Blame
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1 | # Hold the Flood — The Exchange |
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3 | **CAM102 · r3 · 2026-09-07 · Campaign and District Designer · In review; proposal. Nothing here is an owner approval, a validated number, or tested behaviour.** r2 implements [PMR007 §1](/Hold%20the%20Flood/PM%20Reviews/PMR007) and REV104-16/17/18. **The r1 expedition was not legal and is replaced, not patched**: it lit a lure from batteries that start empty, held that lure for five minutes when a full bank buys a hundred lit seconds, then had a crowd spread while a reachable lit lure existed, and drew a rack five cells over three. r2 supplies a legal 2×4 rack, earned charge with an explicit spend-and-loss ledger, the lure's real hundred seconds and what retargets when it expires, two free cells for the retrieval, an **intake-local dispatch marker** so the flash-location convention holds, and the bank's **found state of three engaged clutches** that REV104-18 requires to explain the districts already announced. §11 corrects the cable reel to Equipment's U6. r1 is in [page history](/Hold%20the%20Flood/Districts/The%20Exchange/history) r3 corrects a broken citation in §6: the bank's pricing is the lead's at DES104 §3.4, and the Districts §6 this page cited does not exist. |
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| 5 | District 4 of the seven on [Districts](/Hold%20the%20Flood/Districts). [PMR006](/Hold%20the%20Flood/PM%20Reviews/PMR006) assigns CAM102: *"deepen the Exchange to the same standard as the three detailed districts."* This page does that. The district is the World designer's example ([World and Mystery](/Hold%20the%20Flood/World%20And%20Mystery)), and the lead's outline at [DES104 §3.4](/Hold%20the%20Flood/Campaign#34-the-exchange-in-outline) supplies the hall, the drums, the bank, the shut-regime meaning of a dark position, the bank's coupling and the Carrier's part in it. **Everything in that outline is kept; this page adds the ground, the panel, the interaction that takes time, two loadouts, a written expedition, the failure case and the asset list.** World owns the clue logic; Lead owns any contradiction with the campaign page or the contract. |
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| 7 | **Sources read 2026-09-06 22:30 UTC.** [Power and Attraction r4 29f5b0](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction?revision=29f5b0) (the ruled contract: lines conduct when dry; the R1 precedence stack; the Carrier's acquisition range; the Grounder; pursuit range about ten metres; the cable reel; the empty flash; dispatch needs drum and trunk) · [Campaign r3 6e4b59](/Hold%20the%20Flood/Campaign?revision=6e4b59) (§3.4, and the panel-table format each district now uses) · [PMR006](/Hold%20the%20Flood/PM%20Reviews/PMR006) · [Enemies r6](/Hold%20the%20Flood/Enemies) and [Combat Rules r5](/Hold%20the%20Flood/Mechanics/Combat) (the eight-role roster and the composition budget) · [Equipment](/Hold%20the%20Flood/Equipment) (eight cells, the cable reel) · [World and Mystery](/Hold%20the%20Flood/World%20And%20Mystery). Neighbours: [Districts](/Hold%20the%20Flood/Districts) · [The Collector](/Hold%20the%20Flood/Districts/The%20Collector) · [The Head-works](/Hold%20the%20Flood/Districts/The%20Head-works) · [Pumping District](/Hold%20the%20Flood/Districts/Pumping%20District) · [Glossary](/Hold%20the%20Flood/Glossary). |
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| 8 | ||||||||
| 9 | --- |
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| 10 | ||||||||
| 11 | ## 1. The problem |
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| 12 | ||||||||
| 13 | **Every other district's lever acts on the place you are standing in. This one acts on places you are not, and gives you almost nothing where you stand.** There is no salvage here worth the trip, no water to speak of, and nothing to carry home but a setting. A district like that has to earn its expedition some other way, and the answer this page proposes is: |
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| 15 | **The Exchange is the one district where you must commit to your crowd arrangement before you begin the interaction, because the interaction walks you away from the panel.** |
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| 17 | The bank's positions are spread along the shaft, in the order the districts sit on the water. Changing which districts the trunk permits means walking the drum floor, and the panel that decides where the hall's crowds are standing is at the other end, by the dock. So the sequence is: read the hall, decide where you want the Flood while you are busy, set the panel, and only then start walking. **Get that order wrong and the correction costs the whole walk back.** |
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| 18 | ||||||||
| 19 | --- |
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| 20 | ||||||||
| 21 | ## 2. The ground |
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| 22 | ||||||||
| 23 | ``` |
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| 24 | DOCK END (south) HEAD END (north) |
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| 25 | ┌──────────────┐ ┌────────────────┐ |
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| 26 | │ EXCHANGE │ ═══════════ THE DRUM FLOOR (dry) ═══════════ │ THE BANK │ |
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| 27 | │ DOCK │ one shaft, seven drums, ticking together │ 7 positions, │ |
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| 28 | │ (shelter) │ │ 2 clutches │ |
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| 29 | │ PANEL ──────┼── b1 ────────────── b2 ─────────────────── b3 ───┤ engaged, │ |
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| 30 | └──────────────┘ (dock end) (mid-floor) (head end) │ 1 seized │ |
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| 31 | │ └────────────────┘ |
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| 32 | │ ~~~ THE TAIL RACE ~~~ narrow channel along the west wall ~~~ |
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| 33 | │ (enters by culvert at the dock end, leaves at the head end; |
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| 34 | │ the only water in the district, and what turns the shaft) |
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| 35 | │ |
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| 36 | CABLE GALLERY (east wall, head height): every district's signal cable enters here. |
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| 37 | Lines conduct when dry — this is the district's conduction network. |
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| 38 | ARRIVALS: the upper landing at the head end (the tram pass) — no water route in. |
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| 39 | ``` |
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| 40 | ||||||||
| 41 | - **The drum floor** is dry, long and open: one shaft down its length with **one drum per district**, all ticking together, turned by the tail race at the west wall. The drums are the district's clue and its clock in one object. |
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| 42 | - **The bank** stands at the head end: **seven positions, one per district**, spread along the shaft in the order the districts sit on the water, and **two clutches engaged of a possible three, the third visibly seized**. A position's clutch is engaged or not; a district whose position is dark is in the shut regime, never a district with no Flood in it ([DES104 §3.4](/Hold%20the%20Flood/Campaign#34-the-exchange-in-outline), and PMR004). |
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| 43 | - **Three fixed beacons**, b1 at the dock end, b2 mid-floor, b3 at the head end by the bank. The contract permits more than two ([World's fixed contract](/Hold%20the%20Flood/World%20And%20Mystery#what-stays-fixed-everywhere-and-what-a-district-may-add)), and three in one long room is this district's physical signature: **the precedence stack is visible here in a way it is nowhere else**, because a crowd can see two lit beacons at once and the player can watch it take the nearer. |
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| 44 | - **The tail race** is a narrow channel along the west wall — the only water in the district. It is where the coil works, where the cable reel finds its two wet points, and where an Anchor will be standing. |
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| 45 | - **The cable gallery** runs the east wall at head height. **Lines conduct when dry** (contract r4 §1), so this is a live conduction network with no water in it at all, and it is what a Grounder climbs. |
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| 46 | - **Shelters: the dock only.** There is no platform on the floor and none at the bank. That is deliberate: the bank is the thing you walk to, and a shelter beside it would delete the district's only pressure. |
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| 47 | ||||||||
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48 | ### The panel, and why nothing here flashes at a beacon |
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49 | |||||||
| 50 | *Format as [DES104 §3](/Hold%20the%20Flood/Campaign#3-three-districts-in-depth) tables each district's.* |
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52 | | Panel position | Powered branch | Intake selected | What flashes at a dispatch | |
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53 | | --- | --- | --- | --- | |
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54 | | Dock | The dock end: b1 lit, the gallery's dock run live, the tail race's lower reach energised | The upper landing — always; the panel cannot change it | **The landing's own intake marker** | |
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| 55 | | Floor | The mid run: b2 lit, the gallery's centre run live | The upper landing | The landing's intake marker | |
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| 56 | | Head | The head end: b3 lit by the bank, the gallery's head run live, the race's upper reach energised | The upper landing | The landing's intake marker | |
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| 57 | | Off | Nothing | The upper landing; the shut regime if the trunk does not permit | The landing's intake marker | |
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58 | |||||||
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59 | **r1 had the panel flash a beacon at the far end of the hall from the only way in, and [PMR007](/Hold%20the%20Flood/PM%20Reviews/PMR007) is right that this breaks the convention the whole campaign has taught** — that the light which flashes is where the bodies appear. The fix costs nothing and improves the district: **the Exchange has one way in, so it has an intake marker at the landing, and that is what flashes.** The three beacons are lures and never intake selectors. |
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60 | |||||||
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61 | So this district splits in two what every other district joins. Elsewhere the panel chooses where the Flood enters *and* where it then goes; here it chooses only where it goes. **The player meets, for one district, the half of the panel that is pure lure** — which is the cleanest possible statement of the distinction the campaign has been building since the pumping district's two cables, and it is why this district is worth visiting even though it holds nothing. Pursuit range is about ten metres (contract §3), and the floor is wide enough that a body at the gallery wall does not chase a surveyor at the race. |
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| 63 | **Two dispatches, not three.** This is a ten-minute district: dispatches at about 3:00 and 7:00, with the evacuation window from 10:00. That is a district property, stated so the baseline on [Districts](/Hold%20the%20Flood/Districts) and the scene in §7 agree — [PMR007](/Hold%20the%20Flood/PM%20Reviews/PMR007) is right that r1 wrote a twelve-minute scene against a ten-minute allowance. **Lead should confirm** that a district may carry two dispatches; nothing in the contract requires three, and the pumping district's three are its own. |
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64 | |||||||
| 65 | ## 3. Shared-rule diff |
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| 66 | ||||||||
| 67 | | Adds | Changes | Signal | Choice it improves | |
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| 68 | | --- | --- | --- | --- | |
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| 69 | | **The routing bank**: seven positions, two clutches, campaign-scale permission | Nothing in what power, signal or charge mean | Clutches visibly engaged, disengaged or seized; a drum ticking or still; the board above the bank | Choose which two districts you can read, and pay for it with the walk and the trip | |
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| 70 | | **A third fixed beacon** in one room | Nothing — W1's precedence is unchanged and is simply *visible* here | Three lamp posts down one floor | Watch the precedence stack decide, instead of inferring it | |
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| 71 | | **An interaction that takes a walk**: positions are spread along the shaft, and swapping means disengage, walk, engage | Nothing | The positions are laid out in the districts' own order, so the walk's length is readable before you start | Commit to a crowd arrangement in advance, at the panel, because you cannot re-decide from the far end | |
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| 72 | | **A district whose panel selects no intake** | Nothing; there is one way in, so the intake column has one value | One landing, visibly the only opening | Learn what the panel is *for* by meeting a place where half of it does not apply | |
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| 73 | ||||||||
| 74 | **Nothing here needs a contract change.** That is worth stating plainly: this district is built entirely out of rules that already exist, and the only new thing in it is a machine. |
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| 75 | ||||||||
| 76 | --- |
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| 77 | ||||||||
| 78 | ## 4. Two loadouts that do different things |
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| 79 | ||||||||
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80 | *Eight cells, **two rows of four** (D023). C coil (2 cells), B battery, I insulation, K kit, L portable beacon, S salvage bundle. r1 drew five over three, which is not a legal rack.* |
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81 | |||||||
| 82 | ``` |
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| 83 | The cacher The dry hand |
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84 | C C B L I K S S |
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| 85 | B I K S S S S S |
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86 | link B1 → C, B2 → L no battery, no link |
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| 87 | ``` |
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| 88 | ||||||||
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89 | - **The cacher** carries charge into the one district where carrying charge is hunted. A Carrier's target is the nearest reachable loose charge **within its acquisition range** (contract §3, R5) — so it is not that any Carrier anywhere comes for you, it is that one close enough will, and the counterplay is distance as much as quantity. The cacher's play is to make that deliberate: **plant the beacon and a battery, and let the loose charge be somewhere you are not.** The coil is aboard because the tail race is the one water in the district. |
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| 90 | - **The dry hand** carries no charge at all, so no Carrier has anything here to want and every one of them reverts to line 3, the nearest lit beacon. It has six cells for cargo and the cutter, and it can set clutches and work the panel and nothing else. **It is the cheapest correct answer to this district and it has no recovery** — if the panel decision was wrong, it walks back and does it again. |
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91 | |||||||
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92 | **The constraint that makes both interesting, and which r1 got wrong.** Batteries start empty every expedition; charge resets ([Design Document §10](/Hold%20the%20Flood/Design%20Document#10-progression-and-persistence)). **A lit portable beacon drains one unit every ten seconds, so a full bank of ten buys a hundred lit seconds and no more** ([Campaign](/Hold%20the%20Flood/Campaign), the lure's number). And a coil discharge spends a full bank. **So one filled battery buys either a hundred seconds of lure or one discharge, never both** — and in a ten-minute district there is rarely time to fill two. That is the decision this district actually poses, and §7 is built on it. |
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93 | |||||||
| 94 | ## 5. Discovery |
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| 95 | ||||||||
| 96 | **Local question: why do these drums have no water of their own?** Every relay the player has met turns on its own race. Seven drums here turn on one shaft, and the shaft comes in from a culvert whose head is out of sight. |
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| 97 | ||||||||
| 98 | - **Notice.** The drums tick together, exactly, and the shaft enters from upstream. |
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| 99 | - **Compare.** In the pumping district the drum *was* the clock. Here there are seven drums and one shaft, so the drums are not clocks — they are repeaters. |
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| 100 | - **Infer.** **One time source, upstream, permitting all of them.** This is the campaign question's first hard evidence, and it is what makes the bank legible: the player understands the lever by understanding the machine, not by reading a label on it. |
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| 101 | - **Experiment, free, first visit, no item.** Disengage one clutch and watch that district's drum stop while the others keep ticking. Nothing is spent and the change is reversible in the same trip. |
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| 102 | - **Consequence.** The bank, §6. |
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| 103 | - **Recovery if missed.** The drums are the floor. Every route from the dock to the bank walks their length. |
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| 104 | ||||||||
| 105 | **Campaign clue (the lead's, adopted).** *The pumping district's dead drum is listed on the bank* — a position for a district whose drum no longer turns, still on the board, still with a clutch. **Redundant form:** the World page's pairing, the pumping district's stopped drum that still hears the trunk's cadence after R is opened. A player who shut that relay meets the same fact from both ends. |
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| 106 | ||||||||
| 107 | **What travels.** A fact — *the districts' relays are repeaters on one upstream clock* — and a convention: **the bank's board is the campaign's index of districts**, so a position with a name the player has not visited is how they learn a district exists. That is how the [Collector](/Hold%20the%20Flood/Districts/The%20Collector) and others can be found from here without a note being collected. |
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| 108 | ||||||||
| 109 | --- |
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| 110 | ||||||||
| 111 | ## 6. Outward consequence: the bank |
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| 112 | ||||||||
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113 | **The bank's pricing is not restated here.** It is stated once, as a rule, by the lead at [DES104 §3.4](/Hold%20the%20Flood/Campaign#34-the-exchange-in-outline): a lit position gives the player the forecast and the announced, routable surge in that district, and a dark one takes both away there, so withholding the Flood from a district means giving up reading it. **r1 and r2 of this page also cited a §6 on [Districts](/Hold%20the%20Flood/Districts) for that rule. There is no such section and there never was** — the pricing was drafted for a page that was never published, and the citation was carried forward without being followed. Corrected here rather than by adding a duplicate somewhere to make the link true. What belongs here is the **found state** and the **local** cost of changing it. |
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114 | |||||||
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115 | **The found state: three clutches engaged, on Pumping, Lock Flight and Tram Incline.** This is REV104-18, which [PMR007](/Hold%20the%20Flood/PM%20Reviews/PMR007) correctly calls a campaign dependency rather than a footnote: the player has by now had announced dispatches in three districts, and two engaged clutches cannot explain three announced districts. **The answer is that the bank drives three, and the player finds it already set to exactly the three districts they have been visiting** — which is not a coincidence to be explained away but the district's best single moment, because it tells the player that the route they thought they chose was the route something upstream had already permitted. |
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116 | |||||||
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117 | **I have not adopted the critic's seized-Pumping-clutch candidate**, and [PMR007](/Hold%20the%20Flood/PM%20Reviews/PMR007) is right to make that an explicit choice rather than a preserved ambiguity: a seized clutch on Pumping would mean the player can never darken their opening district, and darkening Pumping is the campaign's best worked example of a later discovery changing an earlier return ([Districts §4](/Hold%20the%20Flood/Districts#4-the-progression-map-main-route-an-optional-discovery-and-a-later-discovery-that-changes-an-earlier-return)). **Three live clutches keeps that and costs nothing.** The seized fourth position stays as it was: visibly seized, never usable, and its repair is the head-works' business rather than this district's. |
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| 119 | **Three of seven, and the scarcity argument is unchanged.** Most of the city is unread at any time, and every district added costs one given up. What changes from r1's two is only the arithmetic, and it changes in the direction the campaign's own history demands. |
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| 120 | ||||||||
| 121 | **The local cost of a change.** |
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| 122 | ||||||||
| 123 | - **A swap is disengage, walk, engage.** Positions sit along the shaft in the districts' own order, so swapping neighbours is a short walk and swapping the ends is the length of the floor. **The map's shape becomes the cost of the plan.** |
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| 124 | - **The walk is the exposure.** There is no shelter on the floor. Whatever the panel was set to when you left the dock end is what the crowds are doing while you work. |
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| 125 | - **Nothing is spent.** No salvage, no charge, no module. The bank costs a trip and a walk — which is why the trip has to be worth planning rather than worth farming. |
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126 | |||||||
| 127 | ## 7. A written expedition — illustrative, not a playtest |
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| 128 | ||||||||
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129 | **r1's scene was not legal and is replaced.** The corrections [PMR007](/Hold%20the%20Flood/PM%20Reviews/PMR007) and REV104-16/17 ask for are all in the ledger below rather than in prose around it. |
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130 | |||||||
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131 | **Declared setup.** Middle campaign, ten-minute expedition, dispatches at 3:00 and 7:00, evacuation from 10:00. The player wants the **Collector** permitted and will give up the **Tram Incline** for it. Bank found engaged on Pumping, Lock Flight, Tram. Rack: **the cacher** — C C B L / B I K S, B1 linked to the coil, B2 to the beacon. **Both batteries empty**, as they are at the start of every expedition. Panel found on **Head**, so b3 is lit at the bank end. The hall's standing stragglers are its own: this room is never quiet, which is what makes charge earnable here before a surge lands. |
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132 | |||||||
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133 | | Time | What happens | B1 | B2 | Ledger | |
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| 134 | | --- | ---: | ---: | ---: | --- | |
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| 135 | | 0:00 | Dock. Board reads dispatch 3:00, intake the landing. b3 lit at the far end — the surge would walk *toward* the bank the player is going to | 0 | 0 | — | |
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| 136 | | 0:20 | Panel thrown to **Dock**. b1 lights beside the player, b3 goes dark. Now the surge will cross the whole floor away from the bank | 0 | 0 | — | |
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| 137 | | 0:20–3:00 | The player cuts stragglers along the floor at one unit a kill. Collection goes to the player's set priority (D023): B1 first | 8 | 0 | **+8 earned** | |
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| 138 | | 3:00 | Dispatch. **The landing's marker flashes**; the surge enters at the landing, head end, and walks the length of the floor to b1, the only lit beacon | 8 | 0 | — | |
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| 139 | | 3:00–4:30 | It arrives and holds at b1. The player works its edge inside pursuit range, cutting | 10 | 4 | **+6 earned; B1 full** | |
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| 140 | | **4:30** | **The decision.** One full bank. It buys *either* one coil discharge *or* a hundred lit seconds of planted lure. The player links **B1** to the beacon, plants it twenty metres up the floor from b1, and starts north. **The coil is now unusable** — B2 holds 4, and a discharge needs a full bank | 10 → planted | 4 | **−10 committed to the lure** | |
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| 141 | | 4:40–6:20 | The lure is lit for **100 seconds** and no longer. Two Carriers in the crowd take it as the nearest reachable loose charge and gather on it, not on the player walking away | — | 4 | — | |
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| 142 | | 6:00–6:45 | The bank. Disengage **Tram** — its drum stops, its lamp goes out. Walk four positions. Engage **Collector**. Three engaged again: Pumping, Lock Flight, Collector | — | 4 | — | |
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| 143 | | **6:20** | **The lure expires**, battery empty, beacon dark. Retargeting, stated: b1 is still lit and is right beside them, so the crowd stays and the two Carriers revert to line 3 and take b1. **Nothing moves.** The lure bought a walk, not a rearrangement | — | 4 | lure spent | |
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| 144 | | 7:00 | Second dispatch, and the player is at the head end. The landing's marker flashes **beside them** and the surge enters there. b1 is the only lit beacon, so it sets off south — away from the player, and along the road the player has to take home | — | 4 | — | |
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| 145 | | 7:00–9:00 | The player follows it down the west wall, behind its press. A Grounder that came in with it climbs the gallery's dock run and grounds it: **b1 goes dark** | — | 4 | — | |
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| 146 | | 9:00 | Retargeting again, and this time it is legal to spread: b2 and b3 are dark, the planted beacon died at 6:20, so **no reachable lit beacon exists** and the crowd spreads both ways along the floor, including back toward the player. The dock run is grounded, so the race's lower reach is dead — safe to wade, and no help | — | 4 | — | |
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| 147 | | 9:00–9:40 | No coil (B2 holds 4, not a full bank). The player walks the spreading edge on the cutter and the insulation, retrieves the planted beacon and its empty battery — **two cells are free, because those two left the rack when they were planted** — and reaches the dock | — | 4 | **retrieval fits: 6 cells used, 2 free** | |
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| 148 | | 10:00 | Evacuation. **The 4 units in B2 are lost at the dock**; charge never leaves a district | — | 0 | **earned 14 · spent 10 · lost 4 · carried out 0** | |
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149 | |||||||
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150 | **What the expedition was about.** Not the bank — that was forty-five seconds of it. It was the decision at **4:30**, which is the district's whole design in one choice: **a single full bank buys either the walk or the way home, and the player who spends it on the walk comes back through a spreading crowd with no coil.** A dry hand makes the same trip with no decision, no lure and no risk of that particular failure, and has to time the walk against the dispatch instead. |
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151 | |||||||
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152 | **Why the Grounder is placed there rather than earlier.** It makes a plan expire at the moment the plan has already been paid for. Had the lure still been lit at 9:00 the crowd could not have spread at all — a reachable lit beacon forbids it — which is exactly the illegal move r1 made and PMR007 caught. **The scene now works because the lure ran out, not despite it.** |
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| 153 | ||||||||
| 154 | **Not a playtest.** No claim is made about timing, difficulty, survivability or enjoyment, and none could be. Every number above is a proposal checked against the written rules, which is a consistency check and nothing more. |
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155 | |||||||
| 156 | ## 8. Entry, revisit, and one consequence of failure |
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| 157 | ||||||||
| 158 | **Entry is physical, two ways.** The **tram incline's summit pass** opens onto the upper landing ([DES104 §2](/Hold%20the%20Flood/Campaign#2-the-campaigns-shape): the tram's summit is the way to the Exchange). Independently, the **trunk signal cable** leaving the pumping district's relay room runs here and can be followed on the map. Neither requires a note to be collected; the plans and tags are the *ordinary* way to learn where they go, per [Districts §3.2](/Hold%20the%20Flood/Districts#32-travel-rules). |
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| 159 | ||||||||
| 160 | **Revisit.** Every change to the bank costs a trip here — that is the lever's first price, and it is why this district is visited more often than any other except the pumping district, and always briefly. |
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| 161 | ||||||||
| 162 | **One consequence of failure, and it is this district's own shape.** A swap is two actions with a walk between them. **If the expedition ends in rescue between them, the city is left with one district permitted instead of two.** That is not a punishment bolted onto dying; it is exactly what the player did, left half-done. |
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| 163 | ||||||||
| 164 | - **Readable before launch.** The refuge's board shows which positions are engaged, so the player launches knowing they are down to one. |
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| 165 | - **What it costs.** One fewer district announced until they come back — thinner information everywhere, not more danger anywhere. |
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| 166 | - **Recovery.** A trip here, and the engage half of the swap they did not finish. |
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| 167 | - **Nothing banked, noted or built is lost.** The baseline holds. |
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| 168 | ||||||||
| 169 | **And the mitigation is a real choice, not a safety net:** a player who engages first and disengages second is never left with one — but they cannot, because only two clutches exist and the third is seized. **The seized clutch is what makes the failure case possible, and that is why it is visible from the first visit.** |
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| 170 | ||||||||
| 171 | --- |
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| 172 | ||||||||
| 173 | ## 9. Enemy and build pressure |
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| 174 | ||||||||
| 175 | *Roles are Combat's, in [CMB101 r6](/Hold%20the%20Flood/Enemies) and [Combat Rules r5](/Hold%20the%20Flood/Mechanics/Combat); Campaign owns placement. Everything below works with the Walker alone.* |
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| 176 | ||||||||
| 177 | - **This is the Carrier's district**, and the lead's outline says so. It is the one place the player's own stored charge is a liability with a designed answer — cache it deliberately — rather than a hazard to be endured. **Placement proposal for Combat:** Carriers present in every surge here, at low density, so the cacher's plant is worth its cells on the first visit rather than the third. |
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178 | - **The Grounder is what makes a plan expire**, and this district is where that reads best: the gallery is at head height along one wall, so a Grounder is visible climbing it, and the player watches their arrangement come apart with time to answer. **Placement proposal: at most one per surge, never in the first surge of a first visit, and best in the second** — where §7 puts it, because a plan that expires after it has been paid for teaches more than one that never forms. Never place one where it would darken the only lit beacon while the player has no charge and no route: that is not a plan expiring, it is a trap. |
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179 | - **Anchors belong in the tail race** and nowhere else here: one standing hazard in the only water, so the coil's own working ground is contested. |
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| 180 | - **What this district does not want:** Crusts and Sparks. Both are about water and conduction, this hall has almost none, and putting them here would blur the contrast with the [Collector](/Hold%20the%20Flood/Districts/The%20Collector). **A district should decline roles as deliberately as it asks for them**, and this is the one place in the campaign I would decline two. |
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| 181 | ||||||||
| 182 | --- |
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| 183 | ||||||||
| 184 | ## 10. Asset reuse and gaps |
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| 185 | ||||||||
| 186 | **Reused, no new category:** drums, cable, poles and galleries, indicator lamps, beacons, a four-position panel, boards, walkway and dock props, a narrow water channel with wet/dry tinting, the humanoid mass. |
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| 187 | ||||||||
| 188 | **Genuine gaps, marked and not filled. No free asset has been located, checked or licensed for any of these, and nothing here authorises creating one** ([Brief D009](/Hold%20the%20Flood/Brief)). |
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| 189 | ||||||||
| 190 | - **A long rotating shaft with drums along it** — visible rotation, and one drum that has stopped while the others turn. The stopped drum is a clue, so its state has to read at a distance. |
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| 191 | - **A many-position bank** whose per-position state (engaged, disengaged, seized) reads at a glance and in a non-colour channel. |
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| 192 | - **A long interior hall.** This is the only district that is mostly indoors, and it shares almost nothing with the outdoor sets except props. |
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| 193 | ||||||||
| 194 | **A cheaper alternative, recorded now.** If the long hall is out of reach, the district can be staged as a short gallery with the drums in one view and the bank at its end. It keeps the panel-then-walk decision only if the walk stays long enough to matter — **and if the walk goes, this district's only local problem goes with it**, which would be the moment to ask whether the Exchange should be a room inside the Head-works rather than a place. I do not think it should, because the bank's price is the trip; but that is the honest fallback and it should be on the record before it is expensive. |
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| 195 | ||||||||
| 196 | --- |
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| 197 | ||||||||
| 198 | ## 11. Open questions and dependencies |
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| 199 | ||||||||
| 200 | - **World (WLD103).** The campaign clue in §5 is the lead's and the World designer's; the "board as the campaign's index of districts" convention in §5 is mine and is a proposal in World's domain, because it decides how a player learns a district exists. |
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| 201 | - **Lead (DES104).** Whether the panel table in §2 — a district whose panel selects no intake — is acceptable under the contract. I believe it is: the contract requires the intake column to be true, not to have more than one value, and one-way-in is a topology fact, not a rule change. If Lead disagrees, the fix is a second landing and the district loses a good contrast. |
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| 202 | - **[CMB101](/Hold%20the%20Flood/Enemies).** The three placements and the two declines in §9. |
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203 | - **[EQP101](/Hold%20the%20Flood/Equipment) — corrected at r2.** r1 described the cable reel as joining two *wet* points, which was the r4 contract's wording; [contract r5](/Hold%20the%20Flood/Mechanics/Power%20And%20Attraction) restates it as Equipment's **U6, a bridge between exposed power terminals**. That makes it a far better fit for this district than r1 allowed — a dry hall whose gallery carries live runs is exactly where bridging terminals is worth two cells. **I have still kept it out of both loadouts in §4**, because the two the district needs to contrast are the one that carries charge and the one that carries none, and a third rack would blur that. A reel loadout here is a real third answer and Equipment is better placed to draw it. |
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204 | - **Unresolved by me, honestly.** Whether a district with no salvage worth carrying and one setting to change can hold an expedition's worth of interest on its third visit. My answer is the walk and the panel decision in §7, and I believe it; but this is the district in the campaign whose premise is thinnest, and if any of the seven fails the lead's written-expedition test on contact, I would expect it to be this one. That is why §10 records what it would become instead. |
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