A board game of bonds and rivalry.
Closes GROUND-WP-0002 T04's open item. Both modes now play through, and the reason they never had is clay-borg's: cb-play built every game as SHARED GROUND and passed an empty setup patch, so two of the three shipped modes were unreachable from the driver. Nothing about the modes was wrong. All three produce different winners from identical play -- shared gives all four seats, common gives the top personal scorer, coalitions gives the best Bond network. And they answer a question raised from play on 2026-08-06 that could not be sent then for want of an artifact. Varying exactly one number -- ATTACK's rank in an otherwise identical policy, 200 games per cell -- ATTACK earns its place in NO mode: free but pointless in co-op, a cost at six seats in semi-co-op, and roughly halving your chance of being among the winners in coalitions. The coalitions result has a mechanism the data confirms unprompted: GR-A07 flips a Bond to a Rivalry, GR-E04 scores Bond networks, so attacking destroys what scores -- and the attacking numbers in E04 are IDENTICAL to E03's, which is what that predicts, since breaking every Bond makes each seat a coalition of one. Consequence: nobody who plays well attacks, so Stress never rises and DARVO never arms -- zero times in 500 competent games. The report does not call that a defect. DARVO is the pattern the game is about not falling into, so a self-destructive ATTACK may be the design. The question put to this repo is only whether the namesake mechanic being unreachable in competent play, in all three modes, is intended. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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| .custodian-brief.md | ||
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| AGENTS.md | ||
| INTENT.md | ||
| LICENSE | ||
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| SCOPE.md | ||
| WORK-RECORDS.md | ||
ground-game
A board game of bonds and rivalry.