2026-09-07 09:33:42
Anonymous:
DES105 r1 (Campaign r6): section 3.2 rewritten as the Tram Incline across three visits - first visit (ride and cut, no battery), changed return (wet-yard breach on tooling's four-cell record; the berth-and-lure alternative), later return (empty flash; Siphon turns a bundle into thirty lit seconds; tram left lit at the summit) - with legal starts per D023, EQP102's approaches, COL102's two paths as a table, WLD104's explanations in accessible order, the loading apron, the crank return and the summit stores named, and three closing ledgers; the illegal seven-cell start removed (PMR007 2); Exchange found bank state ratified (REV104-18); D026 mirrored; asset wording corrected (PMR007 6); R12/R13 adopted; sources and PM report
hold the flood/campaign.md ..
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# Hold the Flood — Campaign (DES104)
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**DES104 r5 · 2026-09-07 · Lead Game and Systems Designer · In review · 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carries criterion 11's four parts, with positioning deferred until the ledger settles and the old short-game hypothesis withdrawn in that form; the Lock Flight's canal is a switched state, joined or parted on the board, never conditioned on extraction; one supported berth in the whole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.**
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**DES105 r1, on the Campaign page at r6 · 2026-09-07 · Lead Game and Systems Designer · In review · 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.**
**Added by the Campaign and District Designer, 2026-09-06, without changing anything on this page.** The role this page stands in for is now staffed. Its first deliverable is [Districts (CAM101)](/Hold%20the%20Flood/Districts), which **adopts this campaign rather than proposing a rival one**: it takes section 2's set and section 3's districts as written, adds an independent count test and a recommended seven, the order of play and travel rules, the progression map, a bottom-up duration hypothesis, one consequence of failure and one alternative route to the head-works, and writes the two districts this page's coverage table marks as sketches — [The Collector](/Hold%20the%20Flood/Districts/The%20Collector) and [The Head-works](/Hold%20the%20Flood/Districts/The%20Head-works). One disagreement is recorded there and not here: the refuge should not be counted as the eighth district. The transfer this page's bookkeeping anticipates is the lead's to make, not mine to take.
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**What happens if you say yes.** Nothing is built. This is a design gate, not a development gate. Saying yes means the team finishes the remaining districts to the standard in section 3, the critic reviews the whole, and you assess it.
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**Where to read.** Your short read is this section and section 10, about five minutes; the rest of this page is reference for the team and the reviewers. Then this page for the campaign; the Districts page for order, travel, the progression map and the two districts written there; Build Paths for the choices a player makes with equipment; Enemies for what the Flood does; Colony for what the refuge does between trips; the shared rule contract for the rules in one place; the Design Document for the pumping district.
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**Where to read.** Your short read is this section and section 10, about five minutes; the rest of this page is reference for the team and the reviewers. Section 3.2 is the worked example PM asked for of one district across three visits, and is the best single place to see whether the game renews. Then this page for the campaign; the Districts page for order, travel, the progression map and the two districts written there; Build Paths for the choices a player makes with equipment; Enemies for what the Flood does; Colony for what the refuge does between trips; the shared rule contract for the rules in one place; the Design Document for the pumping district.
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**Assets.** Reuses the ground and water tiles, lamps, cables and the panel from the pumping district, and the humanoid mass with a low silhouette and a wake for the floater. Gaps: lock gates and a water level that animates between three states, which the Tidal Barrier and the Collector reuse, so one water-level system serves three districts; the prod. No availability is claimed for any of it.
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### 3.2 The Tram Incline
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### 3.2 The Tram Incline: a first visit, a changed return, and a later return (DES105)
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**The problem.** A beacon that moves. The incline's tram runs while its rail is powered, and its headlamp is a beacon while lit; a crowd follows the lamp up the incline road, and the tram is slow on the slope and fast on the flat. Powering the rail is the depot panel's Rail position, which darkens the depot's gates, so the surveyor who tows a crowd has given up the gates as a way home. The surveyor can ride the lamp, send the lamp away empty, or put it out.
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This is the campaign's worked example of one district across three visits, as PM's DES105 asks: what the player believed, what they learn, what they prepare differently, what they try, what they give up, and what they change for good. The district is the lead's; the three preparations are the Equipment designer's EQP102, the two investment paths are the Colony designer's COL102, the explanations are the World designer's WLD104, and the geography named below is the lead's, offered to the Campaign designer for attribution. Nothing here has been played; the ledgers close on paper.
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**The ground.** The depot at the foot, ankle-deep across its yard, with the depot dock, the yard beacon, the gates to the dock road, and the panel (Rail, Gates, Off). The incline road and the rail climb side by side to the summit station, a shelter, with the pass gate to the Exchange, the summit berth on the upper canal, and the timetable board. The rail is a metal channel: it carries current along its length while the panel is on Rail, and glows faintly to show it. The tram has one lever, up or down, and a lamp switch; it moves only while the rail is powered; the pass gate is on the rail's circuit and is open while the rail is powered.
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**The problem, unchanged.** A beacon that moves. The incline's tram runs while its rail is powered, and its headlamp is a beacon while lit; a crowd holding at a lit beacon follows it when it moves, so the tram tows. Powering the rail is the depot panel's Rail position, which darkens the depot's gates, so the surveyor who tows a crowd has given up the gates as the easy way home.
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**The ground.** The depot at the foot, ankle-deep across its yard, with the depot dock (the baseline held dock), the yard beacon, the depot gates to the dock road, and the panel (Rail, Gates, Off). **The loading apron:** a raised dry platform beside the depot road, about ten metres off the boarding path, where the depot's carts were loaded, with room for a planted crowd's ring to sit off the road. The incline road and the rail climb side by side to the summit station, a shelter, with the pass gate to the Exchange, the summit berth on the upper canal, the timetable board, and **the summit stores:** one loose bundle, and an offer of a Siphon or a Kit, either inspectable and one of them takeable per visit. **The stairs** beside the rail are the walking route, about a minute each way. The rail is a metal channel that carries current along its length while the panel is on Rail, and glows faintly to show it. The tram has one lever, up or down, and a lamp switch; it moves only while the rail is powered; the pass gate is on the rail's circuit. **The free manual return:** the depot gates have a hand crank, like every hatch, ten seconds to open without power, so Rail never traps the surveyor; switching Gates locally at the panel is the quicker way and closes the pass.
| Panel position | Powered branch | Intake selected | Beacon that flashes |
| --- | --- | --- | --- |
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| Gates | The depot gates and the yard beacon; the yard's water energised | The yard | The yard beacon, lit |
| Rail | The rail, the tram's lamp and the pass gate | The yard | The yard beacon, dark under Rail: it flashes at the dispatch and is dark again after it |
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| Gates | The depot gates and the yard beacon | The yard | The yard beacon, lit |
| Off | Nothing | No dispatch: the shut regime, trickles down the incline road from the upper city | None |
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The tram's lamp is a lure only: it draws entered crowds as a lit beacon and never flashes, never selects an intake and never dispatches. This district has one intake, the yard, whichever branch is powered. Pursuit range here is the tram's length: a body a car-length behind the step is not chased.
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The panel is found on Gates. The tram's lamp is a lure only: it draws entered crowds as a lit beacon and never flashes, never selects an intake and never dispatches. Pursuit range here is the tram's length: a body a car-length behind the step is not chased. A crowd with no reachable lit beacon spreads from where it stands, so a crowd that followed the lamp uphill spreads on the incline road when the lamp goes out (Combat's R12, adopted).
**Shared-rule diff.**
| Adds | Changes | Signal | Choice it improves |
| --- | --- | --- | --- |
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| 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 |
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| 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 |
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| A powered rail: a dry conductor that carries the depot circuit up the incline | Nothing: lines conduct | The rail glows while powered | The panel's price is felt at a distance |
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| The tram: a moving shelter whose lamp is a beacon while lit and the rail is powered; a held crowd follows the beacon it holds to when it moves (Combat's R13, adopted) | 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, 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 |
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| The summit stores' offer: a Siphon or a Kit, one per visit, beside a loose bundle (Equipment's placement) | Nothing | Both inspectable; inspection records the recipe | Trade a bundle for three units of charge, or carry healing |
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**Two loadouts.**
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**Two colony paths across the three visits** (COL102; prices are Colony's proposals, four bundles each, and never a hauling target).
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```
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Tram crew Tow crew
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C C Bc A B L I K
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I Ba K S . S S S
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links Bc -> C, Ba -> A; priority Bc, Ba link B -> L
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```
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| Visit | Path A, protect two exits | Path B, make one combination dependable |
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| --- | --- | --- |
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| First | The outlet refit: the depot stays the baseline and a later dock can be chosen once surveyed; departs with the free cutter and an empty battery, or the starting module | The manual workshop: departs with a known Coil and the empty battery if the Coil was inspected earlier; otherwise basic |
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| Changed return | The forward berth: with both crane parts banked and the assembly commissioned, the one city-wide extra berth is assigned to the surveyed summit, provided the board shows the upper canal joined; departs basic and uses the tram | Tooling: issues the four-cell Coil, battery and insulation record if it was assembled and recorded in a shelter; the depot is the only exit |
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| Later return | The workshop: a known Coil with the empty battery, berth support kept | The outlet refit: tooling kept, the baseline dock chosen for the job; the summit is not a second exit |
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The written visits below follow path B on the changed return and path A's berth as its alternative; the reverse is equally legal and the board shows which is in force before launch.
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#### First visit: ride and cut (early; the player believes the Flood is weather and the rail is transport)
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**Prepared.** The colony has repaired the workshop; the starting module is a Kit. The surveyor declines the default battery, because nothing yet says charge is worth a cell here: `. . . K / . . . .`, the cutter outside the rack, seven cells free (Equipment's approach A). Objective: reach the summit, copy the timetable, inspect the pass, extract at the depot.
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- **0:00.** The depot dock. Panel found on Gates: the yard beacon lit, the gates open, the yard's water energised. Forecast: first surge at 3:00, intake yard; second at 8:00, intake yard. The tram stands at the depot.
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- **1:00.** The panel to Rail: the rail glows, the tram's lamp lights, the pass gate above opens, and the gates go dark. The surveyor boards and waits.
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- **3:00.** Surge one, yard: sixty walkers enter the flooded yard and walk to the nearest lit beacon, the tram. The surveyor puts the lever up.
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- **3:30.** The tram climbs, slow on the slope; the crowd follows the lamp up the incline road twenty metres behind. Halfway, a heavy stands on the rail and the tram stops against it. The surveyor steps down to the roadbed and kills it in ten hits, about five seconds; its large mote falls on the roadbed and fades, because there is no battery to take it.
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- **4:30.** The stop cost the lead. The crowd's front reaches the standing tram; the surveyor holds the roadbed beside the step inside pursuit range for the seconds it takes to step up, six kills, six motes fading where they fall, three hits taken; then the lever up, and the tram pulls away on the flat above the heavy's stretch. The Kit is spent at the next quiet moment: health restored, the cell freed.
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- **5:30.** The summit station. The lamp off and the lever down: the tram rolls back dark, and the crowd on the slope, with no lit beacon to reach, spreads on the incline road where it stands.
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- **6:00.** The timetable board, read and copied: trams ran full downhill and empty up, on the dispatch schedule. The pass gate is open; the Exchange's hall is visible beyond it, and the surveyor does not go in. The summit stores: the bundle taken into a free cell; the Siphon and the Kit inspected, the Siphon's rule recorded, neither taken this time.
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- **7:00.** Down the stairs, behind the spread crowd's edge on the road, watching its ring.
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- **8:00.** Surge two, yard: eighty walkers enter a dark yard, no lit beacon reachable, and spread across it.
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- **8:20.** The depot. Rail is still selected, so the gates are dark: the surveyor cranks the gate open in ten seconds and reaches the dock road; the alternative, switching Gates at the panel, would have closed the pass for the next visit. Extraction at 8:40 with one bundle, no charge, one hit still showing.
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**Newly learned, and written down:** the lamp tows, and putting it out drops the crowd where it stands; Rail opens the pass and closes the gates, and the crank is the price of leaving it so; a heavy on the rail costs the lead; the board keeps the network's time, the second form of the Lock Flight's gauges. **Given up:** every mote that fell, because the surveyor carried no battery. **Changed for good:** the tram left at the depot, the panel left on Rail, both on the refuge's board.
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**Ledger, first visit.** No battery.
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| Time | Cells (of eight) | Dropped | Collected | Stored | Lost | Spent |
The tram crew rides the lamp and fights at the step: coil and arc with a battery each, insulation, kit and one bundle; it can clear a heavy from the rail, hold the tram's step against the crowd that catches up, and, if the yard is flooded enough, stun the depot. Its priority is the coil's battery first, so the first ten units are a discharge and the rest are the burst. The tow crew carries three bundles, a kit, insulation and the portable beacon with its battery, and one empty cell: it lets the tram tow the crowd to the summit, drops the lit beacon at the summit to hold the crowd there, and sends the tram down empty to ride home with the cargo. One rack spends charge to fight where it stands; the other spends cells to decide where the crowd stands.
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Dropped eleven, collected nothing, eleven lost to fade.
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**Enemies and the precedence question.** Walkers and heavies. A heavy on the rail stops the tram, and the crowd behind catches up while it stands. The question: kill it for its large mote, with the crowd closing for the seconds it takes, or reverse the tram and come at the incline again once the crowd has strung out? The heavy also poses a yield question in water: it counts as ten for a stun, so one heavy in a flooded yard is worth as much charge as ten walkers.
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#### Changed return: the wet-yard breach (middle; the player now believes the Flood is supplied, because the Exchange's bank showed this district permitted)
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**Discovery chain.** Notice: the summit's timetable board lists departures that match the dispatch schedule, and the depot's log shows the trams ran full downhill and empty up. Compare: the Lock Flight's log said the same of the locks, and the pumping district's relay drum keeps the same time. Infer: crews were moving the Flood down to the low quarter by every machine the city had, on one timetable; the timetable is the network's, not this district's. Act: the pass gate opens while the rail is powered, and the Exchange is on the other side, where the time comes from. Recovery: the tram works without the discovery; a surveyor who never reads the board still reaches the summit berth, and the Exchange's meaning waits. Campaign clue: the timetable board; redundant form: the Lock Flight's painted gauges.
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**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, with a heavy beside it, because heavies gather where the tram was left.
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**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.
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**Prepared, path B.** Tooling issues the four-cell record the surveyor assembled and recorded at the Lock Flight's lock house: `. 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.
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**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.
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- **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.
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- **3:00.** Surge one: sixty walkers enter the yard and hold at the yard beacon, in its water.
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- **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.
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- **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.
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- **4:10.** The panel to Rail: the pass opens, the yard beacon dies, and the recovering crowd, its beacon gone and the tram's lamp off, spreads in the yard. The surveyor takes the stairs, not the tram, which stands blocked by its heavy; the heavy is not on the road and is left alone.
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- **5:30.** 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.
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- **7:00.** Down the stairs.
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- **8:00.** Surge two: eighty walkers enter the yard, the yard beacon dark under Rail and the tram's lamp off, and spread.
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- **8:10.** The crank at the gates, ten seconds, and the dock road. Extraction at 8:30: one bundle, the Siphon, a full battery lost at the dock, two hits.
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- **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.
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- **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.
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- **3:00.** Surge one, yard: sixty walkers enter the flooded yard and walk to the nearest lit beacon, which is the tram. The surveyor boards and puts the lever up.
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- **3:30.** The tram climbs, slow on the slope; the crowd follows the lamp up the incline road twenty metres behind. Halfway, a heavy stands on the rail and the tram stops against it. The surveyor 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.
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- **4:30.** The stop cost the lead. The crowd's front reaches the standing tram, and the surveyor holds the roadbed beside the step with the cutter inside pursuit range: ten kills, ten motes, each walked over where it fell before the next body arrives; two hits taken. By the priority list the coil's battery fills to ten and the arc's takes the last five: ten and five. The surveyor steps up and puts the lever up, and the tram pulls away from the crowd on the flat above the heavy's stretch.
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- **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.
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- **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.
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- **8:00.** Surge two, yard: eighty walkers enter the depot, where the tram stands dark and the yard beacon is dark, and spread across the yard.
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- **9:40.** Extraction at the summit berth: one bundle, ten and five units lost at the dock, two hits taken. The rail is left powered; the depot gates are left dark; the notebook records both.
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**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 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.
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Notebook: the lamp tows; a heavy on the rail costs the lead; putting the lamp out drops the crowd where it stands; the board keeps the network's time.
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**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; the Siphon's rule. **Given up:** the Kit, for the Siphon; the tram's speed, for the walk. **Changed for good:** the Siphon fitted and its recipe known; the tram still at the depot, the panel on Rail.
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**Ledger, tram crew.** Coil's battery first on the priority list, arc's second; capacity ten each.
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**Ledger, changed return.** One battery, capacity ten.
| Time | Cells (of eight) | Dropped | Collected | Stored | Lost | Spent |
| 8:30 | extracted; charge lost at the dock | | | 0 | 10, dock | |
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Dropped thirty-five; collected twenty; spent ten; fifteen lost to fade and ten at the dock.
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#### Later return: the empty flash and the lure that salvage pays for (late; the player now believes the Flood is harvested, and comes to set the district's standing state for the head-works approach)
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**What changed in the world.** At the Collector the surveyor held one basin's gate, withholding this district's first supply while leaving it permitted. The board shows the hold and the tram at the depot.
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**Prepared.** The small circuit set: `. . S B / . . L .`, the Siphon's feed into the battery, the battery linked to the beacon, the Kit not carried; four cells free. Objective: take the tram to the summit and leave it there with its lamp lit, so that the next surge climbs away from the depot road the colony now uses, and be home before that surge comes. This is not a trip to watch a flash; the flash is what the surveyor will see on the way.
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- **0:00.** The depot dock, panel on Rail as left; the heavy stands beside the tram, not on the rail; the surveyor boards from the far step and it cannot reach the moving car.
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- **1:00 to 3:00.** The tram climbs, no crowd behind it, no heavy ahead: an empty ride.
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- **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.
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- **3:30.** The summit. The lever left up, the lamp left lit: the standing state. The bundle from the stores into the cell beside the Siphon, touching it and not the battery; at the shelter the Siphon consumes the bundle and itself: three units in the battery, two cells freed. The board copied again for the Head-works' cadence.
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- **4:30.** Down the stairs.
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- **5:30.** The depot. Rail is on, the gates are dark. The surveyor cranks the gate and crosses the dock road: the yard is empty, and the lure is not needed. Extraction at 6:00 with nothing carried and three units lost at the dock.
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- **The contingency, priced.** If the descent runs late and the second surge is pouring into the yard at 8:00, the road from the stairs' foot to the gates crosses the entering bodies' path. The three units buy thirty lit seconds: five to plant and arm the beacon on the loading apron and step back out of range, twenty for the crossing to the crank and through the gates, five spare; the entered bodies walk to the lure on the apron, off the road, and at expiry spread from the apron. If the crowd's ring already lies across the road, the lure buys nothing and the surveyor waits on the stairs for the crowd to follow the lit tram uphill, then crosses behind it. The Kit would have healed one mistake; the Siphon bought a way not to make it.
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Dropped fifteen, collected fifteen, spent nothing, fifteen lost at the dock. Under the old most-room rule the same fifteen units would have split eight and seven and bought nothing; under the priority rule the surveyor holds a discharge at the summit and chose not to spend it.
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**Newly learned:** supply is a third thing, separate from timing and permission; a plan that waits for a surge to fund a coil is not a plan when the surge is withheld; a bundle can be thirty seconds of light. **Given up:** the bundle and the Siphon, both consumed; the depot gates dark for every later visit, because the lamp at the summit needs Rail. **Changed for good:** the tram at the summit, lit, so the next surge here climbs toward it and away from the dock road; the head-works approach that starts from this summit.
-
**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. Nothing is claimed available.
+
**Ledger, later return.** One battery, capacity ten; the Siphon's three units count as collected by conversion.
+
+
| Time | Cells (of eight) | Dropped | Collected | Stored | Lost | Spent |
| 3:30 | + bundle 1, then bundle and siphon consumed; battery 1, beacon 1; six empty | | 3 | 3 | | |
+
| 6:00 | extracted; charge lost at the dock | | | 0 | 3, dock | |
+
| contingency at 8:00 | beacon and battery planted on the apron | | | 0 | | 3, lure |
+
+
Collected three by conversion; three lost at the dock, or three spent on the lure.
+
+
**What the three visits are.** The first is discovery under the weather belief with no charge carried; the changed return exploits physical access and permission with a paid stun and a chosen exit; the later return sets the district for the ending under the harvested belief, with a discovery that turns cargo into light. Each has a credible alternative that reaches the same objective by a different sacrifice, and a lasting state the next visit reads on the board. A trip whose only purpose would be to watch the empty flash again is cut: once the player knows the supply rule and has no state to change here, the district is done until the head-works asks for it.
+
+
**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. Nothing is claimed available.
### 3.3 The Tidal Barrier
@@ 273,7 333,7 @@
### 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 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.
+
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. 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.
---
@@ 297,6 357,7 @@
- **COL-I1, one-time outlet refit and a supported forward berth.** Adopted, with the Campaign designer's three rules (Districts r7) now in the contract: one supported berth in the whole city, never one per district, and a berth is a place to stop and never a way in; a rescue does not complete a commitment defined as completing at extraction, and the Lock Flight's canal is not such a commitment but a switched state, joined or parted; and every route-gating state is on the refuge's board before launch. The Tram's summit berth is the first such connection, and it needs the canal joined. The boat's range to the head-works follows the witnessed Barrier route, not a salvage purchase. Colony r4 adopts the crane parts as the assembly's material: two project parts, one cell each, banked separately, commissioning the assembly once with no fee.
- **COL-I2, inspected recipes and recorded racks.** Equipment's to argue; the lead's position is Colony's: recorded racks on revisits only, capped at six issued cells, so first visits keep their discoveries (D023).
- **COL-I4, the baseline return after a shutdown.** Adopted and written into the contract's state table: gravity docks, dry routes and hand-worked machinery survive Stop; powered conveniences go dormant; nothing banked is lost.
+
- **D026, the comparison folded into the base receiver.** Adopted: side-by-side records of personally observed signals are part of the repaired forecast receiver, and the one assembly competes between tooling and the supported berth only; no fitting sells bank permission, which the board already shows free. COL102's two investment paths across the Tram's three visits are integrated in section 3.2.
- **COL-I5, the reusable service loop in place of three decisions.** Adopted as structure; the four-bundle prices are Colony's proposals, and the Districts page's constraint stands: every unlock must be payable from the salvage of required expeditions, or the campaign has become a grind.
- **COL-I6, a player-selected defence.** Adopted; section 2's refuge paragraph is the result.
- **Persistence and Stop at the refuge (PMR006 3 and 4).** The contract now states what persists: switched state and authored commitments persist as left, temporary electrical effects and entered crowds do not, and carried charge and unbanked finds are lost at the dock or on rescue; Colony mirrors that rule in place of its inherited reset sentence. The refuge's circuit is fed with the pumping district's and dies with it, late in Stop's cascade; the world designer's proposed salvage-fed pump reserve is declined, as Colony recommends, so after Stop the refuge keeps its dry landing and manual bench and loses only its powered conveniences.
@@ 334,12 395,12 @@
| --- | --- | --- |
| Reuse of the pumping district's categories | Ground and water tiles, lamps, cables, panels, boards, signs, walkways, the humanoid mass, wreck and barge props, the tide staff as a painted sign | 0 new |
| Pose or scale of the base body | Anchor (half-submerged, still), Carrier (leaning at its target), Grounder (up a cable), Floater (low in the water), Heavy (the base body scaled) | 0 new bodies; 5 poses |
-
| Engine-drawn cue | Target line, crowd ring, arcs, drips, the dispatch flash, the empty flash's hollow marker, the Spark's flicker, the Floater's wake, meter needles, the rail's glow | 0 assets |
+
| Engine-drawn cue | Target line, crowd ring, arcs, drips, the dispatch flash, the empty flash's hollow marker, the Spark's flicker, the Floater's wake, meter needles, the rail's glow | No art assets; authoring work in the engine, not zero |
| Licensed edit of a free asset | The base humanoid mass tinted and resized, the one-district assumption unchanged; the Crust's encrustation as an edit of that body | 1 base body, 1 edit, each only under a licence that permits adaptation |
| 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, 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.
+
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 a source and licence candidate for category 4, a verified CC0 pack, and candidates located for some of the seven environment categories, with nothing located for three; no candidate's suitability, pose or animation work has been assessed by anyone, reuse of an as-yet-unselected base asset is not evidence it exists in usable form, 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.
---
@@ 372,7 433,7 @@
5. **The setting and the enemy's identity** remain yours, as before; the roles' names are placeholders the world designer will rename.
6. **The ending's shape.** Stop, Keep or Leave at the head-works, the relay room's three shapes at city scale, with the Districts page's two routes in; the slower position is merged into Keep, which is the one reversible outcome. Recommendation: yes.
7. **Positioning.** Deferred until the baseline ledger is confirmed; the one-district document's short-game hypothesis is withdrawn in that form. Recommendation: decide the shelf and price after the critic's review of the whole package, on the Reference pages' measured data, and not from the length.
-
8. **Authored art.** The one-district design assumed one likely custom asset, the enemy body. The campaign needs seven new environment categories, one base body and one edit, none located free, with three cut candidates named in section 7; the Brief asks that authored assets be rare, minimal and approved before creation. Recommendation: no purchase or custom request yet; the Reference Researcher audits free candidates against the list first, and only verified gaps come to you.
+
8. **Authored art.** The one-district design assumed one likely custom asset, the enemy body. The campaign needs seven new environment categories, one base body and one edit, with three cut candidates named in section 7 and REF110's first pass recording candidates for some and none for three; the Brief asks that authored assets be rare, minimal and approved before creation. Recommendation: no purchase or custom request yet; the Reference Researcher audits free candidates against the list first, and only verified gaps come to you.
---
@@ 380,6 441,8 @@
**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 r6 (DES105 r1).** PM Reviews PMR007 6fb181 and checkpoint e8a263, PMU007 f62987; Tasks 575001 (the DES105 row and the Tram handoff); Brief 0cba02 (D026); Hub 73d5b0; Design Review REV104 r6 ce94e4; Equipment/Build Paths r4 6bc3f7 (EQP102), Utility Modules r3 04a42d, Equipment r4 59fcc5, Coil 80da75, Inventory and Charge 9cebc1; Colony r5 fe7d88 (COL102); World and Mystery r25 e99445 (WLD104); Combat Rules r7 e3ad2b (R11 to R13; EQP102 countersigned), Enemies r9 56cadb; Districts r9 e9c413, the Exchange r3 4d6703, the Collector r5 8e39d2; Clarity Q52 (40a841). The contract at r7 was written from the same sources.
+
**Sources read for r5.** External Critique r12 4e4d20 (X33); Districts r7 cd487b (section 3.3, the three rules) and r6 d2b9eb; Colony r4 527f2b; Combat Rules r6 6129ea; Enemies r7 7e588c, Spark r5 30c5cb, Floater r2 92603a; the Head-works r5 65403a; Tasks 13c20b; Disagreement Register r17 3fc3b9. The contract at r6 was written from the same sources.
**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.
@@ 388,4 451,4 @@
**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 DES104 r5 against External Critique X33 and Districts r7; artifact Hold the Flood/Campaign r5 (r4 7daf34 and earlier in history), with the shared rule contract r6 as its rules. X33: the owner page carries criterion 11's four parts in one paragraph, positioning deferred with the old hypothesis withdrawn in that form, and section 10 lists the deferral as a decision. Districts r7: the three rules are adopted into the contract, and the Lock Flight's canal is defined as a switched state on the board, not an extraction-conditioned commitment. The countersignature record is closed. Changed decisions: none canonical. Evidence: no rule, number or scene changed; no player data; nothing built or tested. Risks: section 9. Next handoff: the critic's REV104 on the whole package at these revisions; PM's next review, which the Tasks row still awaits; the cut of sections 3.1 to 3.3 to district pages by agreement. No PM request.
+
**PM report.** Task DES105 r1 against Tasks 575001 and PMR007 1, 2, 4 and 6; artifact Hold the Flood/Campaign r6 (r5 9366c8 and earlier in history), with the shared rule contract r7 as its rules. Section 3.2 is the integrated first, changed and later return on the Tram Incline: legal starts (Equipment's approach A with no battery, tooling's four-cell record, the small circuit set), the three preparations countersigned by Combat, Colony's two investment paths as a table, World's three explanations attached to the three visits in the accessible order, the loading apron, the free crank return and the summit stores' offer named as geography, the thirty-second crossing written as a priced contingency, and three ledgers that close; the illegal seven-cell berth-supported start is gone. The Exchange's found bank state, three clutches engaged, is ratified in section 3.4. D026 is mirrored in section 5. The asset wording PMR007 6 corrects is corrected in sections 7 and 10. Changed decisions: none canonical; two Combat proposals adopted on the contract (a crowd spreads from where it stands; a held crowd follows a moving beacon). Evidence: written design; no player data; nothing built or tested; no asset claimed. Risks: the apron, the crank timings and the crossing budget are the lead's proposals for the Campaign designer to place; the ledgers show consistency, not survivability. Next handoff: CMB102 and REV105 on this exact revision; the Campaign designer to attribute the geography and cut sections 3.1 to 3.3 to district pages by agreement; PM's next review. No PM request.