2026-09-06 17:48:46
Anonymous:
Glossary: all five words listed as undefined have been defined by their owning roles - fold them in and replace the gap list with the record of where each landed. Add the vocabulary the Design Document introduced (siphon, field pump, press, pursuit range, power/signal line, leak/drip, knowledge vs stat gate) and Design r5's (telegraphed, counterplay, XP, build expression). Sources updated to DES102/r5/WLD102. New section flags one divergence for the lead: Design r5's word list still states the superseded glow-limited beacon rule flatly while D013, the Design Document and World r8 use the district-wide one. Reported, not decided.
hold the flood/glossary.md ..
@@ 11,9 11,17 @@
and the difference is marked — the editor does not pick a winner. Where a word is used but has never been
defined, it is listed under [Words still undefined](#words-still-undefined) rather than guessed at.
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**Sources.** [Design r4](/Hold%20The%20Flood/Design) §Words used below and body (Lead Game and Systems
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Designer) · [World and Mystery r6](/Hold%20The%20Flood/World%20And%20Mystery) §Plain words and fiction and
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§World rules (World and Mystery Designer) · [Brief](/Hold%20The%20Flood/Brief) (PM).
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**Sources.** [Design Document](/Hold%20The%20Flood/Design%20Document) Appendix A and body (DES102, the
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owner-facing packet) · [Design r5](/Hold%20The%20Flood/Design) §Words used below and body ·
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[World and Mystery](/Hold%20The%20Flood/World%20And%20Mystery) (WLD102) ·
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[Brief](/Hold%20The%20Flood/Brief) (PM).
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**There are now three copies of this vocabulary**, and that is deliberate: the
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[Design Document](/Hold%20The%20Flood/Design%20Document)'s Appendix A exists so the owner can read the
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packet without leaving it (the reader's Q21), and the lead keeps a working list on
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[Design](/Hold%20The%20Flood/Design). **The Design Document is canonical.** This page is the one a reader
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can hold open beside *any* page, and it says where each definition comes from. If the three disagree, that
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is a defect — see [Known divergence](#known-divergence-reported-not-decided).
**Owners.** The lead designer owns the rack, gear, combat and colony words; the world designer owns the
district, the relay and the fiction. If a definition here is wrong, fix it on your own page and correct
@@ 46,6 54,12 @@
| **Extraction / rescue** | Leaving by a dry dock is extraction, and it restores health. Missing a dry dock, or losing all health, means **rescue** — you get out, but without your cargo. | Design r4 |
| **Meta-progression** | What carries over between expeditions. Kept deliberately small here. | Design r4 |
| **Chokepoint** | A narrow place where a crowd must come at you a few at a time. | Design r4 |
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| **Telegraphed** | Announced before it happens, so a player can see it coming. Every surge is telegraphed by the forecast. | Design r5 |
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| **Counterplay** | What an opponent — here the Flood or the district — can do against a loadout, and what the player can do back. | Design r5 |
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| **XP** | Experience points: the survivorlike habit of growing stronger per kill. **This design gives none** — growth comes from the world instead. | Design r5 |
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| **Knowledge gate / stat gate** | A knowledge gate is passed by understanding something; a stat gate is passed by having a number high enough. This design uses only the first. | Design Document, App. A |
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| **Press** | The slow outward creep of a gathered surge's edge. | Design Document, App. A |
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| **Pursuit range** | The distance at which organisms break off a crowd to chase you. | Design Document, App. A |
## The district
@@ 65,6 79,8 @@
| **Deposit** | A marked pile of salvage in the district. | Design r4 |
| **Tally board** | The previous crew's board, in the pump hall. Part of the motive, not a mechanic. | Design r4 |
| **Valve / pump** | District machinery: a valve joins channels and so extends where current reaches; a pump drains one and cuts it. | Design r4 |
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| **Power line / signal line** | The two lines the panel switches: power lights and opens things, signal carries the dispatch pulse. | Design Document, App. A |
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| **Field pump** | A pump fuelled by one bundle that drains one channel, for one expedition only. | Design Document, App. A |
## Gear and the rack
@@ 86,6 102,9 @@
| **Notebook** | Opening it pauses everything and shows only what you have already seen. Rule **S1**. | Design r4 |
| **Shelter** | A raised place, including a dry dock, that enemies neither enter nor spawn in — a hard stop. You can repack and watch there, but the surge clock keeps running. Rule **S2**. | Design r4 |
| **Workshop / forecast relay** | The colony's two additive repairs: a workshop gives one extra starting module choice; a forecast relay makes the first intake known before departure. Each costs a full return's salvage. | Design r4 |
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| **Siphon** | A module that consumes one touching bundle for three units of charge, once — for a player who needs power and has only salvage. | Design Document §5 |
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| **Leak / drip** | Charge lost from a battery into the wet bundles it touches, shown as one drip per bundle. Happens whatever the links say. | Design Document, App. A |
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| **Build expression** | The way a loadout shows a strategy. The Brief, Team and Tasks pages use this term; the design pages say **loadout expression** for the same thing. | Design r5 |
## The one rule everything hangs on
@@ 99,17 118,30 @@
"**Energised**", "**lit**" and "**powered**" are the same state. Under the baseline a lit beacon's pull has no fixed radius; under the alternative its **glow** would be the visible extent of it.
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## Words still undefined
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## Words once missing, now defined
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Asked for in Q1, still not defined anywhere on the wiki. Listed here so a reader knows the gap is real, and
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so whoever owns the word can close it.
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The five words this page listed as undefined on 2026-09-06 have all been defined since, each by the role
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that owns it. They are in the tables above; this is only the record of where each landed.
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| Word | Where it is used | Who should define it |
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|---|---|---|
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| **Build expression** | Brief, Team, Tasks — a central owner-facing term | Defined at Design r5 §Words used below: the way a loadout shows a strategy (loadout expression on the design pages). The PM pages still use the older word. |
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| **Telegraphed**, **counterplay** | Team §Critic prompt, Tasks §document criteria | Defined at Design r5 §Words used below |
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| **Stat gate** vs **knowledge gate** | Team §World designer prompt, Tasks | World designer |
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| **XP** | Design r4 §In-run growth, used only to say kills give none | Defined at Design r5 §Words used below |
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| Word | Closed at |
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|---|---|
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| **Build expression** | [Design r5](/Hold%20The%20Flood/Design) — and note it is the PM pages' name for what the design pages call *loadout expression*. Two names, one thing; the rename has still not reached Brief, Team or Tasks. |