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2026-09-07 13:39:57 Anonymous: Design Review/Archive/REV106 created: REV106 r1 retained as it stood at 32433c (full text at 615c4d), superseded by REV106 r2
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+ # Hold the Flood — Design Review / Archive / REV106
+
+ *Looking for one finding? Every one is summarised in a line on the [Findings index](/Hold%20The%20Flood/Design%20Review/Findings).*
+
+ Superseded revisions of the REV106 review, retained as they stood when superseded. The current review is on [Design Review](/Hold%20The%20Flood/Design%20Review); REV105 r3–r1 on the [REV105 archive](/Hold%20The%20Flood/Design%20Review/Archive/REV105); REV104 r6–r1 on the [REV104 archive](/Hold%20The%20Flood/Design%20Review/Archive/REV104); REV103 r5–r1 on the [REV103 archive](/Hold%20The%20Flood/Design%20Review/Archive/REV103); REV102 r6–r1 on the [REV102 archive](/Hold%20The%20Flood/Design%20Review/Archive/REV102); REV101 r8–r1 on the [REV101 archive](/Hold%20The%20Flood/Design%20Review/Archive). Sections: [REV106 r1](#rev106-r1-retained-as-it-stood-at-32433c-superseded-by-rev106-r2).
+
+ ## REV106 r1 — retained as it stood at 32433c (superseded by REV106 r2)
+
+ *The wiki editor removed the round's provenance table and PM-report block at 32433c under the owner's 2026-09-07 instruction; the full text as authored is at [revision 615c4d](/Hold%20The%20Flood/Design%20Review?revision=615c4d).*
+
+
+ **REV106 · r1 · 2026-09-07 09:55 UTC · Independent Design Critic · In review** — the vision review Tasks (888ac1, PMU008) assigns this role: "does the described play deliver the stated identity, and what is its strongest contradiction?" — on **the Visionary's submission at Brief 6d869e**: the Game vision (the game, the theme as amended, the feeling, one story, the recurring player experience, what earns a place, the decision test), the concrete return "One return, in plain language", and the current vision pass. PMR009 §1 accepts the return "as the first concrete vision contribution" and asks the Critic and Reader to assess it now, each within their role. It is read against the scene it retells, **Campaign r9 (93f482, DES105 r4) §3.2**, and the design as it stands; the Reader's first-read account (Clarity 5e56f8) is cited, not repeated. **REV105 is closed out below** at Campaign r9 and the Exchange r4 (17dca3), with PMR009's qualifications of r3 owned. REV105 r3–r1 are on the [REV105 archive](/Hold%20The%20Flood/Design%20Review/Archive/REV105); REV104 r6–r1 on the [REV104 archive](/Hold%20The%20Flood/Design%20Review/Archive/REV104); REV103 r5–r1 on the [REV103 archive](/Hold%20The%20Flood/Design%20Review/Archive/REV103); REV102 r6–r1 on the [REV102 archive](/Hold%20The%20Flood/Design%20Review/Archive/REV102); REV101 r8–r1 on the [REV101 archive](/Hold%20The%20Flood/Design%20Review/Archive); every revision is in [page history](/Hold%20The%20Flood/Design%20Review/history) (REV105 r3 265a09 · r2 42ad46 · r1 35cccf · REV104 r6 ce94e4 · … · REV101 r1 7ad187).
+
+ ## REV106 — the vision, and the play it describes
+
+ ### What the described play delivers
+
+ The vision is short, in plain words, and it commits to one loop: "prepare for an intended intervention; enter under crowd pressure; observe and test a cause; change a route, circuit or machine; bring home salvage and understanding; return because that understanding or a previous intervention makes a different approach worthwhile." Its decision test — "name the player's choice, its visible consequence, and the part of this experience it serves" — is the right instrument for this design, and the domain owners have already turned it on their own pages (Districts §2.0 withdrew the count's justification; Enemies §0A put the Heavy nearest the cut; the Siphon lost a packing rule). The theme's amendment settles tension one honestly: "Mastery can remove an immediate danger and earn an easy, profitable return. Responsibility lies in the lasting state you choose for the city." The one story is World's chain in three sentences, and Stop, Keep and Leave are named as "informed positions… not a morality score."
+
+ The return delivers, in order: preparation ("you close an upstream holding gate to delay its first delivery"), a cause observed and tested ("the warning lamp flashes and no crowd arrives: your understanding worked"), a machine changed ("you leave the tram's light at the summit so the next crowd climbs away from the road your refuge uses"), salvage and understanding home, and a lasting state. The Campaign's scene it retells closes on paper (REV105 r3), and the retelling is faithful to it. A reader who did not know the design could say what the surveyor did and why. That is the second half of the identity — understanding turned into a route, a machine set for home — delivered.
+
+ ### REV106-1 — The one expedition the vision describes has no crowd in it (the strongest contradiction)
+
+ - **Where:** the vision's first sentence: "Survive the Flood long enough to understand the machinery that moves it." The loop's second step: "enter under crowd pressure." The feeling: "Dread becomes practical confidence, then responsibility. The signature moment is: 'I understand why this place is dangerous. I can change it. What will that change cost somewhere else?'" The return: the first delivery is delayed before the trip; "you clear the enemy blocking the rail" — one body, before any surge, ten hits, no hit taken (Campaign r9); "the warning lamp flashes and no crowd arrives"; "you take a salvage bundle down the dry stairs, crank the gates open and go home before the next crowd."
+ - **Why it fails:** the vision's own loop has crowd pressure as its second step and dread as the feeling's first word, and the one expedition it offers the owner has neither: nothing arrives, nothing chases, nothing is survived. That is by design — it is the return that understanding makes easy, and the theme now says such a return is a payoff — but a vision that shows only the payoff shows an exploration game with a machine puzzle, not a survivorlike. The owner's requirement is a survivorlike in which the Flood is massed enemies; the Reader, reading the vision alone, could only *infer* that the Flood is the enemy crowd; a return in which no crowd appears will not correct that inference for the owner either. The signature moment's first clause, "I understand why this place is dangerous," is asserted in the return ("Earlier, you learned…") and never shown; its third, "What will that change cost somewhere else?", appears as "That keeps the lower gates unpowered, but you know their hand crank" — a cost to the surveyor's convenience, not a cost somewhere else. The cost somewhere else exists in the Campaign's scene (the next surge climbs toward the summit, which is where the head-works approach starts; the gates dark for every later visit) and is not in the vision's paragraph.
+ - **Consequence:** the owner rejected a deck that did not communicate one game; this is the page meant to replace it, and its one expedition omits half the game the owner asked for.
+ - **Category:** contradiction between the vision's stated loop and its own illustration (the vision's test applied to the vision).
+ - **Minimal change:** precede the return with the first visit to the same place, in the same plain language and the same length — the crowd following the lit tram up the incline twenty metres behind, the heavy stopping the tram with the crowd closing, three hits and the kit, the lamp put out so the crowd spreads where it stands, the crank home past a spread yard at one hit (all on Campaign r9 §3.2, first visit) — so that the two paragraphs together are dread, then confidence, then responsibility; and end the return with the cost somewhere else, in one sentence: the next crowd climbs to the summit, which is the road the surveyor will need for the head-works, and the depot gates stay dark for every later visit.
+
+ ### REV106-2 — The return's one equipment choice fails the vision's own equipment test as written
+
+ - **Where:** the return: "If you choose to stay for another observation, you can sacrifice that bundle to extend a decoy lamp's fuel instead." The vision's table, equipment: "Change or cut when: an item is only a bigger number, a disguised key, or sorting work with no consequential choice." The current vision pass: "The meaningful sacrifice is salvage for power, not where the bundle lands." PMR009 §3: "Five charge already buys fifty seconds; conversion buys thirty more, not permission to finish the trip"; Campaign r9: "That is optional margin, not a necessity and not the discovery that changes this route."
+ - **Why it fails:** the vision is right that salvage-for-power is a meaningful sacrifice in principle, and the lead has said where it is one (the head-works, where no surge will supply charge). In the return the vision chose to illustrate it, the sacrifice buys thirty seconds of margin on a crossing the heavy's own fuel already covers, for a player who has already read the cadence elsewhere. Named by the vision's test: the choice is "bundle or margin", the visible consequence is "nothing, unless the crank is blocked", and the part of the experience it serves is not one the return needs. The illustration undersells the vision's best equipment idea by showing it where it does no work.
+ - **Category:** the vision's test applied to its example; not a rule defect (the arithmetic is the lead's and PM's, already closed).
+ - **Minimal change:** either drop the sentence from the return, or say what it is for — the player who has not read the drums and wants the cadence confirmed before the head-works — and show the sacrifice doing work in the pass the vision has promised next ("test the equipment catalogue against distinct interventions").
+
+ ### Minor
+
+ - **The Flood, at first use.** "Survive the Flood" opens the vision; that the Flood is the mass of creatures is stated only in the mandate paragraph and inferred by the Reader. PMR009 §1 and the Reader have both asked for it in the first sentence; this role agrees and adds nothing.
+ - **Two plain names for two beacons.** The return says "the warning lamp flashes" for the yard beacon's dispatch flash and "a decoy lamp" for the portable beacon. They are translations, not disguises, and they are better words for the owner than the pages' — but the pages use "beacon" for both, and the vision's own Mystery row says to keep "genuinely different causes… distinguishable." One clause tying each plain name to the page's word, once, keeps the owner and the team reading the same objects.
+ - **"Keeping a refuge alive" versus "the refuge's consequences are mostly conveyed by boards."** The vision's first sentence makes the refuge the object of the game; its own current pass says caring for it "needs a concrete treatment" and PMR009 assigns that next (follow the intervention home). Recorded, not raised: the Visionary has named it first.
+
+ ### Verdict on the vision — **revise: one expedition to add before the one shown, one sentence to end it, one equipment sentence to justify or drop**
+
+ The identity is stated well enough to be tested, the test is the right one, and the return delivers the understanding-and-responsibility half of it faithfully. It does not deliver the survival half, because the expedition chosen to show the game is the one in which the Flood never arrives. That is the strongest contradiction, and it is repairable with two paragraphs that already exist on the Campaign page. No claim about enjoyment, comprehension by a newcomer, or the owner's reaction is made or could be; the Reader's account is the nearest thing to that and is cited above.
+
+ ## REV105 — closed out at Campaign r9 and the Exchange r4
+
+ **PMR009's qualifications of r3, owned.** (1) r3 called the changed return's three builds "real choices" on what each cost and did not ask what the featured coil plan bought for its stated objective; X37 asked, and the answer was nothing — a plan that fights for charge and discards it at the dock. (2) r3 accepted the berth alternative's rack (beacon, battery, kit) against the six-cell cap and did not check the ordinary-issue rule with the assembly on the berth — one known module plus the default battery — which Colony and Equipment did; two modules were issued. Both are corrected at r9 and both are this role's misses.
+
+ | Item | At 93f482 / 17dca3 | Status |
+ | --- | --- | --- |
+ | X37 — the changed return | "Prepared, the simple route. The ordinary workshop's issue, a known Kit and the empty battery… 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"; 0:00 the stairs past the heavy; 1:30 the Exchange's door; 4:30 "The surveyor throws the panel to Gates instead: the yard beacon lights, the crowd retargets to it… one hit"; 5:20 extraction, "one bundle, the Siphon, an empty battery, one hit taken" | **Closed.** The route re-tallied: the battery empty throughout; one hit; extraction before 8:00 ✓. The harvest is "the experiment, optional and priced" with its own ledger (35 / 20 / 10 / 15 fade / 10 dock ✓) and the honest sentence "the page does not pretend it advances the objective" |
+ | PMR009 §3 — the berth exit's issue | "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" | **Closed** |
+ | PMR009 §3 — the stay's branches | "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" | **Closed** |
+ | r3's two §3.4 cells | "The Exchange's expedition is ten minutes with two dispatches, at 3:00 and 7:00, as the Exchange page's scene is built"; the terminals "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" | **Closed** |
+ | REV104-17's four cells | Exchange r4: the cacher `C C B B / L I . .`, "6 issued, 2 free"; "At the dock, which is this district's only shelter, the player sets B1 → coil, B2 → beacon, and pickup priority to B2 first"; no bundle issued, two cells free for the field; the plant "about twenty-five metres from b1"; "the player is sixty metres north" | **Three closed; the distances cell half.** The plant is now twenty-five metres from the crowd's beacon and "the two Carriers in the crowd take the planted battery" — a Carrier's acquisition range is twelve metres (contract §3; Carrier r3), so either the plant stands within twelve of the crowd's edge or the Carriers do not take it; and 7:00's "flashes beside them" still needs the bank–landing distance against ten metres of pursuit. Two numbers |
+ | The later return's carrying decision named (r3) | r9's "What the three visits are": "its choices are whether to trust what the player already knows and go home early with cargo, or stay for certainty" — the standing state is the visit's objective, not yet named as its decision | Open, one sentence; overtaken in importance by REV106-1, which is about the same scene |
+
+ ## Finding index — where every finding lives
+
+ Superseded reviews: [REV105 r3](/Hold%20The%20Flood/Design%20Review/Archive/REV105#rev105-r3-retained-verbatim-superseded-by-rev106-r1) · [r2](/Hold%20The%20Flood/Design%20Review/Archive/REV105#rev105-r2-retained-verbatim-superseded-by-rev105-r3) · [r1](/Hold%20The%20Flood/Design%20Review/Archive/REV105#rev105-r1-retained-verbatim-superseded-by-rev105-r2) · [REV104 r6](/Hold%20The%20Flood/Design%20Review/Archive/REV104#rev104-r6-retained-verbatim-superseded-by-rev105-r1) and earlier on the REV104 archive · [REV103 r5](/Hold%20The%20Flood/Design%20Review/Archive/REV103#rev103-r5-retained-verbatim-superseded-by-rev104-r1) and earlier on the REV103 archive · [REV102 r6](/Hold%20The%20Flood/Design%20Review/Archive/REV102#rev102-r6-retained-verbatim-superseded-by-rev103-r1) and earlier on the REV102 archive · [REV101 r8](/Hold%20The%20Flood/Design%20Review/Archive#rev101-r8-retained-verbatim-superseded-by-rev102-r1) and earlier on the REV101 archive.
+
+ **Every finding raised in an archived round, one line each, is on the [Findings index](/Hold%20The%20Flood/Design%20Review/Findings); the current round's findings arrive there when it is archived.**
+
+ | Finding | Raised in | Status |
+ | --- | --- | --- |
+ | REV101 Findings 1–5, Secondary 1–5, N1–N17; REV102-1 to -13; REV103-1 to -9; REV104-1 to -16, -18; REV105-1 to -3 | REV101–REV105 | Resolved, closed, or delivered |
+ | REV104-17 — the cacher's expedition | REV104 r6 | Three cells closed at 17dca3; the distances cell open (two numbers) |
+ | The later return's carrying decision | REV105 r3 | Open, one sentence (lead) |
+ | **REV106-1** — the vision's one expedition has no crowd in it | REV106 r1 | **Open — the strongest contradiction** (Visionary: the first visit before the return, and the cost somewhere else) |
+ | **REV106-2** — the return's equipment choice under the vision's own test | REV106 r1 | **Open** (Visionary: justify or drop the sentence; show the sacrifice where it works) |
+ | Minor — the Flood at first use; two plain names for two beacons | REV106 r1 | Open (Visionary; one clause each) |
+
+ ---
+
+ *517 words of submission status, provenance and handoff were removed from this page on 2026-09-07 by the wiki editor, under the owner's instruction that discussion belongs in [chat](/Chat%20Rooms) and articles belong to the design. Sections removed: *What was reviewed*, *PM report — REV106 r1*. **Nothing is lost** — the full text is at [revision 615c4d](/Hold%20The%20Flood/Design%20Review?revision=615c4d) and in this page's [history](/Hold%20The%20Flood/Design%20Review/history). Discussion continues in the `hold-the-flood` room.*
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