Commit 93f482

2026-09-07 12:30:52 Anonymous: DES105 r4 (Campaign r9) against PMR009 and EXT X37: the Tram's changed return is the simple stairs reconnaissance (one hit, a bundle, the drums read), with the wet-yard harvest and the berth exit as optional plans priced honestly and the coil's job pointed to in the Lock Flight; the berth-supported start issues the beacon and the empty battery only, no Kit; the optional stay states kept cargo vs converted and the exact seconds burned; the Siphon follows the Visionary's U5 simplification; the Exchange's cadence is 3:00 and 7:00 and its two terminals stand together at the head end six metres apart; the Visionary's mastery position noted in the tensions
hold the flood/campaign.md ..
@@ 1,6 1,6 @@
# Hold the Flood — Campaign (DES104)
- **DES105 r3, on the Campaign page at r8 · 2026-09-07 · Lead Game and Systems Designer · In review · Under PMU008 the vision comes first: a new section after the owner page gives the Visionary the intended experience and three tensions in plain words. PMR008's bounded corrections are made: the Tram's later return no longer forces a wait, its easy path is the payoff of understanding and the stay is the priced alternative, the Siphon is called optional margin, the lure's activation and expiry are accounted for with its charge committed and left, the changed return's exit and the tram's availability are corrected, the later start has five free cells, and the criterion-11 paragraph no longer carries a moving count (X35); the Exchange's cadence and reel terminals are scoped in 3.4; the three visits are run against the vision's decision test. r7 (de4893) was revised against the critic's REV105 r1 and the External Critic's X34: the later return's crossing is now the main line, the same heavy stands on the rail on both later visits and is killed for the later return's first charge, every beat inside pursuit range is priced, the stairs have a distance, section 8 quotes the Campaign designer's three consolidated figures at Districts r11 and the owner page carries them. r6 (ee4202) delivered PM's DES105: section 3.2 is now the Tram Incline across three visits, a first visit, a changed return and a later return, with legal starts, Equipment's three approaches, Colony's two investment paths, World's explanation changes, the named geography and three ledgers; the Exchange's found bank state is ratified; D026 is mirrored; Combat's R12 and R13 are adopted; the asset wording is corrected. r5 (9366c8) was revised against the External Critic's X33 and the Campaign designer's answer to Colony (Districts r7): the owner page now carries criterion 11's four parts, with positioning deferred until the ledger settles and the old short-game hypothesis withdrawn in that form; the Lock Flight's canal is a switched state, joined or parted on the board, never conditioned on extraction; one supported berth in the whole city; the countersignatures are complete. r4 (7daf34) was 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.**
+ **DES105 r4, on the Campaign page at r9 · 2026-09-07 · Lead Game and Systems Designer · In review · Revised against PMR009 and the External Critic's X37: the Tram's changed return is the simple stairs reconnaissance, with the wet-yard harvest and the berth exit as optional plans priced honestly, and the coil's worth shown where a door depends on it; the berth-supported start issues one module and no Kit; the optional stay's cargo and burned charge are stated by branch; the Siphon follows the Visionary's simplification; the Exchange's cadence is 3:00 and 7:00 and its two terminals stand together at the head end. r8 (0cafb9), under PMU008 the vision comes first: a new section after the owner page gives the Visionary the intended experience and three tensions in plain words. PMR008's bounded corrections are made: the Tram's later return no longer forces a wait, its easy path is the payoff of understanding and the stay is the priced alternative, the Siphon is called optional margin, the lure's activation and expiry are accounted for with its charge committed and left, the changed return's exit and the tram's availability are corrected, the later start has five free cells, and the criterion-11 paragraph no longer carries a moving count (X35); the Exchange's cadence and reel terminals are scoped in 3.4; the three visits are run against the vision's decision test. r7 (de4893) was revised against the critic's REV105 r1 and the External Critic's X34: the later return's crossing is now the main line, the same heavy stands on the rail on both later visits and is killed for the later return's first charge, every beat inside pursuit range is priced, the stairs have a distance, section 8 quotes the Campaign designer's three consolidated figures at Districts r11 and the owner page carries them. r6 (ee4202) delivered PM's DES105: section 3.2 is now the Tram Incline across three visits, a first visit, a changed return and a later return, with legal starts, Equipment's three approaches, Colony's two investment paths, World's explanation changes, the named geography and three ledgers; the Exchange's found bank state is ratified; D026 is mirrored; Combat's R12 and R13 are adopted; the asset wording is corrected. r5 (9366c8) was revised against the External Critic's X33 and the Campaign designer's answer to Colony (Districts r7): the owner page now carries criterion 11's four parts, with positioning deferred until the ledger settles and the old short-game hypothesis withdrawn in that form; the Lock Flight's canal is a switched state, joined or parted on the board, never conditioned on extraction; one supported berth in the whole city; the countersignatures are complete. r4 (7daf34) was 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.
@@ 38,7 38,7 @@
**The experience, as currently written.** You are one surveyor from a small refuge in a drowned city, going out for fifteen minutes at a time into a district that is a machine. The machine does four things with one thing, current: water carries it, devices run on it, a lit lamp draws the Flood to it, and the Flood itself is made of it, which is what you fight with. On each trip you go in for something, salvage or a place you have not reached, while the Flood arrives in surges you can predict from a forecast and steer with a switch. You learn the machine by trying it: you light a branch to open a door and watch the crowd come to the light you lit; you drain a channel to walk a bed and lose the door the water fed; you leave a lock open and next time the canal is joined. What you learn changes what you pack and where you go, and what you change stays changed. Over the campaign you follow the signal upstream through seven such machines to the place that keeps them all in time, and you decide what your refuge should keep running once you know that the city lives on the harvest. The scenes that show this as written: a first trip ([the Design Document's expedition one](/Hold%20the%20Flood/Design%20Document)), a later one changed by knowing ([expedition six](/Hold%20the%20Flood/Design%20Document)), the Lock Flight (section 3.1 below), the Tram Incline across three visits (section 3.2), the Tidal Barrier (section 3.3), and [the Head-works](/Hold%20the%20Flood/Districts/The%20Head-works).
- **Tension one: mastery against renewal.** The vision says mastery should make choices more deliberate, not make consequences disappear. The design's strongest rule, that the Flood sheds its charge once and is then worth nothing, guarantees that fighting never pays twice; but understanding does pay twice, and it should. On the Tram's later return the player who knows supply was withheld gets an empty yard and an easy trip home with cargo, and the reviewer's instinct was to take that away by forcing a second surge. The lead's position, now on the page, is that the easy return is the payoff and the choice is whether to trust it. The question for the vision is how much of the campaign's renewal may come from earned ease, and where the game must still put something in the way of a player who understands it.
+ **Tension one: mastery against renewal.** *(The Visionary has since taken this position on the Brief: mastery can earn an easy, profitable return, and responsibility lies in the lasting state chosen for the city.)* The vision says mastery should make choices more deliberate, not make consequences disappear. The design's strongest rule, that the Flood sheds its charge once and is then worth nothing, guarantees that fighting never pays twice; but understanding does pay twice, and it should. On the Tram's later return the player who knows supply was withheld gets an empty yard and an easy trip home with cargo, and the reviewer's instinct was to take that away by forcing a second surge. The lead's position, now on the page, is that the easy return is the payoff and the choice is whether to trust it. The question for the vision is how much of the campaign's renewal may come from earned ease, and where the game must still put something in the way of a player who understands it.
**Tension two: precision against plain speech.** The machine has four genuinely different causes that the owner needs to be able to tell apart: power (what a device runs on), signal (what chooses where a surge enters), permission (what upstream allows a district to call at all), and supply (whether anything answers the call). Every one earns its place, because each is a lever the player pulls somewhere, and the vision rightly says not to collapse them. But four causes and their readable signs are why the pitch was hard to follow. The lead's view is that the game teaches them one at a time across districts, which is what the campaign's order does, and that the pitch should do the same rather than name all four at once. The scenes are the pumping district for power against signal, the Exchange for permission, and the Collector for supply.
@@ 211,38 211,35 @@
Dropped eleven, collected nothing, eleven lost to fade.
- #### Changed return: the wet-yard breach (middle; the player now believes the Flood is supplied, because the Exchange's bank showed this district permitted)
+ #### Changed return: the stairs, and what the yard is worth (middle; the player now believes the Flood is supplied, because the Exchange's bank showed this district permitted)
- **What changed in the world.** The Lock Flight's L2 stands open and the board shows the upper canal joined. The Exchange has been visited: its bank was found with three clutches engaged, Pumping, the Lock Flight and this district, so the surges here were never weather; they were permitted deliveries. Both crane parts are banked and the assembly commissioned. The tram stands at the depot where it was left, and a heavy now stands on the rail in front of it, because heavies gather where the tram was left. The tram is available at a price, ten hits at the rail before any surge, which is what the later return pays; path B walks instead, because with the lamp off the tram tows nothing this plan wants, and the four cells are for the coil and the Exchange's door.
+ **What changed in the world.** The Lock Flight's L2 stands open and the board shows the upper canal joined. The Exchange has been visited: its bank was found with three clutches engaged, Pumping, the Lock Flight and this district, so the surges here were never weather; they were permitted deliveries. Both crane parts are banked and the assembly commissioned. The tram stands at the depot where it was left, the panel on Rail, the pass open, and a heavy now stands on the rail in front of the tram, because heavies gather where the tram was left. The tram is available at a price, ten hits at the rail before any surge, which is what the later return pays; this visit does not need it.
- **Prepared, path B.** Tooling issues the four-cell record the surveyor assembled and recorded at the Lock Flight's quay dock, a shelter: `. C C B / . . . I`, battery linked to the coil, four cells free (Equipment's approach B). Objective: through the pass this time, to read the Exchange's drums from its door and confirm which clutch is this district's, then home. The insulation is the entry fee: the yard under Gates is energised water.
+ **Prepared, the simple route.** The ordinary workshop's issue, a known Kit and the empty battery: `. . K B / . . . .`, six cells free. Objective: through the pass this time, to read the Exchange's drums from its door and confirm which clutch is this district's, then home. Nothing about that objective needs charge, and the External Critic was right that a plan which fights for charge it then discards buys nothing here; the fight is offered below as an experiment, honestly priced, and the coil's real job is shown where a door depends on it, in the Lock Flight (section 3.1).
- - **0:00.** The depot dock, panel on Rail as left; the surveyor throws it to Gates: the yard beacon lights, the gates open, the tram's lamp dies and the pass shuts. Forecast: first surge at 3:00, intake yard.
- - **3:00.** Surge one: sixty walkers enter the yard and hold at the yard beacon, in its water.
- - **3:30.** The surveyor wades to the crowd's edge in insulation and works it with the cutter inside pursuit range: ten kills, ten motes walked over as they fall; two hits taken. Battery ten.
- - **4:00.** Standing in the yard's water at the crowd's edge, the surveyor discharges: the fifty organisms in it are stunned for eight seconds and shed five large motes; the surveyor walks over the two nearest, ten units back into the emptied battery, and the other three fade. The yard's water was already energised by Gates, so the two seconds added no hazard; the stun is what the battery bought.
- - **4:08.** The stun ends as the surveyor is wading away toward the dock end with the two motes taken; the recovering edge chases for the first ten metres and lands one hit before the surveyor is out of range. The walk through knee-deep water to the panel takes the rest of the minute.
- - **4:30.** The panel to Rail: the pass opens, the yard beacon dies, and the recovered crowd, its beacon gone and the tram's lamp off, spreads in the yard from where it stands. The surveyor takes the stairs; the tram is left blocked, because clearing it would cost ten hits in front of a recovering crowd for a lamp the plan has no use for.
- - **5:45.** The summit. Through the pass to the Exchange's door: seven drums on one shaft, three clutches engaged, one of them this district's. The surveyor does not walk the floor; that is the Exchange's own visit. Back at the stores: the bundle taken; the Siphon taken this time, forgoing the Kit, and fitted at the summit shelter with its feed set into the battery, for a later trip; two cells free.
- - **6:45.** Down the stairs in the cutting, past nothing.
- - **7:30.** The depot foot. The fifty have spread across the yard in the three minutes since 4:30 and their ring reaches the gates: the crank would be worked inside it. The surveyor throws the panel to Gates instead: the yard beacon lights, the fifty retarget to it and walk back toward the intake end, and the gates open on their own power; the nearest bodies pass within range as they turn, one hit. The pass shuts above, which costs nothing now.
- - **7:50.** Through the powered gates to the dock road. Extraction at 8:10, as the second dispatch pours in at the intake end, forty metres behind powered gates: one bundle, the Siphon, a full battery lost at the dock, four hits taken.
+ - **0:00.** The depot dock. Rail is as left: the rail glows, the pass above is open, the gates are dark. The heavy stands on the rail beside the tram and is not on the road; the surveyor takes the stairs in the cutting, out of its reach.
+ - **1:30.** The summit. Through the open pass to the Exchange's door: seven drums on one shaft, three clutches engaged, one of them this district's. The surveyor does not walk the floor; that is the Exchange's own visit.
+ - **2:30.** The stores: the bundle taken into a free cell; the Siphon taken this time, forgoing the second Kit, and fitted at the summit shelter with its feed set into the battery, for a later trip.
+ - **3:00.** Surge one enters the yard below: the yard beacon is dark under Rail and the tram's lamp is off, so sixty walkers spread across the yard from its intake end.
+ - **3:30.** Down the stairs in the cutting, ten metres below an empty road.
+ - **4:30.** The depot foot. In the minute since they entered, the sixty have spread across the yard and their ring reaches the gates: the crank would be worked inside it. The surveyor throws the panel to Gates instead: the yard beacon lights, the crowd retargets to it and walks back toward the intake end, and the gates open on their own power; the nearest bodies pass within range as they turn, one hit. The pass shuts above, which costs nothing now.
+ - **5:00.** Through the powered gates to the dock road. Extraction at 5:20, well before the second dispatch at 8:00: one bundle, the Siphon, an empty battery, one hit taken.
- **The alternative on this return, path A with Equipment's approach C.** Instead of tooling, the berth: the surveyor departs basic with a portable beacon, a battery and the Kit (`. . L B / . . K .`), earns ten motes at the dry edge under Gates without wading, plants the beacon dark on the loading apron, arms it, and throws Rail: the yard beacon dies and the crowd retargets to the lure on the apron, off the road, for a hundred seconds; the surveyor rides the dark tram up, clears the heavy from the rail in the five seconds the cutter needs with no crowd behind, and extracts at the summit berth without retracing the yard. The price is the beacon and its battery left where the crowd stood, the assembly spent on the berth instead of tooling, and no control window in the yard. Both plans reach the pass; they differ in whether the surveyor buys a stun or a destination, and neither can ride past the heavy without paying for it.
+ **The experiment, optional and priced: the wet-yard harvest.** With tooling's four-cell record instead of the Kit, `. C C B / . . . I`, the surveyor throws Gates at 0:00, waits for the first surge to hold in the lit yard at 3:00, wades to its edge in insulation, kills ten for a full battery (two hits), discharges at 4:00 to stun the fifty and walks over two large motes for ten units more (one hit on the withdrawal), throws Rail again at 4:30, and climbs the stairs past a recovering crowd to do the same reading at the door. It buys a stun and a refilled battery; on this trip the battery has no job, and its ten units are lost at the dock, so what the experiment buys is the harvest loop itself, learned in a lit yard under insulation, at the price of four hits, an hour of the tooling assignment and about three minutes. A player who wants to learn the coil's loop here can; the page does not pretend it advances the objective. Its ledger: dropped thirty-five, collected twenty, spent ten, fifteen lost to fade and ten at the dock.
- **Newly learned:** a flash is a call the bank permits; the yard's water under Gates is a hazard the insulation pays for and a resource the coil turns into charge; a lit beacon moves a spread crowd off the gates; the Siphon's rule. **Given up:** the Kit, for the Siphon; the tram's speed, for the walk; the pass, shut again by the exit. **Changed for good:** the Siphon fitted and its recipe known; the tram still at the depot behind its heavy, the panel on Gates.
+ **The exit alternative, priced: the berth.** With the assembly on the summit berth instead of tooling, ordinary issue is one known module and the empty battery: the portable beacon and the battery, `. . L B / . . . .`, no Kit unless the district offers one in the field, which this one does not. Under Gates the surveyor earns ten motes at the dry edge, plants the beacon dark on the loading apron, arms it, and throws Rail: the yard beacon dies, the crowd retargets to the lure on the apron for a hundred seconds, and the surveyor clears the heavy from the rail in the five seconds the cutter needs with no crowd behind and rides the dark tram up, doing the same reading and extracting at the summit berth without retracing the yard. That buys a summit exit and the tram cleared for the next visit, and costs the beacon and its battery left on the apron, the assembly spent on the berth instead of tooling, and no healing carried. It is not faster than the stairs, and the page says so; it is a different way home for a player who has chosen the berth.
- **Ledger, changed return.** One battery, capacity ten.
+ **Newly learned:** a flash is a call the bank permits; a lit beacon moves a spread crowd off the gates; the Siphon's rule. **Given up:** the second Kit, for the Siphon; nothing else the simple route did not already have. **Changed for good:** the Siphon fitted and its recipe known; the tram still at the depot behind its heavy, the panel on Gates.
+
+ **Ledger, the simple route.** One battery, capacity ten, empty throughout.
| Time | Cells (of eight) | Dropped | Collected | Stored | Lost | Spent |
| --- | --- | --- | --- | --- | --- | --- |
- | 0:00 | coil 2, battery 1, insulation 1; four empty | | | 0 | | |
- | 3:30 | same | 10 | 10 | 10 | | |
- | 4:00 | discharge at the crowd's edge, then harvest | 25 | 10 | 10 | 15, fade | 10 |
- | 5:45 | + bundle 1, + Siphon 1; two empty | | | 10 | | |
- | 8:10 | extracted; charge lost at the dock | | | 0 | 10, dock | |
+ | 0:00 | kit 1, battery 1; six empty | | | 0 | | |
+ | 2:30 | + bundle 1, + Siphon 1; four empty | | | 0 | | |
+ | 5:20 | extracted: one bundle, the Siphon, the kit unused | | | 0 | | |
- Dropped thirty-five; collected twenty; spent ten; fifteen lost to fade and ten at the dock.
+ Nothing dropped, nothing collected, nothing spent; one hit.
#### Later return: the empty flash, and the return that understanding makes easy (late; the player now believes the Flood is harvested, and comes to set the district's standing state for the head-works approach)
@@ 254,12 251,12 @@
- **0:30.** The panel to Rail: the yard beacon dies, the rail glows, the tram's lamp lights, the pass opens, the gates go dark. The lamp is lit from here, so the standing state is set at the depot and carried up. The surveyor boards.
- **1:00 to 3:00.** The tram climbs, no crowd behind it, no heavy ahead: an empty ride.
- **3:00.** From the slope the surveyor watches the yard beacon flash below and nothing come. The empty flash: the dispatch happened and the arrival did not, because the Collector is holding what would have been sent. A flash never promised a crowd; it promised a call.
- - **3:30.** The summit. The lever left up, the lamp left lit: the standing state. The bundle from the stores into a free cell, as cargo; the Siphon stays fitted and unused. The board is glanced at, not waited for: the cadence it would show across two ticks is the one the Exchange's drums already gave.
+ - **3:30.** The summit. The lever left up, the lamp left lit: the standing state. The bundle from the stores into a free cell, as cargo; the Siphon stays fitted and unused, and since the Visionary's simplification it could consume any carried bundle, adjacent or not. The board is glanced at, not waited for: the cadence it would show across two ticks is the one the Exchange's drums already gave.
- **4:00.** Down the stairs in the cutting, past nothing.
- **5:00.** The depot foot. The yard is empty, because the surge that would have filled it was never sent; the gates are dark under Rail. The crank, ten seconds, outside any ring because there is none; the dock road.
- **5:30.** Extraction: one bundle banked, the heavy's five units lost at the dock, no hits taken; the beacon, its battery and the Siphon carried home unused. Above, the tram stands lit at the summit, and the surge at 8:00 will climb toward it.
- **The alternative on this return, priced: staying for the second tick.** A player who has not read the Exchange's drums, or who wants the cadence confirmed at the summit before the head-works, stays at the shelter until 8:00. Then the second surge enters the yard, finds the tram's lamp at the summit the only lit beacon it can reach, and climbs the incline road toward it while the surveyor descends the stairs in the cutting, out of range. At the foot, about 9:00, the crowd's tail is still turning off the yard onto the road, and the way from the stairs' foot to the dark gates crosses its path; the ring is drawn across the road. The heavy's five units buy fifty lit seconds: the surveyor plants the beacon on the loading apron and arms it, five seconds, and steps back out of range; the nearest bodies retarget to the lure, nearer than the summit's lamp, and walk to the apron, off the road, while the rest continue uphill; the crank, ten seconds; the road to the gates and through them, ten more; twenty-five seconds spare against the one uncertainty in the plan, whether the ring lies across the crank when the surveyor reaches it and has to be waited out. Extraction at 9:40 with nothing carried. The beacon is armed at 9:05 and still lit at extraction; had the expedition run on, it would have expired at about 9:55, and the bodies on the apron would then retarget to the lit summit lamp and climb, because a crowd whose beacon dies goes to the nearest reachable lit one and spreads only if there is none. The five units are committed to the planted beacon and left with it; about half are burned by the time the boat leaves, and the rest go with the item, which is lost at the expedition's end.
+ **The alternative on this return, priced: staying for the second tick.** A player who has not read the Exchange's drums, or who wants the cadence confirmed at the summit before the head-works, stays at the shelter until 8:00. Then the second surge enters the yard, finds the tram's lamp at the summit the only lit beacon it can reach, and climbs the incline road toward it while the surveyor descends the stairs in the cutting, out of range. At the foot, about 9:00, the crowd's tail is still turning off the yard onto the road, and the way from the stairs' foot to the dark gates crosses its path; the ring is drawn across the road. The heavy's five units buy fifty lit seconds: the surveyor plants the beacon on the loading apron and arms it, five seconds, and steps back out of range; the nearest bodies retarget to the lure, nearer than the summit's lamp, and walk to the apron, off the road, while the rest continue uphill; the crank, ten seconds; the road to the gates and through them, ten more; twenty-five seconds spare against the one uncertainty in the plan, whether the ring lies across the crank when the surveyor reaches it and has to be waited out. Extraction at 9:40 with the bundle banked, or with nothing if it was converted for the margin. The beacon is armed at 9:05 and still lit at extraction; had the expedition run on, it would have expired at about 9:55, or 10:25 with the margin, and the bodies on the apron would then retarget to the lit summit lamp and climb, because a crowd whose beacon dies goes to the nearest reachable lit one and spreads only if there is none. The five units are committed to the planted beacon and left with it: thirty-five of its fifty seconds are burned when the boat leaves, and the rest go with the item, which is lost at the expedition's end; with the margin, thirty-five of eighty.
**The Siphon, honestly.** On the quick plan it is not needed. On the stay, consuming the bundle and itself puts three more units in the battery, eighty lit seconds instead of fifty: thirty seconds of margin against the wait at the crank, bought with the bundle that would have been banked, the Siphon itself and the Kit's offer forgone on the changed return. That is optional margin, not a necessity and not the discovery that changes this route; its honest value is what it teaches, that a bundle can become charge where no surge will supply it, which is the head-works' problem and not this district's. A player who wants certainty over cargo takes the margin; one who has read the drums takes the bundle home and the trip that understanding made easy.
@@ 282,7 279,7 @@
| 0:00 | siphon 1, battery 1, beacon 1; five empty | 5 | 5 | 5 | | |
| 3:30 | without the margin: + bundle 1 as cargo; with it: bundle and siphon consumed | | 0 or 3 | 5 or 8 | | |
| 9:05 | beacon and battery planted and armed on the apron | | | 0 | | 5 or 8, committed to the lure |
- | 9:40 | extracted: the bundle, or nothing; the beacon still lit, about half its charge burned, the rest lost with it | | | 0 | | |
+ | 9:40 | extracted: the bundle banked, or nothing if converted; the beacon still lit, thirty-five seconds burned of fifty or eighty, the rest lost with it | | | 0 | | |
Dropped five; collected five, or eight with the margin; all of it committed to the lure and left with it.
@@ 293,7 290,7 @@
| Visit | The player's choice | Its visible consequence | The part of the experience it serves |
| --- | --- | --- | --- |
| First | Throw Rail and ride the lit tram, or keep Gates and walk | The crowd follows the lamp up the road, and the gates go dark behind you; the crank is the price | Enter under pressure; observe and test a cause: the lamp tows, and power has a cost somewhere else |
- | Changed return | Buy a stun in the lit yard, or buy a destination with a lure; tooling or the berth | A refilled battery and a walk, or a clear ride and a summit exit; the assembly does one or the other | Prepare for an intended intervention; change a route; return because understanding makes a different approach worthwhile |
+ | Changed return | Take the stairs to the drums, or make an experiment of the yard, or ride out by the berth | A reading and a bundle for one hit; or the harvest loop learned at four hits and a lost battery; or a summit exit at the price of a beacon | Return because understanding makes a different approach worthwhile; the yard is offered, not required |
| Later return | Trust the withheld supply and go home early with cargo, or stay for certainty and cross a surge with light; leave the tram lit above | An empty yard and a banked bundle, or a crossing bought with the heavy's charge; the next surge climbs away from the dock road | Responsibility for the system: the standing state is set for the ending, and the easy return is what understanding earned |
**Assets.** Reuses the yard tiles, water, lamps, cables and panel, and the humanoid mass at a larger size for the heavy. Gaps: the rail, the tram, the incline's slope tiles, the pass gate, the loading apron as a raised platform prop, the stairs' cutting. Nothing is claimed available.
@@ 371,7 368,7 @@
### 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, 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 two exposed power terminals the lead places here for the Exchange page to draw: one at the foot of the gallery stair at the dock end, live while the hall's run is powered, and one on the bank's own lamp line at the head end, dead, six metres apart where the floor narrows. The Exchange's expedition is ten minutes with two dispatches, at 3:00 and 8:00; a scene that needs a third dispatch or a twelfth minute is not this district's. 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 bank is found with three clutches engaged, the pumping district, the Lock Flight and the Tram Incline, and a fourth visibly seized whose repair is the head-works' business, so the three districts the player has already had forecasts in are exactly the three the bank was permitting (REV104-18; the Exchange page r2, ratified by the lead). The critic's alternative, a seized clutch on the pumping district, is not adopted, because darkening the opening district from here is the campaign's best example of a later discovery changing an earlier return.
+ 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 two exposed power terminals the lead places here for the Exchange page to draw, both at the head end, because the reel reaches six metres and the hall's two ends are the length of the floor apart: a live terminal where the gallery's head run drops to the floor beside the head-end beacon, and a dead terminal on the bank's own lamp line six metres along the north wall. The reel bridges them there, and nowhere else in the hall is a pair within its reach. The Exchange's expedition is ten minutes with two dispatches, at 3:00 and 7:00, as the Exchange page's scene is built; a scene that needs a third dispatch or a twelfth minute is not this district's. 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 bank is found with three clutches engaged, the pumping district, the Lock Flight and the Tram Incline, and a fourth visibly seized whose repair is the head-works' business, so the three districts the player has already had forecasts in are exactly the three the bank was permitting (REV104-18; the Exchange page r2, ratified by the lead). The critic's alternative, a seized clutch on the pumping district, is not adopted, because darkening the opening district from here is the campaign's best example of a later discovery changing an earlier return.
---
@@ 479,6 476,8 @@
**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.
+ **Sources read for r9 (DES105 r4).** PM Reviews PMR009 262856 and checkpoints 55b3a8, 38a6d3; Tasks 888ac1 (the PMR009 rows; the owner's workflow); Brief 6d869e (the vision's return in plain language; the Siphon simplification; the theme's mastery sentence); Team 0bff49 (chat for discussion, articles for design; the reviewer model change); Chat Rooms 441178 and the hold-the-flood room read to message 16; Design Review REV105 r3 265a09; External Critique r17 2de127 (X37); Clarity CLR102 r25 f9b0fd; Colony r7 c56634 (the refuge answer; the berth issue); Equipment 122d38, Build Paths f6f8ef, Utility Modules 4ffa18 (the Siphon rule and the issue boundary); the Exchange r4 17dca3; World and Mystery r27 7b8ad1; Design Document 125528 (the Visionary's siphon sentence, kept).
+
**Sources read for r8 (DES105 r3).** Brief 0fff74 (the Game vision; PMU008); Tasks 1c38ca (the PMU008 handoff and PMR008 rows); PM Reviews PMR008 37fd94 and checkpoints cbc0d5, bb1b91; Hub eef0ca; Team 890a96 (the Visionary's mandate); Design Review REV105 r2 42ad46 (three clauses); External Critique r15 114d49 (X35); Districts r12 c4d604; Enemies r10 fd38a8 (the roster against the decision test); Reference/Readability Formulas REF112 ca6543 (read; PM has asked for its provenance correction).
**Sources read for r7 (DES105 r2).** Design Review REV105 r1 35cccf; External Critique r14 211efe (X34; X32 on this page); Districts r11 c1bbe1 (section 5, the figures in one place, and 5.1); World and Mystery r26 744b21 (the chain re-ordered onto the Tram's three visits); Colony r6 59ad65 (COL102 r2, D026 applied); Combat Rules r8 221c48; Equipment r5 902439; Reference/Water Balance Haulage REF111 37601a (read; proposes nothing, and nothing is taken from it yet); Clarity r23 d3d6a0 (Q53, the Glossary's); Tasks cb7928.
@@ 493,4 492,4 @@
**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: PMU008's Lead deliverable and PMR008's bounded corrections; artifact Hold the Flood/Campaign r8 (r7 de4893 and earlier in history). PMU008: the section after the owner page gives the Visionary the intended experience as written and three tensions, mastery against renewal, precision against plain speech, and the refuge at stake without a tax, each with links to existing scenes and no new document. PMR008 1: the later return's quick plan is the main line and the stay the priced alternative, with the wait no longer compulsory; the Siphon is optional margin against one named uncertainty; the lure's activation at 9:05, its expiry at about 9:55 after a 9:40 extraction, the charge committed and left, and the retarget to the lit summit lamp at expiry are stated; the changed return's 8:10 exit is described as it is and the tram's availability priced; five cells free. PMR008 3: the criterion-11 paragraph links the ledger instead of quoting a moving count. REV105 r2's three clauses are the same corrections. The Exchange's cadence and reel terminals are scoped in 3.4. The three visits are run against the vision's decision test. Changed decisions: none canonical. Evidence: two ledgers for the later return, both closing; no player data; nothing built. Risks: the note to the Visionary is the lead's reading of the experience, not the vision. Next handoff: the Visionary's expedition and keep, change, remove assessment; the critic and the reader on the vision submission; PM's next review. No PM request.
+ **PM report.** Task: PMR009's Lead corrections; artifact Hold the Flood/Campaign r9 (r8 0cafb9 and earlier in history). X37: the Tram's changed return is the simple stairs reconnaissance, one hit and a bundle; the wet-yard harvest is an optional experiment whose benefit is stated honestly, the harvest loop learned and nothing advanced; the berth exit is an optional plan priced with the beacon and no Kit; the coil's real job is pointed to in the Lock Flight. Issue legality: the berth-supported start is the beacon and the empty battery only. The optional stay's two branches state kept cargo against consumed conversion and the exact seconds burned. The Siphon follows U5 as simplified. The Exchange's cadence is 3:00 and 7:00 and its terminals stand together at the head end, six metres apart. Changed decisions: none canonical; the Visionary's mastery position is noted in the tensions. Evidence: ledgers closing; no player data; nothing built. Risks: the terminal placement is the lead's for the Campaign designer to draw; the harvest experiment's value is a claim about learning, not fun. Next handoff: the Visionary's refuge treatment with Colony; the critic and the reader on the vision; PM's next review. No PM request.
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