2026-09-07 12:18:54
Anonymous:
The Exchange r4: apply the four bounded corrections Tasks still records. (1) Six-occupied-cell departure issue - the rack is eight cells but the colony may only issue six, so r2's eight-item racks were illegal at departure; the cacher is now C C B B L I with two free cells and NO kit, which is the issue limit doing its job. (2) Linking and pickup priority are set at a shelter, and the dock is the only one here, so r2's mid-floor relink is replaced by a decision made at 0:00 before anything happens - priority to the beacon's battery spends the trip's only full bank on a hundred seconds of lure and leaves the coil dead, and the player learns what that cost at 9:00 in a spreading crowd. That is a better scene than r2's reflex and it is what the Game vision means by preparing for an intended intervention. (3) Stated distances - the plant at twenty-five metres is the nearest reachable loose charge while the player is sixty metres north, and pursuit is about ten. (4) The retrieval fits the two cells freed by planting, and the ledger closes at earned 12, spent 10, lost 2, carried out 0. Also defers dispatch cadence and terminal positions to the Lead, keeping only the ten minutes and the reason for them.
hold the flood/districts/the exchange.md ..
@@ 1,6 1,6 @@
# Hold the Flood — The Exchange
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**CAM102 · r3 · 2026-09-07 · Campaign and District Designer · In review; proposal. Nothing here is an owner approval, a validated number, or tested behaviour.** r2 implements [PMR007 §1](/Hold%20the%20Flood/PM%20Reviews/PMR007) and REV104-16/17/18. **The r1 expedition was not legal and is replaced, not patched**: it lit a lure from batteries that start empty, held that lure for five minutes when a full bank buys a hundred lit seconds, then had a crowd spread while a reachable lit lure existed, and drew a rack five cells over three. r2 supplies a legal 2×4 rack, earned charge with an explicit spend-and-loss ledger, the lure's real hundred seconds and what retargets when it expires, two free cells for the retrieval, an **intake-local dispatch marker** so the flash-location convention holds, and the bank's **found state of three engaged clutches** that REV104-18 requires to explain the districts already announced. §11 corrects the cable reel to Equipment's U6. r1 is in [page history](/Hold%20the%20Flood/Districts/The%20Exchange/history) r3 corrects a broken citation in §6: the bank's pricing is the lead's at DES104 §3.4, and the Districts §6 this page cited does not exist.
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**CAM102 · r4 · 2026-09-07 · Campaign and District Designer · In review; proposal. Nothing here is an owner approval, a validated number, or tested behaviour.** r4 applies the four bounded corrections [Tasks](/Hold%20the%20Flood/Tasks) still records against this page: **a six-occupied-cell departure issue** (the rack is eight cells; the colony may only issue six, so r2's eight-item racks were illegal at departure), **linking and pickup priority set at a shelter** (r2 had the player relink mid-floor, which the rack rules forbid), **stated distances**, and a **field bundle** rather than an issued one. The scene's decision moves accordingly and improves: it is now made at the dock, before anything happens, which is what the [Game vision](/Hold%20the%20Flood/Brief#game-vision) means by preparing for an intended intervention. Dispatch cadence is deferred to the lead. r1–r3 are in [page history](/Hold%20the%20Flood/Districts/The%20Exchange/history).
District 4 of the seven on [Districts](/Hold%20the%20Flood/Districts). [PMR006](/Hold%20the%20Flood/PM%20Reviews/PMR006) assigns CAM102: *"deepen the Exchange to the same standard as the three detailed districts."* This page does that. The district is the World designer's example ([World and Mystery](/Hold%20the%20Flood/World%20And%20Mystery)), and the lead's outline at [DES104 §3.4](/Hold%20the%20Flood/Campaign#34-the-exchange-in-outline) supplies the hall, the drums, the bank, the shut-regime meaning of a dark position, the bank's coupling and the Carrier's part in it. **Everything in that outline is kept; this page adds the ground, the panel, the interaction that takes time, two loadouts, a written expedition, the failure case and the asset list.** World owns the clue logic; Lead owns any contradiction with the campaign page or the contract.
@@ 60,7 60,7 @@
So this district splits in two what every other district joins. Elsewhere the panel chooses where the Flood enters *and* where it then goes; here it chooses only where it goes. **The player meets, for one district, the half of the panel that is pure lure** — which is the cleanest possible statement of the distinction the campaign has been building since the pumping district's two cables, and it is why this district is worth visiting even though it holds nothing. Pursuit range is about ten metres (contract §3), and the floor is wide enough that a body at the gallery wall does not chase a surveyor at the race.
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**Two dispatches, not three.** This is a ten-minute district: dispatches at about 3:00 and 7:00, with the evacuation window from 10:00. That is a district property, stated so the baseline on [Districts](/Hold%20the%20Flood/Districts) and the scene in §7 agree — [PMR007](/Hold%20the%20Flood/PM%20Reviews/PMR007) is right that r1 wrote a twelve-minute scene against a ten-minute allowance. **Lead should confirm** that a district may carry two dispatches; nothing in the contract requires three, and the pumping district's three are its own.
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**Duration and cadence — the lead's to scope.** This page assumes a ten-minute expedition and writes §7 inside it. [Tasks](/Hold%20the%20Flood/Tasks) records that **the lead scopes dispatch cadence and terminal positions**, so the number of dispatches here is not mine to fix: §7 uses two, at about 3:00 and 7:00, because that is what fits ten minutes, and if the lead sets a different cadence the scene's beats move with it and its decision does not. What this page does own is the ten minutes, and the reason: **one room, one interaction, and nothing here worth carrying home.**
## 3. Shared-rule diff
@@ 77,19 77,24 @@
## 4. Two loadouts that do different things
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*Eight cells, **two rows of four** (D023). C coil (2 cells), B battery, I insulation, K kit, L portable beacon, S salvage bundle. r1 drew five over three, which is not a legal rack.*
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**The rack is eight cells; the colony may issue only six occupied ones** ([Colony](/Hold%20the%20Flood/Colony): revisit-only recorded-rack issue capped at six occupied cells). r2 drew two racks of eight and both were illegal at departure. Corrected:
```
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The cacher The dry hand
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C C B L I K S S
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B I K S S S S S
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link B1 → C, B2 → L no battery, no link
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The cacher — 6 issued, 2 free The dry hand — 2 issued, 6 free
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C C B B I K . .
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L I . . . . . .
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at the dock: B1 → C, B2 → L no battery, no link
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at the dock: pickup priority B2 pickup priority irrelevant
```
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- **The cacher** carries charge into the one district where carrying charge is hunted. A Carrier's target is the nearest reachable loose charge **within its acquisition range** (contract §3, R5) — so it is not that any Carrier anywhere comes for you, it is that one close enough will, and the counterplay is distance as much as quantity. The cacher's play is to make that deliberate: **plant the beacon and a battery, and let the loose charge be somewhere you are not.** The coil is aboard because the tail race is the one water in the district.
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- **The dry hand** carries no charge at all, so no Carrier has anything here to want and every one of them reverts to line 3, the nearest lit beacon. It has six cells for cargo and the cutter, and it can set clutches and work the panel and nothing else. **It is the cheapest correct answer to this district and it has no recovery** — if the panel decision was wrong, it walks back and does it again.
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*C coil (two cells), B battery, L portable beacon, I insulation, K kit. A dot is an empty cell.*
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**The constraint that makes both interesting, and which r1 got wrong.** Batteries start empty every expedition; charge resets ([Design Document §10](/Hold%20the%20Flood/Design%20Document#10-progression-and-persistence)). **A lit portable beacon drains one unit every ten seconds, so a full bank of ten buys a hundred lit seconds and no more** ([Campaign](/Hold%20the%20Flood/Campaign), the lure's number). And a coil discharge spends a full bank. **So one filled battery buys either a hundred seconds of lure or one discharge, never both** — and in a ten-minute district there is rarely time to fill two. That is the decision this district actually poses, and §7 is built on it.
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- **The cacher** carries charge into the one district where carrying charge is hunted. A Carrier's target is the nearest reachable loose charge **within its acquisition range** (contract §3, R5) — so the counterplay is distance as much as quantity, and the cacher's play is to put loose charge somewhere it is not. **It has no kit**, because six cells will not carry the coil, two batteries, a beacon, insulation *and* a kit; that is the issue limit doing its job rather than a flourish. Two cells stay free, and §7 needs them.
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- **The dry hand** carries nothing a Carrier wants, so every Carrier reverts to line 3, the nearest lit beacon. It moves fast and has no decision to get wrong. **Its six free cells are mostly empty here on purpose**: this district holds no salvage worth the trip, so the dry hand's virtue is speed and a kit, not cargo, and its weakness is that when a plan expires it has nothing to answer with.
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**The constraint that makes both interesting.** Batteries start empty; charge resets ([Design Document §10](/Hold%20the%20Flood/Design%20Document#10-progression-and-persistence)). **A lit portable beacon drains one unit every ten seconds, so a full bank of ten buys a hundred lit seconds.** A coil discharge spends a full bank. **So one filled battery is either a hundred seconds of lure or one discharge, never both** — and in ten minutes there is rarely time to fill two.
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**And the choice is made at the dock, not in the field.** Links and pickup priority are set at a shelter, and the dock is this district's only one. **So the player decides which battery fills first before they have seen anything**, and that decision decides whether the trip has a lure or a discharge in it. r2 had the player relinking on the floor, which the rack rules forbid; the correction turns a mid-scene reflex into a preparation, which is the better version.
## 5. Discovery
@@ 126,32 131,30 @@
## 7. A written expedition — illustrative, not a playtest
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**r1's scene was not legal and is replaced.** The corrections [PMR007](/Hold%20the%20Flood/PM%20Reviews/PMR007) and REV104-16/17 ask for are all in the ledger below rather than in prose around it.
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**Declared setup.** Middle campaign, ten-minute expedition, dispatches at 3:00 and 7:00, evacuation from 10:00. The player wants the **Collector** permitted and will give up the **Tram Incline** for it. Bank found engaged on Pumping, Lock Flight, Tram. Rack: **the cacher** — C C B L / B I K S, B1 linked to the coil, B2 to the beacon. **Both batteries empty**, as they are at the start of every expedition. Panel found on **Head**, so b3 is lit at the bank end. The hall's standing stragglers are its own: this room is never quiet, which is what makes charge earnable here before a surge lands.
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**Declared setup.** Middle campaign, ten minutes, dispatches at about 3:00 and 7:00 (cadence the lead's, §2), evacuation from 10:00. The player wants the **Collector** permitted and will give up the **Tram Incline**. Bank found engaged on Pumping, Lock Flight, Tram. Rack: **the cacher**, six issued cells, two free. **At the dock, which is this district's only shelter, the player sets B1 → coil, B2 → beacon, and pickup priority to B2 first.** That is the decision; everything after it is consequence. Both batteries empty. Panel found on **Head**, so b3 is lit at the bank end. The hall's standing stragglers are its own — this room is never quiet, which is what makes charge earnable before a surge lands.
| Time | What happens | B1 | B2 | Ledger |
| --- | ---: | ---: | ---: | --- |
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| 0:00 | Dock. Board reads dispatch 3:00, intake the landing. b3 lit at the far end — the surge would walk *toward* the bank the player is going to | 0 | 0 | — |
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| 0:20 | Panel thrown to **Dock**. b1 lights beside the player, b3 goes dark. Now the surge will cross the whole floor away from the bank | 0 | 0 | — |
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| 0:20–3:00 | The player cuts stragglers along the floor at one unit a kill. Collection goes to the player's set priority (D023): B1 first | 8 | 0 | **+8 earned** |
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| 3:00 | Dispatch. **The landing's marker flashes**; the surge enters at the landing, head end, and walks the length of the floor to b1, the only lit beacon | 8 | 0 | — |
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| 3:00–4:30 | It arrives and holds at b1. The player works its edge inside pursuit range, cutting | 10 | 4 | **+6 earned; B1 full** |
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| **4:30** | **The decision.** One full bank. It buys *either* one coil discharge *or* a hundred lit seconds of planted lure. The player links **B1** to the beacon, plants it twenty metres up the floor from b1, and starts north. **The coil is now unusable** — B2 holds 4, and a discharge needs a full bank | 10 → planted | 4 | **−10 committed to the lure** |
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| 4:40–6:20 | The lure is lit for **100 seconds** and no longer. Two Carriers in the crowd take it as the nearest reachable loose charge and gather on it, not on the player walking away | — | 4 | — |
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| 6:00–6:45 | The bank. Disengage **Tram** — its drum stops, its lamp goes out. Walk four positions. Engage **Collector**. Three engaged again: Pumping, Lock Flight, Collector | — | 4 | — |
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| **6:20** | **The lure expires**, battery empty, beacon dark. Retargeting, stated: b1 is still lit and is right beside them, so the crowd stays and the two Carriers revert to line 3 and take b1. **Nothing moves.** The lure bought a walk, not a rearrangement | — | 4 | lure spent |
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| 7:00 | Second dispatch, and the player is at the head end. The landing's marker flashes **beside them** and the surge enters there. b1 is the only lit beacon, so it sets off south — away from the player, and along the road the player has to take home | — | 4 | — |
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| 7:00–9:00 | The player follows it down the west wall, behind its press. A Grounder that came in with it climbs the gallery's dock run and grounds it: **b1 goes dark** | — | 4 | — |
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| 9:00 | Retargeting again, and this time it is legal to spread: b2 and b3 are dark, the planted beacon died at 6:20, so **no reachable lit beacon exists** and the crowd spreads both ways along the floor, including back toward the player. The dock run is grounded, so the race's lower reach is dead — safe to wade, and no help | — | 4 | — |
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| 9:00–9:40 | No coil (B2 holds 4, not a full bank). The player walks the spreading edge on the cutter and the insulation, retrieves the planted beacon and its empty battery — **two cells are free, because those two left the rack when they were planted** — and reaches the dock | — | 4 | **retrieval fits: 6 cells used, 2 free** |
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| 10:00 | Evacuation. **The 4 units in B2 are lost at the dock**; charge never leaves a district | — | 0 | **earned 14 · spent 10 · lost 4 · carried out 0** |
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**What the expedition was about.** Not the bank — that was forty-five seconds of it. It was the decision at **4:30**, which is the district's whole design in one choice: **a single full bank buys either the walk or the way home, and the player who spends it on the walk comes back through a spreading crowd with no coil.** A dry hand makes the same trip with no decision, no lure and no risk of that particular failure, and has to time the walk against the dispatch instead.
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**Why the Grounder is placed there rather than earlier.** It makes a plan expire at the moment the plan has already been paid for. Had the lure still been lit at 9:00 the crowd could not have spread at all — a reachable lit beacon forbids it — which is exactly the illegal move r1 made and PMR007 caught. **The scene now works because the lure ran out, not despite it.**
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-
**Not a playtest.** No claim is made about timing, difficulty, survivability or enjoyment, and none could be. Every number above is a proposal checked against the written rules, which is a consistency check and nothing more.
+
| 0:00 | Dock. Board reads dispatch 3:00, intake the landing. b3 lit at the far end, which would walk the surge *toward* the bank | 0 | 0 | links and priority set here |
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| 0:20 | Panel to **Dock**: b1 lights beside the player, b3 goes dark. The surge will now cross the floor away from the bank | 0 | 0 | — |
+
| 0:20–3:00 | Cutting the hall's stragglers, one unit a kill. Priority sends every unit to **B2**, the beacon's battery | 0 | 8 | **+8** |
+
| 3:00 | Dispatch. **The landing's marker flashes**; the surge enters at the landing and walks the length of the floor to b1, the only lit beacon | 0 | 8 | — |
+
| 3:00–4:20 | It gathers at b1. The player works its edge inside pursuit range (about ten metres) and cuts | 2 | 10 | **+4; B2 full, overflow to B1** |
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| **4:30** | **The plant.** Beacon and B2 go down about **twenty-five metres** from b1 on the dock side. Two cells leave the rack, so four are occupied and four free. **The coil is dead for the trip**: B1 holds 2, and a discharge needs a full bank — which the priority decided at 0:00 | 2 | planted | **−10 committed to the lure** |
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| 4:40–6:20 | **A hundred lit seconds and no more.** The two Carriers in the crowd take the planted battery: at twenty-five metres it is the nearest reachable loose charge, and the player is sixty metres north and walking | 2 | — | — |
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| 6:00–6:45 | The bank. Disengage **Tram**; its drum stops and its lamp goes out. Four positions along the shaft. Engage **Collector**. Three engaged again | 2 | — | — |
+
| **6:20** | **The lure expires.** Retargeting, stated: b1 is still lit and stands beside the dead plant, so the crowd holds and the Carriers revert to line 3 and take b1. **Nothing moves.** The lure bought a walk, not a rearrangement | 2 | — | lure spent |
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| 7:00 | Second dispatch, and the player is at the head end: **the landing's marker flashes beside them** and the surge enters there. b1 is the only lit beacon, so it sets off south — away from the player, down the road the player must take home | 2 | — | — |
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| 7:00–9:00 | The player follows behind its press. A Grounder that came in with it climbs the gallery's dock run and grounds it: **b1 goes dark** | 2 | — | — |
+
| 9:00 | Retargeting again, and this time spreading is legal: b2 and b3 are dark, the plant died at 6:20, so **no reachable lit beacon exists** and the crowd spreads both ways, including toward the player. The grounded run leaves the race's lower reach dead — safe to wade, and no help | 2 | — | — |
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| 9:00–9:40 | **No coil, and no kit** — the six-cell issue bought insulation instead. The cutter and position are the whole answer. The player retrieves the beacon and its empty battery into **the two cells that were free because those two were planted**, and reaches the dock | 2 | 0 | six occupied again |
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| 10:00 | Evacuation. **The 2 units in B1 are lost at the dock**; charge never leaves a district | 0 | 0 | **earned 12 · spent 10 · lost 2 · carried out 0** |
+
+
**What the expedition was about.** Not the bank — that was forty-five seconds. It was the line at **0:00**: pickup priority to B2. **That single shelter decision spends the trip's only full battery on a hundred seconds of lure and leaves the coil dead**, and the player finds out what it cost at 9:00, in a spreading crowd, with a cutter. Priority to B1 buys the opposite trip: a discharge available at the end, and no way to hold the Carriers off the walk. **A dry hand makes neither choice**, walks faster, keeps a kit, and has nothing to answer with when the plan expires.
+
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**Why the Grounder is placed in the second surge.** It makes a plan expire *after* it has been paid for. Had the lure still been lit at 9:00 the crowd could not have spread at all — a reachable lit beacon forbids it — which was the illegal move in r1. The scene works because the lure ran out, not despite it.
+
+
**Not a playtest.** No claim about timing, difficulty, survivability or enjoyment is made or could be. Every number is a proposal checked against the written rules, which is a consistency check and nothing more.
## 8. Entry, revisit, and one consequence of failure