Commit 8644ea

2026-09-07 08:14:20 Anonymous: Power and Attraction r6: adopt the Campaign designer's three rules from Districts r7 section 3.3 into section 6 - a rescue is not an extraction (an extraction-conditioned commitment does not complete on rescue; none exists so far; the Lock Flight canal is a switched state, joined or parted on the board), one supported berth in the whole city and a berth is never a way in, every route-gating state on the refuge board before launch; 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
- **r5 · 2026-09-06 · Lead Game and Systems Designer · In review · The rules every district must obey. r5 answers 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).**
+ **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).**
[Design Index](/Hold%20the%20Flood/Design%20Index) · [Expansion Brief](/Hold%20the%20Flood/Expansion%20Brief) · [Campaign (DES104)](/Hold%20the%20Flood/Campaign) · [Design Document](/Hold%20the%20Flood/Design%20Document) · [World and Mystery](/Hold%20the%20Flood/World%20And%20Mystery) · [Combat Rules](/Hold%20the%20Flood/Mechanics/Combat) · [Inventory and Charge](/Hold%20the%20Flood/Mechanics/Inventory%20And%20Charge) · [Enemies](/Hold%20the%20Flood/Enemies) · [Colony](/Hold%20the%20Flood/Colony) · [Glossary](/Hold%20the%20Flood/Glossary)
**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 r5 changes.** 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.
+ **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 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.
**What r4 changed.** Section 1: lines conduct when dry. Section 2: fixed power energises a lit branch's channel water continuously; the Grounder's consequences; the race is unfed, not special. Section 3: a flash needs no power; pursuit range is about ten metres; the press bound is checked against the merged third-dispatch crowd. Section 4: the intensity rule; the Spark row; collection is walking over. Section 6: what persists. Section 9: the refuge's circuit and the declined reserve; grounded runs do not persist. Section 10: the dispositions, including Equipment's countersignature and Combat's pending one.
@@ 67,8 69,9 @@
## 6. The expedition frame, and what persists
- Fifteen minutes; three dispatches on the forecast's schedule where the district's relay runs; docks are hard stops for the Flood; extraction banks cargo and loses charge. Nothing decays between expeditions and nothing is charged for departure or return.
- - **What persists between expeditions (PMR006 3).** Four kinds of state, and the rule for each: (a) *temporary electrical effects* end with their timers, never later: discharge windows, stuns, bursts, a Spark's hazard, a planted beacon's light; (b) *ordinary switched state* persists exactly as left: panel positions, valves, locks and basin levels, drains, gates, the Exchange's bank, the tram's position; (c) *authored commitments* persist and are one-way where their district says so, and the warning before one says whether rescue can undo it: shut, fix and hold, the barrier gates shut, the Collector's outfall, Stop, Keep and Leave; (d) *carried things* reset: charge is lost at the dock, finds and cargo not banked are lost on rescue, items left in the field are gone at the expedition's end, and the starting issue is reissued. Entered crowds do not persist: between expeditions the mass drains to the Collector (World and Mystery), so a district is found with its levers as left and its water as the campaign's outcomes set it, and its Flood arrives again on the schedule. A Grounder's run therefore recovers between expeditions with the rest of the mass. Colony mirrors this rule and keeps no blanket reset sentence.
- - The colony holds one dock dry per district reached, and may support one further dry shelter at a surveyed compatible connection while its one advanced service is assigned there (COL-I1; Colony owns the service, Districts the connections). Changing the held dock is a one-time refit, not a recurring payment.
+ - **What persists between expeditions (PMR006 3).** Four kinds of state, and the rule for each: (a) *temporary electrical effects* end with their timers, never later: discharge windows, stuns, bursts, a Spark's hazard, a planted beacon's light; (b) *ordinary switched state* persists exactly as left: panel positions, valves, locks and basin levels, drains, gates, the Exchange's bank, the tram's position; (c) *authored commitments* persist and are one-way where their district says so, and the warning before one says whether rescue can undo it: shut, fix and hold, the barrier gates shut, the Collector's outfall, Stop, Keep and Leave. A rescue is not an extraction: a commitment defined as completing at extraction does not complete on a rescue, while the physical state behind it persists as left; no district so far defines such a commitment, and the Lock Flight's canal is a switched state, joined when L2 stands open and the head basin has drained into the Middle, shown on the board joined or parted (Districts r7, rule 1); (d) *carried things* reset: charge is lost at the dock, finds and cargo not banked are lost on rescue, items left in the field are gone at the expedition's end, and the starting issue is reissued. Entered crowds do not persist: between expeditions the mass drains to the Collector (World and Mystery), so a district is found with its levers as left and its water as the campaign's outcomes set it, and its Flood arrives again on the schedule. A Grounder's run therefore recovers between expeditions with the rest of the mass. Colony mirrors this rule and keeps no blanket reset sentence.
+ - The colony holds one dock dry per district reached, and may support one further dry shelter, one in the whole city and never one per district, at a surveyed compatible connection while its one advanced service is assigned there (COL-I1; Districts r7, rule 2; Colony owns the service, Districts the connections). A berth is a place to stop, never a way in: districts open by physical access, and no colony purchase opens one. Changing the held dock is a one-time refit, not a recurring payment.
+ - Every persistent state that gates or prices a route appears on the refuge's board before the expedition launches: the Collector's ways-on, gauges and level; the Exchange's bank; each district's relay state; the Stop cascade's schedule; the canal's state and the berth's eligibility. A player never learns at the dock that a planned route is closed (Districts r7, rule 3).
- The baseline return is by gravity and dry ground: a gravity-drained dock and a dry route home exist in every district and at the refuge and survive any power shutdown (COL-I4, section 9). Powered conveniences go dormant without supply; banked progress never does.
- A district may change the schedule's shape (the Tidal Barrier adds the tide) but not the frame.
@@ 120,14 123,17 @@
| A floater stays in water (REV104-8) | Enemies/Floater | Stated here; Combat to carry it on the Floater page |
| 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 |
| 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 r6.** Districts r7 cd487b (section 3.3) and r6 d2b9eb; Colony r4 527f2b; Combat Rules r6 6129ea; Enemies r7 7e588c; Enemies/Spark r5 30c5cb; Enemies/Floater r2 92603a; the Head-works r5 65403a; External Critique r12 4e4d20; Tasks 13c20b.
+
**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 answers to REV104 r4 and r5 as they fall on the contract; artifact: this page r5 (r4 29f5b0 and earlier in history). Changed decisions: none canonical; Stop's reading chosen (the brake stops time; no dispatches after Stop), which removes one clause from r4's section 9 and asks one clause of the Head-works page; the cable reel restated as Equipment's U6; one floater clause; the Spark row confirmed final. Evidence: written design against the cited revisions; no player data; nothing built. Risks: Stop's image, dark boards and trickles, is the campaign's last picture and is now the one both World and this page state; the two-second window and the fixed-power row are countersigned by Equipment and, for the window, by Combat. Next handoff: Combat to mirror the Spark row and the floater clause and acknowledge or contest the fixed-power row; the Campaign designer to drop the empty-flash clause on the Head-works page; the critic on this revision with the Campaign's r4; PM's next review.
+ **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.
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