Commit 7daf34

2026-09-06 23:13:08 Anonymous: DES104 r4 against REV104 r4/r5 and Q51: the bargeman's plan written to the lure's hundred seconds with the prod as primary (REV104-14); Heavy's number restored (REV104-13); Weir intake beside its beacon, Tram board shows no intake under Off (REV104-9); floater never leaves water, the surveyor steps out of range on the flats, the door's crank (REV104-8, minor); Exchange pointed to the Campaign designer's new page; section 8 carries the accepted 35-expedition / 8.4-hour baseline with PM's caveats (Q51); section 7 cites REF110; countersignature status; sources and PM report
hold the flood/campaign.md ..
@@ 1,6 1,6 @@
# Hold the Flood — Campaign (DES104)
- **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.**
+ **DES104 r4 · 2026-09-06 · Lead Game and Systems Designer · In review · Revised against the critic's REV104 r4 and r5 and the reader's Q51: the bargeman's plan is written to the lure's hundred seconds; the Weir intake sits beside its beacon and the Tram's board shows no intake while the panel is Off; the Heavy has its number back; a floater never leaves water; the Exchange points to its new page; section 8 carries the Campaign designer's accepted baseline with PM's caveats; section 7 cites REF110. r3 (6e4b59) was revised against PMR006's five blockers and 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.**
[Expansion Brief](/Hold%20the%20Flood/Expansion%20Brief) · [Design Index](/Hold%20the%20Flood/Design%20Index) · [Shared rule contract](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction) · [Districts](/Hold%20the%20Flood/Districts) · [Enemies](/Hold%20the%20Flood/Enemies) · [Combat Rules](/Hold%20the%20Flood/Mechanics/Combat) · [Equipment](/Hold%20the%20Flood/Equipment) · [Build Paths](/Hold%20the%20Flood/Equipment/Build%20Paths) · [Colony](/Hold%20the%20Flood/Colony) · [World and Mystery](/Hold%20the%20Flood/World%20And%20Mystery) · [Design Document](/Hold%20the%20Flood/Design%20Document) · [Design Review](/Hold%20the%20Flood/Design%20Review) · [PMR004](/Hold%20the%20Flood/PM%20Reviews/PMR004)
**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.
@@ 22,7 22,7 @@
**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.
- **What is designed and what is a hypothesis.** Three districts are in depth on this page, with written expeditions and charge ledgers that close under the rules as now ruled; two more, the Collector and the Head-works, are in depth on the Campaign designer's pages; the Exchange is an outline; the pumping district is the Design Document. The enemy roster, the equipment catalogue and the colony loop are the specialists' proposals, linked below, with the lead's dispositions recorded in the bookkeeping. No hours figure is given here: the Campaign designer's bottom-up hypothesis exists on the Districts page and PM has not accepted it; section 8 says why a number still waits.
+ **What is designed and what is a hypothesis.** Three districts are in depth on this page, with written expeditions and charge ledgers that close under the rules as now ruled; three more, the Collector, the Head-works and the Exchange, are in depth on the Campaign designer's pages; the pumping district is the Design Document. The enemy roster, the equipment catalogue and the colony loop are the specialists' proposals, linked below, with the lead's dispositions recorded in the bookkeeping. The length is the Campaign designer's bottom-up hypothesis, which PM accepts as a content-backed drafting hypothesis and not as measured playtime: about thirty-five expeditions and eight and a half hours of authored expedition beats, with optional visits separate; section 8 carries it with its caveats.
**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.
@@ 71,7 71,7 @@
| Panel position | Powered branch | Intake selected | Beacon that flashes |
| --- | --- | --- | --- |
| Quay | The Tail: the quay beacon lit, the Tail's water energised | The quay | The quay beacon |
- | 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 |
+ | Weir | The Head: the weir beacon lit, the lock-house door live, the Head's water energised | Beside the weir beacon at the weir road's end, beyond the house; the weir dock past it is a hard stop | The weir beacon, dark or lit |
| Off | Nothing | No dispatch: the shut regime, trickles by the tail race grating | None |
Pursuit range here is the width of the quay's shallows: a body on the stairs above them is not chased.
@@ 81,19 81,19 @@
| Adds | Changes | Signal | Choice it improves |
| --- | --- | --- | --- |
| Locks: a hand lever moves water between two basins; levels are full, half or dry; a dry bed is walkable and does not conduct | Nothing in what power, signal or charge mean | A gauge board at each lock (indicator) shows both levels; moving water is visibly moving | Move the water instead of the crowd, and draw the wire yourself |
- | Floaters: an enemy role carried by flowing water, unable to climb locks or ladders (owned by Combat on the merged roster) | Its role target, the flow, sits on the precedence stack's line 2: flow while the water flows, light once it stops | Rides low, with a wake | Flush a quay instead of fighting it |
+ | Floaters: an enemy role carried by flowing water, unable to climb locks or ladders, and never leaving water, so it pursues nothing on dry ground (owned by Combat on the merged roster; the Floater page carries it) | Its role target, the flow, sits on the precedence stack's line 2: flow while the water flows, light once it stops | Rides low, with a wake | Flush a quay instead of fighting it |
| The prod: a second primary, a lock-keeper's pole that pushes the nearest body back a step and kills nothing; its brace takes one cell (Equipment's Alternative Tools) | Nothing; the push is movement, not a status | The body staggers back; the weapon's target line | Hold a catwalk or a doorway without spending health or drawing charge |
**Two loadouts.**
```
Lockkeeper Bargeman
- C C B I S L B K
+ C C B I S L B W
S S . . S S . .
- link B -> C link B -> L (the portable beacon)
+ link B -> C link B -> L (the portable beacon); W is the prod's brace, the prod being the primary
```
- 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.
+ 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, written to the lure's number: a lit portable beacon drains a unit every ten seconds, so a full battery buys a hundred lit seconds, which is the climb and not the return. The first surge enters at the quay at 3:00 and holds at its beacon. At 3:30 the bargeman crosses the shallows' edge to the Tail's far bank, out of pursuit range, plants the beacon dark, and at 3:50 arms it; the crowd ignores it while the quay beacon is nearer and lit. Back at the dock by 4:10, the bargeman throws the panel to Weir: the quay beacon dies, the crowd retargets to the nearest reachable lit beacon, the lure across the shallows and not the weir beacon at the top, and crosses to the far bank; the direct road is clear and the door at the top is live. The bargeman climbs and is in the house by 5:00. At about 5:30 the lure dies: the ten walkers retarget to the weir beacon and take the direct road up past the house to the weir road's end, and the fifty floaters, which cannot climb, have no reachable beacon and spread along the Tail. The bargeman leaves the house at 6:30 behind the walkers, not ahead of them, comes down the direct road, reaches the quay at 7:30 through the edge of the spread floaters, holding the foot of the stairs with the prod, which pushes and never kills, and extracts at 7:50, before the second dispatch, which under Weir enters beside the weir beacon at the top. The price is the beacon and its battery left on the far bank, the prod's brace in the cell a bundle would have had, and a return through a spread crowd instead of past a held one. One rack fights for ten motes and takes two hits; the other spends a module and a battery, kills nothing, and reads the district's water and light in one trip. 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.
@@ 107,7 107,7 @@
- **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.
- **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.
- - **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.
+ - **5:00.** 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, and the door shuts behind them when the two seconds end; the way out at 7:00 is the door's hand crank, which every hatch has. 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.
@@ 151,7 151,7 @@
| --- | --- | --- | --- |
| A powered rail: a dry conductor that carries the depot circuit up the incline | Nothing: a channel need not be water | The rail glows while powered | The panel's price is felt at a distance |
| The tram: a moving shelter whose lamp is a beacon while lit and the rail is powered; the third kind of beacon after the district's and the portable one | Adds a beacon; changes no rule about beacons | The lamp is steady while lit; the tram is visibly a lamp on wheels | Tow a crowd, send it away, or hold it at a station |
- | Heavies: an enemy role that blocks rails and doorways, cannot be cleared by the cutter in useful time, drops a large mote when killed and counts as ten for the stun yield (Combat's wording) | Nothing | Size | Kill for charge, stun to pass, or route around |
+ | Heavies: an enemy role that blocks rails and doorways, takes ten hits, about five seconds of the cutter, drops a large mote when killed and counts as ten for the stun yield | Nothing | Size | Kill for charge, stun to pass, or route around |
**Two loadouts.**
@@ 170,12 170,12 @@
**Consequences.** For another district: the summit berth is supportable only if the Lock Flight's upper canal is joined, and reaching the Exchange needs the rail powered, which leaves the depot's gates dark for every later visit until the colony chooses otherwise. For the refuge: the incline is the only dry road between the lower and upper city, so a tram left at the summit with its lamp lit draws the next surge uphill and away from the refuge's water; a tram left at the depot draws it down. For a return: heavies gather where the tram was left.
- **Written expedition, tram crew, the district's second visit; the summit berth supported.** Rack: coil, arc, two empty batteries, insulation, kit, one empty cell; priority: the coil's battery, then the arc's. Panel found Off. Forecast: first surge at 3:00, intake yard; second at 8:00, intake yard.
+ **Written expedition, tram crew, the district's second visit; the summit berth supported.** Rack: coil, arc, two empty batteries, insulation, kit, one empty cell; priority: the coil's battery, then the arc's. Panel found Off, so the board shows the schedule and no intake; from 1:00, when Rail is thrown, it reads: first surge at 3:00, intake yard; second at 8:00, intake yard.
- **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.
- - **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.
+ - **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 ten hits, about five seconds, and walks over its large mote: five units into the coil's battery, first on the list.
- **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.
@@ 245,8 245,8 @@
- **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.
- - **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.
- - **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.
+ - **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. The surveyor steps back a pace out of pursuit range and waits in the shallows; the flats are one body of water, so the discharge does not need the edge.
+ - **4:30.** The flats are knee-deep and one body of water, energised by nothing. Stepping in again to 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.
@@ 269,9 269,9 @@
**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.
- ### 3.4 The Exchange, in outline
+ ### 3.4 The Exchange, in outline; deep on its own page
- The world designer's example district, with its mystery contribution written on their page; this outline adds the machinery problem and the rule that prices it. A dry hall where every district's signal cable meets: drums ticking together on one shaft, turned by a race whose head the player cannot see, and a routing bank, a panel with one position per district, that sets which district receives the trunk's permission. A district whose position is dark is in the shut regime, unannounced trickles that grow and a dark forecast, never a district with no Flood in it; its arrivals obey ordinary targeting once inside, so lit beacons still route them (PMR004). The bank's price, stated as a rule the way the panel's was: a lit position gives the player the forecast and the announced, routable surge in that district, which is the thing the whole game is played with; a dark position takes both away there. To withhold the Flood from a district is to give up reading it there; that coupling is the argument that the bank does not dominate, and its magnitude is for later validation, not proof. Conduction across the dry hall is by the cable reel. The Carrier, the merged role that walks to the nearest reachable loose charge within a short range in preference to a lit beacon, makes a carried battery a beacon: the surveyor caches charge or is hunted for it; it leans toward what it wants and the forecast draws its target. The pumping district's dead drum is listed on the bank, which is the first campaign clue in its second form.
+ The world designer's example district, with its mystery contribution written on their page, and now deepened by the Campaign designer to the standard of the three districts above on [the Exchange](/Hold%20the%20Flood/Districts/The%20Exchange) (CAM102), which keeps this outline entire and adds the ground, the panel, the interaction that takes time, two loadouts, a written expedition and the failure case; this outline adds the machinery problem and the rule that prices it. A dry hall where every district's signal cable meets: drums ticking together on one shaft, turned by a race whose head the player cannot see, and a routing bank, a panel with one position per district, that sets which district receives the trunk's permission. A district whose position is dark is in the shut regime, unannounced trickles that grow and a dark forecast, never a district with no Flood in it; its arrivals obey ordinary targeting once inside, so lit beacons still route them (PMR004). The bank's price, stated as a rule the way the panel's was: a lit position gives the player the forecast and the announced, routable surge in that district, which is the thing the whole game is played with; a dark position takes both away there. To withhold the Flood from a district is to give up reading it there; that coupling is the argument that the bank does not dominate, and its magnitude is for later validation, not proof. Conduction across the dry hall is by the cable reel, bridging the hall's exposed power terminals up to about six metres apart, as the Exchange page places them. The Carrier, the merged role that walks to the nearest reachable loose charge within a short range in preference to a lit beacon, makes a carried battery a beacon: the surveyor caches charge or is hunted for it; it leans toward what it wants and the forecast draws its target. The pumping district's dead drum is listed on the bank, which is the first campaign clue in its second form.
---
@@ 282,9 282,9 @@
- **The rack is eight cells from the outset, with pickups in a player-set order** ([Inventory and Charge](/Hold%20the%20Flood/Mechanics/Inventory%20And%20Charge), E1 to E7; D023). r1's third row unlocked by the crane parts is withdrawn: Equipment's argument that a fixed frame with room for one signature combination plus cargo or a countermeasure creates more decisions than a capacity ladder is better than mine, and PM chose it. The crane parts now pay for the colony's service assembly (section 5).
- **Weapons: the cutter, the prod and the rivet driver; the arc is a module** ([Equipment](/Hold%20the%20Flood/Equipment), [Alternative Tools](/Hold%20the%20Flood/Weapons/Alternative%20Tools)). One primary at a time; an alternative primary costs a cell for its brace and gives up the arc's host. The reason to keep the cutter is charge; the reasons to switch are position (the prod) and a penetrating line (the rivet driver). No damage ladder, by Combat's R8, adopted.
- **The roster is eight roles, merged** ([Enemies](/Hold%20the%20Flood/Enemies), [Combat Rules](/Hold%20the%20Flood/Mechanics/Combat)): Walker, Floater, Heavy, Carrier, Anchor, Crust, Spark, Grounder. r1's four are in it: the Walker under Combat's name of the same role, the Floater transferred to Combat with its flow rule, the Heavy with Combat's wording, the Static merged into the Carrier with the Carrier's targeting sentence and the Static's short range. Each role deletes one assumption and reads by silhouette, never by tint or brightness alone.
- - **Rulings the specialists asked the lead for:** the precedence stack (R1) and the bounded press (R2) are adopted as the drafting rules; a discharge keeps water energised for two seconds and stuns for eight (R3); the arc chains body to body and not through energised water (R10 declined, the bounded model PM recommended); a role may darken a beacon (R9, allowed under the contract's test; World names it); three statuses, closed (R7); the arc takes ten seconds, not the Glossary's twenty (C8).
+ - **Rulings the specialists asked the lead for:** the precedence stack (R1) and the bounded press (R2) are adopted as the drafting rules; a discharge keeps water energised for two seconds and stuns for eight (R3); a Spark's death is a hazard to the surveyor only, chosen at contract r4 and final, while the Combat and Spark pages still carry the crossed r3 row (REV104-15, theirs to mirror); the arc chains body to body and not through energised water (R10 declined, the bounded model PM recommended); a role may darken a beacon (R9, allowed under the contract's test; World names it); three statuses, closed (R7); the arc takes ten seconds, not the Glossary's twenty (C8).
- **Build paths.** [Build Paths](/Hold%20the%20Flood/Equipment/Build%20Paths) gives three families, the Circuit Harvester, the Route Shepherd and the Salvage Breacher, each with an early, middle and late choice and a branch. The four beats on the owner page use them. The lead's early, middle and late table from r1 is superseded by that page.
- - **What Combat and Equipment still owe, per PMR004:** one joint effect table for fixed power, coil, arc and Spark, using the numbers ruled above, and the corrected Encounters A and B. The lead resolves any residual disagreement in that submission.
+ - **Where the countersignatures stand:** Equipment has countersigned the contract in full (Equipment r3); Combat countersigned the coil window and R1 to R9 at Combat r5 and corrected both encounters, and still carries the crossed Spark row and a request that fixed power not energise open channel water, which the contract declines with its reason.
---
@@ 319,10 319,10 @@
| Pumping | Power against signal | Hauler, electrician, harvester, arc hauler (to be redrawn on eight cells) | Walkers at a door | The relay | Local outcome; permitted at the Exchange | Tiles, water, lamps, cables, mass / none new | Designed; Design Document, Lead |
| Lock Flight | Water moved | Lockkeeper, bargeman | Floaters and walkers; flow against light | The locks kept the timetable | Service assembly; upper canal; weir dock | Same / lock gates, water levels, prod | Deep, 3.1; Lead, to transfer |
| Tram Incline | Light moved | Tram crew, tow crew | Heavies on the rail | The trams kept it too | Summit berth; gates dark; pass to the Exchange | Same / rail, tram, slope, pass gate | Deep, 3.2; Lead, to transfer |
- | Exchange | Time routed | Cable layer, cacher | Carriers drawn to charge | One shaft, one time source | Every district's forecast and permission | Same / drums, bank, cable | Outline, 3.4; Lead; mystery on the world page |
- | Collector | The Flood's supply | Harvester, holder (Collector page) | Anchors, Carriers, Crusts by hold time | Surges are cycled, not spawned | A closed gate delays a district's first surge; the outfall | Same / wheels, meters, gates, stepped basins | Deep; Districts/The Collector, Campaign designer; PMR004 3 corrections pending |
+ | Exchange | Time routed | Cable layer, cacher | Carriers drawn to charge | One shaft, one time source | Every district's forecast and permission | Same / drums, bank, cable | Deep; Districts/The Exchange (CAM102), with 3.4's outline kept; mystery on the world page |
+ | Collector | The Flood's supply | Harvester, holder (Collector page) | Anchors, Carriers, Crusts by hold time | Surges are cycled, not spawned | A closed gate delays a district's first surge; the outfall | Same / wheels, meters, gates, stepped basins | Deep; Districts/The Collector, Campaign designer; PMR004 corrections accepted at PMR006 |
| Tidal Barrier | The clock | Tidewatcher, runner | Walkers in one body of water; sea floaters | The gates keep the trunk's time | Refuge dock; flats dry for good; the Collector starved | Same / gates, mole, staff, wrecks | Deep, 3.3; Lead, to transfer |
- | Head-works | The source | Two approaches (Head-works page) | Carriers in the gallery, one Grounder after a race is set | Who oiled this? | Every district's dispatch at once; Stop | Same / reservoir and dam exterior, governor | Deep; Districts/The Head-works, Campaign designer; PMR004 3 corrections pending |
+ | Head-works | The source | Two approaches (Head-works page) | Carriers in the gallery, one Grounder after a race is set | Who oiled this? | Every district's dispatch at once; Stop | Same / reservoir and dam exterior, governor | Deep; Districts/The Head-works, Campaign designer; PMR004 corrections accepted at PMR006; the ending is Stop, Keep or Leave |
| 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 |
@@ 337,19 337,19 @@
| 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 |
| 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 |
- 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.
+ So the roster's cost is one body and one edit, not eight creatures; the campaign's environment cost is seven new categories, with three cut candidates. The Reference Researcher's audit is REF110 (REF109 is electroreception); its first pass, read after this list was published, records category 4 covered by a verified CC0 pack and candidates located for some of the seven environment categories, with nothing located for three; suitability is assessed by no one yet, and no availability is claimed here beyond what that page records. 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.
---
## 8. Length, honestly
- The Districts page carries the Campaign designer's bottom-up hypothesis, with required, optional and repeated content separated and its method exposed; PMR004 records it as unaccepted, because required returns still contain optional branches, the pumping district's visit assumptions differ from the lead's, and overhead and deaths need consistent accounting. The lead's position is unchanged: no figure on this page until one baseline path with concrete discovery beats exists across the districts, which is the Campaign designer's next submission, and the figure will be labelled an estimate from content. What can be said now is structural: the pumping district's first discovery was ten to twelve expeditions by its designed beats; the three districts above each have one written expedition and a two-tier shape; nothing is padded by hauling.
+ The baseline path now exists, on the Districts page (r5, with the Exchange's own beat list): thirty-five expeditions and about eight and a half hours of authored expedition beats, required returns included; eight optional expeditions and about two hours separate; dock overhead an unmeasured assumption of a quarter to a third on top; deaths, retries and hauling excluded and printed apart. PM accepts it as a content-backed drafting hypothesis, not measured playtime and not proof that the scale is sufficient, and asks that every imported district beat sit in one ledger before the owner is asked whether it feels ambitious enough. The lead's position: the figure is the Campaign designer's and lives on their page; it is quoted here so that the page the owner reads answers the one question the owner asked, against the three to four hours rejected; it will move as districts are written, and nothing in it is padded by hauling. The three districts on this page each have one written expedition and a two-tier shape, counted there as three to five expeditions each.
---
## 9. Hypotheses and risks
- - **That the shared rule carries seven districts** is the central hypothesis; five are written to the section 3 standard on this page and the Districts pages, the Exchange is an outline, and the pumping district is the Design Document.
+ - **That the shared rule carries seven districts** is the central hypothesis; six are written to the section 3 standard on this page and the Districts pages, and the pumping district is the Design Document.
- **The priority rule** may make charge management feel like list-keeping; its counter is the pickup preview and that the list is set once at a shelter. The most-room rule is recorded as the alternative.
- **The bounded arc** gives up the largest crowd-clearing payoff proposed (Combat's R10); it can be reopened once Encounter B is corrected and the joint effect table exists.
- **The Grounder** puts a clock on plans; if pursuit range is generous it reads as just another body up close, which is a tuning bound and unverified.
@@ 377,8 377,10 @@
**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.
+ **Sources read for r4.** Design Review REV104 r4 c3fc80 (archived at 66c091) and r5 4508fd; Districts r5 136fa9 and the Exchange r1 5bc625; Combat Rules r5 80835f; Enemies r6 e82646, Spark r4 730ee8, Floater r1 3ba723; Equipment r3 dc3aa2, Build Paths r3 7b7bf2, Arc r3 fc64bb; Colony r3 06acdb; World and Mystery r23 d108c1; Reference/Asset Audit REF110 fa674c; External Critique r11 8156b5 (X31 withdrawn); Clarity r20 a462dc (Q49 and Q50 answered on the Hub; Q51); Hub ac60f3. The contract at r5 was written from the same sources.
+
**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.
**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.
- **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.
+ **PM report.** Task DES104 r4 against REV104 r4 and r5 and Clarity Q51; artifact Hold the Flood/Campaign r4 (r3 6e4b59 and earlier in history), with the shared rule contract r5 as its rules. REV104-14: the bargeman's plan is written to the lure's hundred seconds, with the prod as its primary and a return through the spread floaters. REV104-13, -9 and -8 residuals: the Heavy's number, the Weir intake beside its beacon, the Tram's board without an intake under Off, the floater that never leaves water, the surveyor's step out of range on the flats, the door's crank. REV104-11: the cable reel as U6 on the contract and the Exchange's terminals here. REV104-12: the contract chooses Stop as the brake on time. Q51: section 8 carries the Campaign designer's accepted baseline with PM's caveats, and the owner page quotes it. Section 3.4 and section 7 point at the Campaign designer's new Exchange page and the Reference Researcher's REF110. Changed decisions: none canonical. Evidence: the three ledgers unchanged and closing; no player data; nothing built or tested; no asset located or claimed beyond what REF110 records. Risks: section 9. Next handoff: the critic on this revision and the contract's r5; Combat's mirror of the Spark row and the floater clause; the Campaign designer to drop the empty-flash clause on the Head-works page and to cut sections 3.1 to 3.3 to district pages by agreement; PM's next review. No PM request.
0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9