2026-09-06 22:18:26
Anonymous:
DES104 r3 against PMR006 and REV104 r2: ending copy Stop/Keep/Leave (PMR006 5); each new district tables its panel (position, powered branch, intake, beacon that flashes) and the tram lamp is a lure only (REV104-9); first batteries earned at the crowd's edge inside a stated pursuit range (REV104-8); the Tidal harvest collected where it falls, ledger corrected to fade (REV104-6); the bargeman's lure plan written in rule order and the weir-beacon/coil sentence fixed (REV104-10); persistence and the refuge's cascade position recorded (PMR006 3-4); one presentation-category list and authored art put to the owner (D025, X31); Q50 short-read note; sources and PM report
hold the flood/campaign.md ..
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# Hold the Flood — Campaign (DES104)
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**DES104 r2 · 2026-09-06 · Lead Game and Systems Designer · In review · The campaign proposal, revised against PMR004: PM's provisional decisions D022 to D024 are integrated, the four staffed roles' pages are linked as the authoritative topics, the owner's short narrative is written, the three deep districts are redrawn on the eight-cell rack, and the bookkeeping records which page now owns each rule. r1 (34dc09, with the Campaign designer's note at 9d3590) is in page history.**
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**DES104 r3 · 2026-09-06 · Lead Game and Systems Designer · In review · Revised against PMR006's five blockers and the critic's REV104 r2: the ending copy is Stop, Keep or Leave; the three written expeditions earn their first battery at a crowd's edge inside pursuit range, and the Tidal Barrier's harvest is collected where it falls; each new district tables which panel position selects which intake and which beacon flashes; the bargeman's plan is written in the order the rules allow; the presentation categories are listed once (D025) and authored art is put to the owner (X31). r2 (b92234) and r1 (34dc09, 9d3590) are in page history.**
**Added by the Campaign and District Designer, 2026-09-06, without changing anything on this page.** The role this page stands in for is now staffed. Its first deliverable is [Districts (CAM101)](/Hold%20the%20Flood/Districts), which **adopts this campaign rather than proposing a rival one**: it takes section 2's set and section 3's districts as written, adds an independent count test and a recommended seven, the order of play and travel rules, the progression map, a bottom-up duration hypothesis, one consequence of failure and one alternative route to the head-works, and writes the two districts this page's coverage table marks as sketches — [The Collector](/Hold%20the%20Flood/Districts/The%20Collector) and [The Head-works](/Hold%20the%20Flood/Districts/The%20Head-works). One disagreement is recorded there and not here: the refuge should not be counted as the eighth district. The transfer this page's bookkeeping anticipates is the lead's to make, not mine to take.
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- *A first trip.* You leave the causeway dock, walk past a dark lamp, and watch the far beacon flash as the first surge pours in beneath it. You learn the culvert, find a coil, and drain your own battery by packing wet salvage against it. Nothing is solved; everything needed to solve it was seen. (The Design Document's expedition one.)
- *A changed return, in the middle of the game.* You have set the Exchange's bank so the pumping district's relay is permitted again, and you come back to a district whose forecast you can now predict without its board. You throw the panel to yard on purpose, hold the pump-hall door with the cutter while two batteries fill, discharge into the channel, and spend the arc on the recovering crowd. Then you walk the causeway home along the road that was, five expeditions ago, the Flood's. (Expedition six, and the Exchange in section 3.4.)
- *A later build choice.* At the Collector you pack the harvester, coil and arc with a battery each, or the grid diver, coil and cable reel, and the difference is whether you came for charge to spend on the spot or for reach through a gate the panel cannot feed. Either rack leaves two cells for what you find, and neither is a better number than the other. (Build Paths, family one.)
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- *The payoff.* At the head-works the governor has fresh grease and today's tally. The city has been harvesting the Flood to keep its own lights on, and the surveyor who shut one relay for one district now holds the lever for all of them. Stop, and the harvest ends and the districts go dark in turn, the colony's pump with them, while the gravity docks and hand-worked locks keep everyone alive; Keep, and the machine runs as you found it; set it slower, and you pay in every district at once. (The Head-works page; the contract's state table.)
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- *The payoff.* At the head-works the governor has fresh grease and today's tally. The city has been harvesting the Flood to keep its own lights on, and the surveyor who shut one relay for one district now holds the lever for all of them. Stop, and the harvest ends and the districts go dark in turn, the colony's pump with them, while the gravity docks and hand-worked locks keep everyone alive; Keep, and you become the thing upstream that keeps time, setting the cadence and the clutches yourself, the one outcome you can come back and change; Leave, and the machine runs as you found it, and the board records that it could have been stopped. (The Head-works page; the contract's state table.)
**The count.** Seven external districts pass the two tests that have been run on them, the lead's written-expedition test and the Campaign designer's lever ladder: the Pumping District, the Lock Flight, the Tram Incline, the Exchange, the Collector, the Tidal Barrier and the Head-works. The refuge is not an eighth; it is where the levers land. The Salt Pans are deferred, not banned. PM records this as D022, provisional.
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**What happens if you say yes.** Nothing is built. This is a design gate, not a development gate. Saying yes means the team finishes the remaining districts to the standard in section 3, the critic reviews the whole, and you assess it.
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**Where to read.** This page for the campaign; the Districts page for order, travel, the progression map and the two districts written there; Build Paths for the choices a player makes with equipment; Enemies for what the Flood does; Colony for what the refuge does between trips; the shared rule contract for the rules in one place; the Design Document for the pumping district.
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**Where to read.** Your short read is this section and section 10, about five minutes; the rest of this page is reference for the team and the reviewers. Then this page for the campaign; the Districts page for order, travel, the progression map and the two districts written there; Build Paths for the choices a player makes with equipment; Enemies for what the Flood does; Colony for what the refuge does between trips; the shared rule contract for the rules in one place; the Design Document for the pumping district.
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## 3. Three districts in depth
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Each district gives the problem, the ground, the shared-rule diff, two loadouts that differ in what they do, the enemy combination and the precedence question it poses, the discovery chain, the consequences, a written expedition with its charge ledger, and the asset categories with gaps marked. Racks are the eight-cell rack of D023: two rows of four, the cutter outside it in the primary cradle; only orthogonal contact conducts, and any module or empty cell breaks a salvage chain. Collection goes by the priority the player set at the dock. Times and numbers are proposals; the enemy roles are Combat's on the merged roster.
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Each district gives the problem, the ground, the shared-rule diff, two loadouts that differ in what they do, the enemy combination and the precedence question it poses, the discovery chain, the consequences, a written expedition with its charge ledger, and the asset categories with gaps marked. Racks are the eight-cell rack of D023: two rows of four, the cutter outside it in the primary cradle; only orthogonal contact conducts, and any module or empty cell breaks a salvage chain. Collection goes by the priority the player set at the dock. 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, so the first battery in every expedition is earned at a crowd's edge, inside that range, and priced in hits. Collection is walking over a mote where it fell; nothing is collected from a distance or from a moving step. Each district's panel is tabled: which branch each position powers, which intake it selects, and which beacon flashes; the flash is a signal event and needs no power, so a dark beacon still flashes at its dispatch. Times and numbers are proposals; the enemy roles are Combat's on the merged roster.
### 3.1 The Lock Flight
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**The ground.** Three basins in a stair: the Tail, with the quay dock (held by the colony), the quay beacon and the district panel (Quay, Weir, Off); the Middle; the Head, with the lock house at its top and the weir road on to the weir dock and weir beacon. Two locks, L1 between Tail and Middle and L2 between Middle and Head, each worked by a hand lever at its top, unpowered; opening a lock levels its two basins over about twenty seconds, the higher draining into the lower, and the flow runs on through the Tail into the tail race behind the quay. The direct road climbs beside the locks. The quay beacon's circuit energises the Tail; the weir beacon's circuit energises the Head; the Middle is energised only when joined to one of them by an open lock.
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| Panel position | Powered branch | Intake selected | Beacon that flashes |
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| --- | --- | --- | --- |
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| Quay | The Tail: the quay beacon lit, the Tail's water energised | The quay | The quay beacon |
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| Weir | The Head: the weir beacon lit, the lock-house door live, the Head's water energised | The weir dock, at the far end of the weir road beyond the house | The weir beacon, dark or lit |
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| Off | Nothing | No dispatch: the shut regime, trickles by the tail race grating | None |
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Pursuit range here is the width of the quay's shallows: a body on the stairs above them is not chased.
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**Shared-rule diff.**
| Adds | Changes | Signal | Choice it improves |
@@ 85,7 93,7 @@
link B -> C link B -> L (the portable beacon)
```
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The lockkeeper makes current where there is none: with the panel left on Quay so the crowd holds at the dock and the road is free, the door at the top is dead, and the coil opens it by a discharge into the head basin, which needs a full battery earned from kills on the way up; the insulation beside the battery keeps the bundles off its terminals and lets the surveyor stand at the water's edge for the discharge. The bargeman moves the crowd instead: with the panel thrown to Weir the door is live and the crowd climbs the road toward the weir; the bargeman goes up ahead of it, and on the way back drops the lit portable beacon on the Tail's far bank so the floaters hold there and the dock is clear. One rack fights for ten motes; the other carries a lure and three bundles. Neither is better; the lockkeeper banks fewer bundles and the bargeman shares the road with walkers.
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The lockkeeper makes current where there is none: with the panel left on Quay so the crowd holds at the dock and the road is free, the door at the top is dead, and the coil opens it by a discharge into the head basin, which needs a full battery earned at the crowd's edge before the climb; the insulation beside the battery keeps the bundles off its terminals and lets the surveyor stand at the water's edge for the discharge. The bargeman moves the crowd instead, in the order the rules allow: the first surge enters at the quay and holds at its beacon; the bargeman has already planted the portable beacon, armed and lit, on the Tail's far bank, farther from the crowd than the quay beacon and so ignored while the quay is lit; then the bargeman throws the panel to Weir from the dock. The quay beacon dies, the crowd retargets to the nearest reachable lit beacon, which is the lure across the shallows and not the weir beacon at the top, and crosses to the far bank and holds there; the direct road is clear and the door at the top is live. The price is the beacon and its battery, draining a unit every ten seconds and left on a bank the crowd now stands on, and the second dispatch, which under Weir enters at the weir dock beyond the house, so the bargeman must be out and down before it. One rack fights for ten motes and takes two hits; the other spends a module and a battery and fights nothing. Neither is better.
**Enemies and the precedence question.** This district's surges are mostly floaters with a few walkers: sixty at the first dispatch as fifty floaters and ten walkers. The question a floater poses that a walker cannot: when the water flows, does the crowd follow the light or the flow? The rule: flow, while it flows; light, once it stops. The reader sees it once and can plan on it: open L1 above a quay full of floaters and the quay empties into the tail race for the twenty seconds of the flush, then the survivors walk back toward the lit beacon. Walkers ignore the flow, climb the stairs, and pursue; they are the kill motes.
@@ 98,15 106,15 @@
- **0:00.** The quay dock. The surveyor leaves the panel alone and takes the direct road.
- **1:30.** Two bundles from a wrecked barge on the Tail's bank, into the two cells the surveyor ordered first, under the coil; nothing touches the battery, so nothing leaks.
- **3:00.** Surge one, quay: fifty floaters and ten walkers pour into the Tail's shallows and hold at the quay beacon, between the surveyor and home. The surveyor is at the top of L1.
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- **3:30.** The ten walkers climb the stairs in pursuit. The surveyor holds the top step with the cutter: ten kills, ten motes, collected between bodies into the one battery; two hits taken. Battery ten.
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- **5:00.** The lock house. The door is dead: the head basin is full but unpowered, because the panel is on Quay. The surveyor stands at the basin's edge in insulation and discharges: the head basin is energised for two seconds, the door opens on that current and the surveyor is through it before the current is gone. Nothing was in the water, so nothing sheds. Battery empty.
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- **3:30.** The surveyor comes back down to the crowd's edge, where the quay's shallows meet the foot of the stairs, and works it with the cutter inside pursuit range: the ten walkers come out one and two at a time, ten kills, ten motes walked over as they fall into the one battery; two hits taken; the floaters stay in the water, held by the beacon. Battery ten. The climb begins again at 4:00.
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- **5:00.** The lock house, across the catwalk over the shut L2. The door is dead: the head basin is full but unpowered, because the panel is on Quay. The surveyor stands at the basin's edge in insulation and discharges: the head basin is energised for two seconds, the weir beacon on the same circuit glows steady for those seconds, which moves no crowd because the quay is lit and nearer, and the door opens on that current; the surveyor is through it before the current is gone. Nothing was in the water, so nothing sheds. Battery empty.
- **5:30.** Inside: the level log, read and copied; the crane parts, two of them, one cell each, into the last two empty cells; they are dry metal and do not conduct. The rack is full.
- **7:00.** Out and down. The forecast reads: second surge in one minute, intake quay. The dock is under fifty floaters.
- **7:20.** At the top of L1 the surveyor opens the lock. The Middle drains into the Tail over twenty seconds; the flow carries the floaters through the Tail and out to the tail race grating behind the dock, where the dock's hard stop holds them.
- **7:40.** The flush ends. The surveyor runs the stairs to the quay, thirty seconds.
- **8:10.** Extraction, as the second surge pours in beside the boat: two bundles, two crane parts, an empty battery, two hits taken. The survivors of the flush are walking back toward the quay beacon as the boat leaves.
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Notebook: floaters ride the flow; a lock can flush a quay for twenty seconds; the house door wants the head basin live, and the panel cannot light it without lighting the road, but the coil can; the boards are painted with dispatch times.
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Notebook: floaters ride the flow; a lock can flush a quay for twenty seconds; the house door wants the head basin live, and the panel lights it only by lighting the weir road too, while the coil lights it, and the weir beacon with it, for two seconds; the boards are painted with dispatch times.
**Ledger, lockkeeper.** One battery, capacity ten.
@@ 129,6 137,14 @@
**The ground.** The depot at the foot, ankle-deep across its yard, with the depot dock, the yard beacon, the gates to the dock road, and the panel (Rail, Gates, Off). The incline road and the rail climb side by side to the summit station, a shelter, with the pass gate to the Exchange, the summit berth on the upper canal, and the timetable board. The rail is a metal channel: it carries current along its length while the panel is on Rail, and glows faintly to show it. The tram has one lever, up or down, and a lamp switch; it moves only while the rail is powered; the pass gate is on the rail's circuit and is open while the rail is powered.
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| Panel position | Powered branch | Intake selected | Beacon that flashes |
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| --- | --- | --- | --- |
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| Rail | The rail, the tram's lamp and the pass gate | The yard | The yard beacon, dark under Rail: it flashes at the dispatch and is dark again after it |
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| Gates | The depot gates and the yard beacon | The yard | The yard beacon, lit |
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| Off | Nothing | No dispatch: the shut regime, trickles down the incline road from the upper city | None |
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The tram's lamp is a lure only: it draws entered crowds as a lit beacon and never flashes, never selects an intake and never dispatches. This district has one intake, the yard, whichever branch is powered. Pursuit range here is the tram's length: a body a car-length behind the step is not chased.
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**Shared-rule diff.**
| Adds | Changes | Signal | Choice it improves |
@@ 159,12 175,12 @@
- **0:00.** The summit berth. The surveyor descends the stairs beside the rail to the depot to fetch the tram, which is at the foot.
- **1:00.** The depot panel to Rail: the rail glows, the tram's lamp lights, the pass gate above opens, and the depot gates go dark. The tram is now a lit beacon standing in the yard.
- **3:00.** Surge one, yard: sixty walkers enter the flooded yard and walk to the nearest lit beacon, which is the tram. The surveyor boards and puts the lever up.
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- **3:30.** The tram climbs, slow on the slope; the crowd follows the lamp up the incline road twenty metres behind. Halfway, a heavy stands on the rail and the tram stops against it. The surveyor kills it from the step in the seconds the cutter needs, and takes its large mote: five units into the coil's battery, first on the list.
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- **4:30.** The stop cost the lead. The crowd's front reaches the tram's step on the slope, and the surveyor holds the step with the cutter for the last of the climb: ten kills, ten motes, collected as they fall. By the priority list the coil's battery fills to ten and the arc's takes the last five: ten and five.
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- **3:30.** The tram climbs, slow on the slope; the crowd follows the lamp up the incline road twenty metres behind. Halfway, a heavy stands on the rail and the tram stops against it. The surveyor steps down to the roadbed, kills it in the seconds the cutter needs, and walks over its large mote: five units into the coil's battery, first on the list.
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- **4:30.** The stop cost the lead. The crowd's front reaches the standing tram, and the surveyor holds the roadbed beside the step with the cutter inside pursuit range: ten kills, ten motes, each walked over where it fell before the next body arrives; two hits taken. By the priority list the coil's battery fills to ten and the arc's takes the last five: ten and five. The surveyor steps up and puts the lever up, and the tram pulls away from the crowd on the flat above the heavy's stretch.
- **5:30.** The summit station. The surveyor steps off, throws the lamp switch off and the lever down, and the tram rolls back down the incline dark. The crowd on the slope has no lit beacon to reach and spreads along the incline road it is on.
- **6:00.** One bundle from the summit stores into the last cell. The timetable board, read and copied. The pass gate is open; the surveyor looks through at the Exchange's edge and does not go in.
- **8:00.** Surge two, yard: eighty walkers enter the depot, where the tram stands dark and the yard beacon is dark, and spread across the yard.
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- **9:40.** Extraction at the summit berth: one bundle, ten and five units lost at the dock, no hits taken. The rail is left powered; the depot gates are left dark; the notebook records both.
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- **9:40.** Extraction at the summit berth: one bundle, ten and five units lost at the dock, two hits taken. The rail is left powered; the depot gates are left dark; the notebook records both.
Notebook: the lamp tows; a heavy on the rail costs the lead; putting the lamp out drops the crowd where it stands; the board keeps the network's time.
@@ 188,6 204,14 @@
**The ground.** The mole, a stone road from the mole dock (held) to the signal house, exposed; the flats, a wide bed between the mole and the house, dry at low tide, chest-deep at high, with wrecks stranded on it; the flats beacon on the mole's landward end and the mole beacon at the house's end; the barrier gates in the sea wall beyond the house, standing open; the tide staff painted on the house. The district panel is in the house (Flats, Mole, Off). The tide: low from the expedition's start, rising from 2:00, high from 6:00 to 8:00, falling from 8:00, low again by 12:00. The dispatch schedule runs as usual; the sea's arrivals run on the tide.
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| Panel position | Powered branch | Intake selected | Beacon that flashes |
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| --- | --- | --- | --- |
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| Flats | The flats beacon and, at high water, the house's lever line through the joined flats | The flats, at the mole's landward end | The flats beacon |
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| Mole | The mole beacon at the house's end | The mole, at the house's end | The mole beacon |
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| Off | Nothing | No dispatch; the sea's arrivals continue by the open gates | None |
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The staff is marked where the flats join the beacon's line, two hands above the second mark. Pursuit range here is the length of the house's steps.
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**Shared-rule diff.**
| Adds | Changes | Signal | Choice it improves |
@@ 206,7 230,7 @@
link B -> C (no battery)
```
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The tidewatcher stays: coil, one battery, insulation, kit and three bundles, the rack full; it earns a battery from the walkers that wade to the house, discharges into the flats at high tide when the whole crowd is in one body of water, and works the lever when the tide powers it. The runner carries no battery at all: kit, insulation, three bundles and three empty cells for the crossing's finds, crossing at low tide, throwing the house panel to Mole so the first surge lands away from the flats, reading the log, and crossing back before the water closes, without touching the lever. One rack makes the district's decision; the other reads it and goes home with cargo. The runner's charge is simply lost, which is the point of its rack.
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The tidewatcher stays: coil, one battery, insulation, kit and three bundles, the rack full; it earns a battery at the crowd's edge on the wetting flats, discharges there when the flats are one body of water when the whole crowd is in one body of water, and works the lever when the tide powers it. The runner carries no battery at all: kit, insulation, three bundles and three empty cells for the crossing's finds, crossing at low tide, throwing the house panel to Mole so the first surge lands away from the flats, reading the log, and crossing back before the water closes, without touching the lever. One rack makes the district's decision; the other reads it and goes home with cargo. The runner's charge is simply lost, which is the point of its rack.
**Enemies and the precedence question.** Walkers from the dispatches and floaters from the sea. The question: when the flats are one body of water and the crowd stands in it, a single discharge from the house's step stuns everything on the flats, and the yield is huge; but the stun lasts eight seconds and the crossing takes a minute, so the discharge buys charge and not passage. Charge or passage is the district's question, and the tide answers it differently every two minutes.
@@ 221,13 245,13 @@
- **2:00.** The tide turns; the staff shows it; the notebook records the minute.
- **2:30.** The house, a shelter. The gate lever: dead. The log, read and copied.
- **3:00.** Surge one, flats: sixty walkers enter on the wetting flats and hold at the flats beacon, on the mole's landward end, across the surveyor's way home.
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- **3:30.** Ten walkers wade to the house's steps in pursuit; the cutter takes them on the steps: ten motes, battery ten.
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- **4:30.** The flats are knee-deep and one body of water, energised by nothing. From the house's step in insulation the surveyor discharges: the fifty organisms standing in it are stunned; five large motes, twenty-five units; the battery, emptied by the discharge, takes ten and fifteen are lost as overflow. Battery ten again. The crossing is still a minute and the stun is eight seconds: the surveyor stays.
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- **3:30.** The surveyor wades out in insulation, shin-deep, thirty seconds to the crowd's edge at the flats beacon, and works the edge with the cutter inside pursuit range: ten walkers, ten kills, ten motes walked over as they fall; two hits taken. Battery ten.
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- **4:30.** The flats are knee-deep and one body of water, energised by nothing. Standing at the crowd's edge in insulation the surveyor discharges: the fifty organisms in the water are stunned for eight seconds; five large motes fall among them, twenty-five units; the surveyor walks over the two nearest during the stun, ten units into the battery the discharge just emptied, and the other three fade where they fell. Battery ten again. The stun ends as the surveyor wades back, and the water is at the waist by the house's steps at 5:30. The crossing to the mole was a minute at 4:30 and is closing: the surveyor stays.
- **6:00.** High tide. The flats beacon is lit and the flats join the house's line: the lever is powered. The surveyor shuts the gates. The sea's trickle along the mole, ten floaters that came in on the rising tide, stops arriving; those ten walk to the nearest lit beacon they can reach, the flats beacon, and join the crowd there.
- **8:00.** Surge two, flats: eighty walkers join the recovered crowd, holding at the flats beacon in chest-deep water. The tide turns.
- **9:00.** The house panel to Mole: the flats beacon dies and the mole beacon at the house's end lights; a hundred and forty organisms walk off the flats onto the mole road toward the house, which is a shelter, and hold at the beacon below its steps. The flats are clearing as the water falls.
- **12:00.** Low tide. Surge three, mole: a hundred more join the crowd at the mole beacon. The surveyor leaves the house by the flats side and crosses the dry bed to the mole dock, away from the crowd.
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- **13:30.** Extraction: three bundles, a full battery lost at the dock, no hits taken. The gates are shut for good.
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- **13:30.** Extraction: three bundles, a full battery lost at the dock, two hits taken, none since the harvest. The gates are shut for good.
Notebook: the lever wants high water and the lit flats; the discharge buys charge, not passage; the panel moves the crowd off the flats while the tide drains them; the gates were open on purpose.
| 4:30 | discharge into the flats, then harvest | 25 | 10 | 10 | 15, overflow | 10 |
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| 4:30 | discharge at the crowd's edge, then harvest | 25 | 10 | 10 | 15, fade | 10 |
| 13:30 | extracted; charge lost at the dock | | | 0 | 10, dock | |
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Dropped thirty-five; collected twenty; spent ten; fifteen lost as overflow and ten at the dock.
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Dropped thirty-five; collected twenty; spent ten; fifteen lost to fade where they fell and ten at the dock.
**Assets.** Reuses ground and water tiles with the Lock Flight's animated water level, lamps, cables, panel, the humanoid mass and the floater. Gaps: the barrier gates, the mole, the tide staff, the stranded wrecks. Nothing is claimed available.
@@ 273,6 297,7 @@
- **COL-I4, the baseline return after a shutdown.** Adopted and written into the contract's state table: gravity docks, dry routes and hand-worked machinery survive Stop; powered conveniences go dormant; nothing banked is lost.
- **COL-I5, the reusable service loop in place of three decisions.** Adopted as structure; the four-bundle prices are Colony's proposals, and the Districts page's constraint stands: every unlock must be payable from the salvage of required expeditions, or the campaign has become a grind.
- **COL-I6, a player-selected defence.** Adopted; section 2's refuge paragraph is the result.
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- **Persistence and Stop at the refuge (PMR006 3 and 4).** The contract now states what persists: switched state and authored commitments persist as left, temporary electrical effects and entered crowds do not, and carried charge and unbanked finds are lost at the dock or on rescue; Colony mirrors that rule in place of its inherited reset sentence. The refuge's circuit is fed with the pumping district's and dies with it, late in Stop's cascade; the world designer's proposed salvage-fed pump reserve is declined, as Colony recommends, so after Stop the refuge keeps its dry landing and manual bench and loses only its powered conveniences.
- **The crane parts** from the Lock Flight are the assembly's material, so a discovery, not a haul, opens the colony's advanced service.
One lasting, visible refuge consequence beyond a different loadout menu, as PMR004 asks: the refuge's board, which shows every district's forecast, bank position and gate state the player has repaired or set, and which goes dark district by district after Stop.
@@ 283,7 308,7 @@
The World and Mystery Designer owns the mystery and has written the campaign thread (WLD103, World and Mystery r19 and r20); this page adopts it. The campaign question, in their words: the district relays are one network, kept in time from somewhere upstream; what, at its head, is still keeping time, and for whom? The first campaign clue is already in the pumping district: after the player shuts the relay, the drum stops and the thin cable entering the room from outside still pulses on the old cadence. Every district contributes six things by the world page's rule, and section 3 applies it: the locks' painted gauges and the tram's timetable board are one clue in two forms; the barrier's gate log has its redundant form in the Collector's intake gauge; the Exchange, the Collector and the Head-works carry their clues as written on the world page and the Districts pages.
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**PM's D024 chooses Answer A for the next draft:** nobody is left; the city runs on charge harvested from the Flood; the head-works' choice is the relay-room choice at scale, and Stop darkens the districts in turn, the colony's pump included, while the gravity docks keep everyone alive. Answer B, the keepers, is preserved as the documented alternative. The lead recommended A in r1 and the reasons stand: it needs no new presence, it makes the ending the same kind of choice the owner found promising at the relay, and it is also an asset decision, since B needs a human figure the design has otherwise avoided. What A requires of the rules, the fixed-power source, the dispatch condition, the empty flash and the Stop consequence, is now in the contract's sections 2, 3 and 9 as the lead's proposal for the world designer to correct.
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**PM's D024 chooses Answer A for the next draft:** nobody is left; the city runs on charge harvested from the Flood; the head-works' choice is the relay-room choice at scale, and Stop darkens the districts in turn, the colony's pump included, while the gravity docks keep everyone alive. Answer B, the keepers, is preserved as the documented alternative. The lead recommended A in r1 and the reasons stand: it needs no new presence, it makes the ending the same kind of choice the owner found promising at the relay, and it is also an asset decision, since B needs a human figure the design has otherwise avoided. What A requires of the rules, the fixed-power source, the dispatch condition, the empty flash and the Stop consequence, is in the contract's sections 2, 3 and 9 and on World r22, which carries the same state table with the fiction; the critic's REV104-1 to -5 are answered there and in the contract.
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@@ 301,7 326,18 @@
| Refuge | At stake, not a district | Defence, optional | Arrivals on a landing | None | The board; the pump; the held docks | Same / none new | Colony; the optional defence is a sketch |
| Salt Pans | Deferred | | | | | | Not counted |
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**Asset burden, honestly.** Every district reuses the pumping district's categories: ground and water tiles, lamps, cables, panels, boards, the humanoid mass. One animated water-level system serves the locks, the tide and the Collector's basins. The new categories are the rail and tram, lock and barrier gates, the Collector's wheels and meters, the head-works' governor, races and dam exterior, and eight enemy silhouettes derived from the base mass, which is Combat's stated cost. No free asset has been located for any of these and none is claimed; the Brief's rule that every shortlisted asset is recorded with source, creator, terms and intended use applies, and the asset-licences reference page governs what a free licence permits.
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**Presentation categories, one list (D025; PMR006; X31).** Three counts were in circulation, this page's three silhouettes, Combat's six and the roster's eight; they counted different things. One list, by what each element would actually cost, for the Reference Researcher's audit:
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| Category | Elements | Count |
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| --- | --- | --- |
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| Reuse of the pumping district's categories | Ground and water tiles, lamps, cables, panels, boards, signs, walkways, the humanoid mass, wreck and barge props, the tide staff as a painted sign | 0 new |
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| Pose or scale of the base body | Anchor (half-submerged, still), Carrier (leaning at its target), Grounder (up a cable), Floater (low in the water), Heavy (the base body scaled) | 0 new bodies; 5 poses |
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| Engine-drawn cue | Target line, crowd ring, arcs, drips, the dispatch flash, the empty flash's hollow marker, the Spark's flicker, the Floater's wake, meter needles, the rail's glow | 0 assets |
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| Licensed edit of a free asset | The base humanoid mass tinted and resized, the one-district assumption unchanged; the Crust's encrustation as an edit of that body | 1 base body, 1 edit, each only under a licence that permits adaptation |
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| New asset, environment | The rail and tram; lock gates; barrier gates; the Collector's wheels and meters; the Exchange's drums and bank; the governor; one animated water level serving three districts | 7 categories |
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| Cut candidate | The reservoir and dam exterior, a distant backdrop or a wall rather than a modelled place; the tally room, optional on the Head-works page; the prod and rivet driver as held items, a line and a hand drawn by the engine | 3 named |
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So the roster's cost is one body and one edit, not eight creatures; the campaign's environment cost is seven new categories, none located free, with three cut candidates. No availability is claimed. The Reference Researcher's REF109 audit checks specific free candidates, creators, licences and edit restrictions against this list, and only verified gaps go to the owner as a purchase or custom-asset decision (D025); the Brief's rule that every shortlisted asset is recorded with source, creator, terms and intended use applies.
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@@ 332,7 368,8 @@
3. **The campaign's answer.** The machine, Answer A (D024), with the keepers preserved. Recommendation: A, for the reasons in section 6.
4. **The roster and the weapons.** Eight enemy roles, three primaries and nine modules, no damage numbers. Recommendation: yes; more only by the same tests.
5. **The setting and the enemy's identity** remain yours, as before; the roles' names are placeholders the world designer will rename.
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6. **The ending's shape.** Stop, Keep, or slower, at the head-works, with the Districts page's two routes in; PMR004 asks the Campaign designer to make the slower position distinct or merge it. Recommendation: decide after that correction.
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6. **The ending's shape.** Stop, Keep or Leave at the head-works, the relay room's three shapes at city scale, with the Districts page's two routes in; the slower position is merged into Keep, which is the one reversible outcome. Recommendation: yes.
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7. **Authored art.** The one-district design assumed one likely custom asset, the enemy body. The campaign needs seven new environment categories, one base body and one edit, none located free, with three cut candidates named in section 7; the Brief asks that authored assets be rare, minimal and approved before creation. Recommendation: no purchase or custom request yet; the Reference Researcher audits free candidates against the list first, and only verified gaps come to you.
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@@ 340,6 377,8 @@
**Rule ownership after this revision** (PMR004 4: the lead records which definitions now own the rule). The four clauses, the dispatch condition, the state table and readable state: the shared rule contract. Precedence, press, targeting, damage and status grammar: Combat Rules. The roster: Enemies and its role pages, the Floater included. Rack, links, leakage, collection priority, field handling and accounting: Inventory and Charge, with the catalogue on Equipment and its item pages and acquisition on Build Paths. The colony loop, services, refits and the defence option: Colony. District order, travel, the progression map, the count test, the duration hypothesis, the Collector and the Head-works: Districts and its pages. The Lock Flight, the Tram Incline, the Tidal Barrier and the Exchange outline: this page, until the Campaign designer and the lead cut them to district pages in one agreed edit. The mystery, the campaign question and the clues: World and Mystery. The pumping district's rules and examples: the Design Document, until the editor's transfer.
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**Sources read for r3.** PM Reviews PMR006 a28870 and checkpoint da9eb5; Tasks b72189; Brief 77e392 (D025); Hub 2f20ec; Design Review REV104 r2 908e01; World and Mystery r22 da3639; Combat Rules r4 91a866; Enemies r5 9a72af; 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 (X31); Clarity Q49 and Q50 (fc0461). The contract at r4 was written from the same sources.
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**Sources read for r2.** PM Reviews PMR004 ed0def and PMU005 e8c3d4; Brief 70b6b1 (D022 to D024); Tasks 9569fc; Hub c33d3c; Expansion Brief d97965; Design Index 0ee6d3; Campaign 9d3590 (the Campaign designer's note); Districts r2 acb797, the Collector 40f2b5, the Head-works 6bf2a7; Combat Rules r2 1126c3, Enemies r3 0822dd and the eight role pages; Equipment a44990, Build Paths a9a288, Inventory and Charge 73eb77, Cutter 9618ad, Alternative Tools e6aed6; Colony a1046d; World and Mystery r20 7699de; Design Review REV104 r1 80a882; Reference index 454f11 (REF108). The contract at r3 was written from the same sources.
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**PM report.** Task DES104 r2 against PMR004 1 to 4; artifact Hold the Flood/Campaign r2 (r1 34dc09 and 9d3590 in history), with the shared rule contract r3 as its rules. Changed decisions: none canonical; D022 to D024 integrated as provisional; the lead's dispositions of R1 to R10, E1 to E8, C1 to C8 and COL-I1 to I6 are recorded on the contract and here. Evidence: three written expeditions re-derived under the eight-cell rack and the priority rule, with ledgers that close; the owner narrative's four beats each point at a designed page; no player data; nothing built, simulated or tested; no asset located or claimed. Risks: section 9. Next handoff: the critic's REV104 on this revision and the contract's r3; World to correct the state table's fiction and adopt the dispatch sentence; Combat and Equipment's joint effect table and corrected encounters; the Campaign designer's PMR004 3 corrections and the baseline path; the cut of sections 3.1 to 3.4 to district pages by agreement; PM's next review. No PM request.
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**PM report.** Task DES104 r3 against PMR006's five blockers and REV104 r2; artifact Hold the Flood/Campaign r3 (r2 b92234, r1 34dc09 and 9d3590 in history), with the shared rule contract r4 as its rules. PMR006 1 to 5: the two-second coil window stands as canonical, countersigned by Equipment at Coil r2 and pending Combat's table; the Spark row is chosen, Combat's, no stun and no organism damage; the persistence rule is stated in the contract; the refuge's place in Stop's cascade is stated and the pump reserve declined; the ending copy is Stop, Keep or Leave. REV104-6 to -10: the Tidal harvest is collected where it falls; each first battery is earned at a crowd's edge inside a stated pursuit range; each new district tables its panel; the two precedence sentences are corrected. D025 and X31: one presentation-category list, and authored art put to the owner. Changed decisions: none canonical. Evidence: the three ledgers re-derived, closing; no player data; nothing built or tested; no asset located or claimed. Risks: section 9, and that the pursuit range's value is a proposal every scene now leans on. Next handoff: the critic's REV104 on this revision and the contract's r4; Combat to countersign the two-second window and the Spark row; Colony to mirror the persistence rule and the cascade; the Reference Researcher's audit against section 7's list; the Campaign designer's CAM102; PM's next review. No PM request.