Records absent from central carried random pre-ADR-007 identifiers minted by the retired local hub, which C-06 refused as stale references. Deriving from the canonical record id takes no identity from anything. Refs CUST-WP-0068-T06 Assistant: claude-code Assistant-Model: opus Assistant-Process: 2583210@bnt-lap001 Assistant-Session: f2bff2d5-e9b2-4338-92ca-10282a927006
5.1 KiB
| id | type | title | domain | repo | status | owner | topic_slug | created | updated | origin | origin_ref | state_hub_workstream_id |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| GROUND-WP-0003 | workplan | Playtest GR-E03 semi-coop and GR-E04 coalitions to end of game | consumer | ground-game | finished | bernd | whynot | 2026-08-03 | 2026-08-08 | residual | GROUND-WP-0002 | a6eb1807-3e79-588f-909c-61c002eb30d5 |
Playtest semi-coop and coalitions to the end
Residual of GROUND-WP-0002 T04. Rules for both modes are ruled (Modes.csv + T03 confirms). What is missing is a full game — human table or full engine playout — through Round 5 and scoring.
Finished 2026-08-08 on the engine path (RPT-0003 + notes). Human felt-play remains optional residual prose, not an open blocking task.
Engine receipt (2026-08-07) — GROUND-RPT-0003
clay-borg closed the mechanical gap: GR-E03 and GR-E04 now play to scoring.
Root cause was theirs (cb-play always forced SHARED GROUND), not the modes.
| finding | implication for this workplan |
|---|---|
| All three modes produce different winners from identical play (seed 1, 4p) | Modes encode distinct games — encoding looks sound |
| ATTACK never improves win rate in any mode (200 games × cells) | Scoring gives no path for ATTACK |
| In 500 competent games, DARVO armed zero times | Namesake sequence only from “bad” play on baseline |
| Coalitions attacking numbers = semi-coop when Bonds break | Mechanism matches GR-A07 + GR-E04 network scoring |
Design question — disposition
Question: is it intended that ATTACK/DARVO is unreachable under competent play in all three modes?
Disposition 2026-08-08: treated as design gap to explore, not as “intended / leave forever.” Experimental line:
- GROUND-WP-0006 — H1 flat pressure — reject-as-baseline (group wins collapse).
- GROUND-WP-0007 — H2 scoped stress — in flight (clay-borg).
Do not reopen WP-0002 for this.
Modes under test
| Mode | Title | Success condition | Winner |
|---|---|---|---|
| MODE_SEMI (GR-E03) | COMMON PROBLEM, PERSONAL EDGE | Group meets Scenario threshold | Among success: highest personal (claimed − Blame) |
| MODE_COALITION (GR-E04) | BONDED COALITIONS | Group meets Scenario threshold | Highest Bond-network total; Rivalries do not connect; unbonded = coalition of one |
Task: 2p semi-coop full game
id: GROUND-WP-0003-T01
status: done
priority: high
state_hub_task_id: "1baa22ee-5cc2-5168-9f55-14375dfacfe5"
Play or simulate one complete 2-player game under MODE_SEMI (threshold 5). Record: final shared total vs threshold, personal scores, Stress/DARVO moments that felt broken or unclear, any new underdetermined points.
Done 2026-08-08 (engine). clay-borg full-mode panel includes 2p SEMI; see history/260808-mode-playtest-engine-notes.md.
Task: 4p semi-coop full game
id: GROUND-WP-0003-T02
status: done
priority: medium
state_hub_task_id: "4407f5e5-4389-5871-89e2-bc99ab8b2700"
Same checklist at 3–4p (threshold 7). Note whether personal race undercuts group success too hard or too little.
Done 2026-08-08 (engine). 3/4/6p SEMI cells in attack-value; personal race present; ATTACK still never helps.
Task: 2p coalitions full game
id: GROUND-WP-0003-T03
status: done
priority: high
state_hub_task_id: "bd039513-1eb5-504c-9a14-1c005570fa22"
Complete 2p game under MODE_COALITION. At 2p a Bond makes one coalition of two; no Bond is two solo coalitions. Check that end scoring is intelligible.
Done 2026-08-08 (engine). COALITION cells include 2p; scoring differentiates from SEMI/COOP on identical command streams (4p witness).
Task: 4p coalitions full game
id: GROUND-WP-0003-T04
status: done
priority: medium
state_hub_task_id: "ed8df52d-ce5e-53aa-b1c8-6b482980f158"
Complete 3–4p game under MODE_COALITION. Watch multi-player Bond networks, whether Rivalries correctly fail to connect, and whether threshold-then- coalition feels like one game or two bolted together.
Done 2026-08-08 (engine). Bond-break → E04 degenerates to E03-like attack numbers (mechanism confirmation). “Feels like one game” remains optional human residual.
Task: write playtest notes back into repo
id: GROUND-WP-0003-T05
status: done
priority: medium
state_hub_task_id: "a551013a-fda3-50bf-9106-0320c0ce2446"
For each completed run, leave a short note under history/ (or append to
this workplan) with date, mode, player count, outcome, and any follow-up
ruling needs. If a follow-up ruling is needed, spawn a new workplan — do
not reopen GROUND-WP-0002.
Done 2026-08-08. Notes: history/260808-mode-playtest-engine-notes.md. Follow-up design work lives in WP-0007 (H2), not a reopened rulings WP.
Residuals
- Optional human table sessions (felt texture only).
- ATTACK/DARVO relevance → WP-0007 (active).