2026-09-07 09:33:49
Anonymous:
Power and Attraction r7: adopt Combat's R12 (a crowd with no reachable lit beacon spreads from where it stands) and R13 (a held crowd follows a moving beacon); R11 recorded as Combat's grammar; the Exchange's found bank state (three clutches engaged) ratified; D026 mirrored; dispositions, sources and PM report
hold the flood/mechanics/power and attraction.md ..
@@ 1,13 1,15 @@
# Hold the Flood — Power and Attraction: the shared rule contract
-
**r6 · 2026-09-07 · Lead Game and Systems Designer · In review · The rules every district must obey. r6 adds three rules from the Campaign designer's answer to Colony (Districts r7, section 3.3): a rescue is not an extraction, so a commitment defined as completing at extraction does not complete on a rescue, and no district so far defines one; one supported berth in the whole city, a place to stop and never a way in; every route-gating state on the refuge's board before launch. r5 answered the critic's REV104 r4 and r5 on the contract: Stop is the brake on the shaft that keeps time, so after Stop nothing is permitted and nothing flashes, and the empty flash stays a permitted dispatch the Collector did not supply (REV104-12); the cable reel is Equipment's U6, a bridge between exposed power terminals (REV104-11); a floater does not leave water (REV104-8); the Spark row of r4 is final and the crossed copies are Combat's to mirror (REV104-15); Combat's request that fixed power not energise open channel water is declined with its reason; the Collector's lift, not its gates. r4 answered PMR006's blockers and the critic's REV104 r2 on the contract: the two-second coil window is confirmed canonical and countersigned by Equipment; the Spark's death is chosen as Combat wrote it, a hazard to the surveyor and nothing to organisms; the intensity rule that separates fixed power, the coil, the arc and a Spark is adopted; what persists between expeditions is stated; the refuge's place in Stop's cascade is stated and the pump reserve declined; lines conduct when dry, motes are collected by walking over them, a dark beacon still flashes, and pursuit range has a value. Validated against Design Document r15 (5f9fbb), World and Mystery r22 (da3639), Combat Rules r4 (91a866), Enemies r5 (9a72af), Inventory and Charge r2 (9b0547), Coil r2 (0696cf) and Colony r2 (12694e).**
+
**r7 · 2026-09-07 · Lead Game and Systems Designer · In review · The rules every district must obey. r7 adopts two Combat proposals the Tram's scenes need (R12: a crowd with no reachable lit beacon spreads from where it stands; R13: a held crowd follows the beacon it holds to when that beacon moves), records Combat's R11 as its own targeting grammar, and notes the Exchange's found bank state and D026. r6 added three rules from the Campaign designer's answer to Colony (Districts r7, section 3.3): a rescue is not an extraction, so a commitment defined as completing at extraction does not complete on a rescue, and no district so far defines one; one supported berth in the whole city, a place to stop and never a way in; every route-gating state on the refuge's board before launch. r5 answered the critic's REV104 r4 and r5 on the contract: Stop is the brake on the shaft that keeps time, so after Stop nothing is permitted and nothing flashes, and the empty flash stays a permitted dispatch the Collector did not supply (REV104-12); the cable reel is Equipment's U6, a bridge between exposed power terminals (REV104-11); a floater does not leave water (REV104-8); the Spark row of r4 is final and the crossed copies are Combat's to mirror (REV104-15); Combat's request that fixed power not energise open channel water is declined with its reason; the Collector's lift, not its gates. r4 answered PMR006's blockers and the critic's REV104 r2 on the contract: the two-second coil window is confirmed canonical and countersigned by Equipment; the Spark's death is chosen as Combat wrote it, a hazard to the surveyor and nothing to organisms; the intensity rule that separates fixed power, the coil, the arc and a Spark is adopted; what persists between expeditions is stated; the refuge's place in Stop's cascade is stated and the pump reserve declined; lines conduct when dry, motes are collected by walking over them, a dark beacon still flashes, and pursuit range has a value. Validated against Design Document r15 (5f9fbb), World and Mystery r22 (da3639), Combat Rules r4 (91a866), Enemies r5 (9a72af), Inventory and Charge r2 (9b0547), Coil r2 (0696cf) and Colony r2 (12694e).**
**What this page is.** The one statement of the shared rules, which every district, enemy, item and colony service must obey. Everything here is a proposal and nothing is owner-approved or played. A district may add to this contract with a readable signal and the choice the addition improves, published as a shared-rule diff (section 7); it may not change what power, signal, a beacon or charge means. Where this page states a rule in one sentence and a domain page states it in full, the domain page owns the detail and this page owns the sentence; the ownership map is in section 10.
**What r3 established (kept).** Eight cells and player-set collection priority (D023); dispatch needs the drum and the trunk, arrivals need supply, the empty flash is a state (D024, REV104-1, -3); fixed power has a source under Answer A with the Stop cascade and the baseline return (D024, REV104-4, COL-I4); the precedence stack, bounded press, glow as one bit, the Carrier's mote, the Grounder allowed, the arc bounded (R1, R2, R4, R5, R9; R10 declined).
-
**What r6 changes.** Section 6: the three rules above, and the Lock Flight's canal named as a switched state. Section 10: the dispositions.
+
**What r7 changes.** Section 3: R12 and R13. Section 10: the dispositions, the bank's found state, D026.
+
+
**What r6 changed.** Section 6: the three rules above, and the Lock Flight's canal named as a switched state. Section 10: the dispositions.
**What r5 changed.** Section 3: Stop as the brake on time; the floater stays in water. Section 1: the cable reel as U6. Section 2: the C2 request declined. Section 4: the Spark row final. Section 9: Stop without the empty flash; the lift. Section 10: the dispositions.
@@ 40,7 42,7 @@
- **Dispatch (D024, REV104-1).** A district dispatches when its drum's contact closes and the trunk is carrying time: the drum makes the moment, the trunk permits it. Shut stops the drum; a dark position on the Exchange's bank withholds the trunk; either alone stops announced surges. Stop at the head-works is the brake on the shaft that keeps time, so after Stop no district is permitted: no dispatches and no flashes anywhere, the drums turn to no effect, and the Flood arrives by each district's sluice as trickles that grow, the shut regime everywhere (REV104-12, chosen; World r22's rows say the same). A dark district is in the shut regime, unannounced trickles that grow and a dark forecast, and never a district with no Flood in it; its arrivals obey ordinary targeting once inside.
- **Intake and supply (REV104-3).** At a dispatch the chosen intake's beacon flashes, and a surge enters there if the supply provides one. A flash with nothing behind it is the empty flash, a readable state of its own: the beacon flashes on the cadence, no bodies come, and the forecast shows the next slot. The flash is a signal event and needs no power: a dark beacon still flashes at its dispatch and is dark again after it, so a crowd that entered under it retargets or spreads. The Collector's gates decide supply (Districts, the Collector). Only the panel selects intake; powering a beacon by any other means, including a coil, lights it but never makes it flash. Every district tables its panel: position, powered branch, intake selected, beacon that flashes (Campaign, section 3).
-
- **After entry, in one order (R1).** Every body resolves the first line that applies: 0, stunned (inside the eight-second stun, and it conducts); 1, pursuit (the surveyor is within its pursuit range: chase, and drift back when out of range); 2, a role target other than light (the Floater's is the flow while water flows, and a floater never leaves water, so it pursues nothing on dry ground; the Anchor's the lowest wet ground; the Carrier's the nearest reachable loose charge within its acquisition range; the Grounder's the nearest reachable powered run); 3, attraction (walk continuously to the nearest lit beacon it can reach; hold on arrival; never leave a held beacon for a farther one; retarget to a nearer reachable lit beacon when its own goes dark); 4, spread (no lit beacon reachable: press outward along the entry branch). Pursuit outranks attraction, which is why harvesting inside a held crowd costs health; role targets sit below pursuit and above attraction, so up close every body is just a body. (Owner: Combat Rules.)
+
- **After entry, in one order (R1).** Every body resolves the first line that applies: 0, stunned (inside the eight-second stun, and it conducts); 1, pursuit (the surveyor is within its pursuit range: chase, and drift back when out of range); 2, a role target other than light (the Floater's is the flow while water flows, and a floater never leaves water, so it pursues nothing on dry ground; the Anchor's the lowest wet ground; the Carrier's the nearest reachable loose charge within its acquisition range; the Grounder's the nearest reachable powered run); 3, attraction (walk continuously to the nearest lit beacon it can reach; hold on arrival; never leave a held beacon for a farther one; retarget to a nearer reachable lit beacon when its own goes dark); 4, spread (no lit beacon reachable: press outward from where the crowd stands, along the ground it occupies; for a crowd that never left its entry branch that is the branch, and for a crowd a lure moved it is the place the lure died, never a teleport back; Combat's R12, adopted). Holding attaches to the beacon and not to the ground: a crowd holding at a beacon that moves, the Tram's lit car, walks after it and keeps holding at it (Combat's R13, adopted). The cutter's tie-break and target stickiness are Combat's own grammar (R11). Pursuit outranks attraction, which is why harvesting inside a held crowd costs health; role targets sit below pursuit and above attraction, so up close every body is just a body. (Owner: Combat Rules.)
- **Pursuit range** is about ten metres, a channel's width, and each district names a landmark for it. A body outside it does not chase; a crowd does not cross a district to reach the surveyor. The first battery in any written expedition is therefore earned at a crowd's edge, inside that range, and priced in hits (REV104-8). Contact costs one health with a moment of immunity after; the surveyor has five.
- **Press (R2).** A crowd holding at a beacon occupies a radius set by its size; when bodies join, the radius grows over a few seconds, and when bodies leave or die it shrinks. Press is that relaxation seen from outside, not an unbounded creep. A crowd with no beacon has no centre and spreads along its branch, which is the dangerous case. The forecast overlay draws one ring per crowd. The pumping district's tuning bound becomes checkable: the merged crowd after the third dispatch must not reach the causeway head before the evacuation window closes.
- **What is a beacon.** The district's dispatch beacons, the portable beacon (armed and charged, carried or planted), and a moving beacon where a district adds one (the Tram Incline's lamp, a lure that never flashes). Every other lamp is an indicator.
@@ 124,16 126,21 @@
| Fixed power in open channel water (Combat r5's reversal request) | This page, section 2 | Declined, with the reason |
| The Spark crossing (REV104-15) | Combat, Enemies/Spark | Nothing to rule: r4's row is final |
| Rescue against extraction-conditioned commitments; one berth city-wide; the board before launch (Districts r7; Colony r4) | This page, section 6, with Districts and Colony | Adopted; the Lock Flight's canal named as a switched state |
+
| Spread from where the crowd stands (R12, C13); a held crowd follows a moving beacon (R13, C14); the cutter's tie (R11) | This page, section 3; Combat Rules | R12 and R13 adopted; R11 Combat's |
+
| The Exchange's found bank state (REV104-18) | The Exchange page, ratified on the Campaign page 3.4 | Three clutches engaged on the pumping district, the Lock Flight and the Tram; a fourth seized |
+
| D026: comparison in the base receiver; one assembly between tooling and the berth | Colony, mirrored on the Campaign page 5 | Adopted; no fitting sells bank permission, which the board shows free (section 6) |
| The mystery's answer | World and Mystery | Answer A provisional (D024); B preserved |
| District set and count; the ending's three positions | Districts, with the Campaign page | Seven external districts and the refuge at stake (D022); Stop, Keep, Leave (Head-works r4) |
| Presentation categories | Campaign, section 7 | One list for the Reference audit (D025) |
## Bookkeeping
+
**Sources read for r7.** PM Reviews PMR007 6fb181; Brief 0cba02 (D026); Tasks 575001; Combat Rules r7 e3ad2b (R11 to R13, EQP102 countersigned); Equipment/Build Paths r4 6bc3f7; Colony r5 fe7d88; the Exchange r3 4d6703; Districts r9 e9c413; World and Mystery r25 e99445.
**Sources read for r5.** Design Review REV104 r4 c3fc80 (archived) and r5 4508fd; Combat Rules r5 80835f; Enemies r6 e82646; Enemies/Spark r4 730ee8; Enemies/Floater r1 3ba723; Equipment r3 dc3aa2 and Arc r3 fc64bb; Colony r3 06acdb; World and Mystery r23 d108c1; Districts r5 136fa9 and the Exchange r1 5bc625; Reference/Asset Audit REF110 fa674c; Clarity r20 a462dc (Q51).
**Sources read for r4.** PM Reviews PMR006 a28870 and checkpoint da9eb5; Tasks b72189; Brief 77e392 (D025); Design Review REV104 r2 908e01; World and Mystery r22 da3639; Combat Rules r4 91a866; Enemies r5 9a72af and the role pages at their r3 and r4; Inventory and Charge r2 9b0547; Equipment r2 ae4543; Coil r2 0696cf; Utility Modules 087718; Colony r2 12694e; Districts r4 c58832; the Head-works r4 706ce6; the Collector r4 75c09e; External Critique r10 fc95e6.
-
**PM report.** Task: the Lead's adoption of the Campaign designer's three rules from Districts r7 into the contract; artifact: this page r6 (r5 08d5e8 and earlier in history). Changed decisions: none canonical; three rules added to section 6 and the Lock Flight's canal named as a switched state. Evidence: written design against the cited revisions; no player data; nothing built. Risks: none new; the rules restate what the pages already assumed. Next handoff: Colony and Districts to cite section 6 for these rules; the critic on this revision with the Campaign's r5; PM's next review. The Spark and floater crossings are closed at Combat r6, Spark r5 and Floater r2.
+
**PM report.** Task: the Lead's rulings the DES105 scenes need; artifact: this page r7 (r6 8644ea and earlier in history). Changed decisions: none canonical; R12 and R13 adopted as clarifications of the spread and hold clauses; the Exchange's found bank state ratified; D026 mirrored. Evidence: written design against the cited revisions; no player data; nothing built. Risks: none new. Next handoff: Combat to cite section 3 for R12 and R13; the critic on this revision with the Campaign's r6; PM's next review.