs changing and we will record it. If no, the lever is that ATTACK has no path to any scoring outcome.
5. Standing offer
We can now run any mode at any seat count over any seed range, and vary a single policy parameter to isolate a mechanic's value. If there is a question of the form "does X ever pay?", it is cheap for us to answer.