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WEEK 1: THE TARGET

Game Design Document — Vertical Slice (v1.7)

PART I: FOUNDATIONS

1) High Concept

A cooperative, time-boxed GURPS “station-crawl” where four specialists race to validate the Moon-shot’s required muzzle velocity v₀ and resulting barrel pressure P. Players lock irreversible commitments, clear Teacher-judged physics gates, and survive a shared failure clock before Week 1 “breaks.”

Core tension: Physics correctness is necessary but insufficient; the system tests risk posture, resource triage, and compounding consequences.

2) Design Lens

Scarcity + Irreversible Commitments + Shared Pressure

Principle Implemented As Table Effect
Scarcity Teacher Time (2), GC, limited tokens You cannot buy certainty everywhere
Irreversibility Commitments locked for Week 1 (costly switch only) Early choices cast forward shadows
Shared Pressure Week 1 Clock (0–3+), Backlash One player’s failure stresses everyone

Design rule: Every mechanic must serve at least one lens principle.

3) Player Configuration

Role Core Skills Station Output
Producer Merchant/Finance 1–1.5 Risk posture, funding, Backlash/Safety
Astronomer Astronomy/Physics 2 v_esc, Δv_loss, v₀
Artillerist Artillery Math, Explosives/TL 3 a, F, P, powder stability
Engineer Materials/Armoury 4 σ (hoop stress), material + thickness, build validity

Session: 3–4 players, 60–90 min, TL5, 3d6 resolution.

4) Success and Failure

Week 1 Success (Stations 1–4): Team completes Station 4 with documented, Teacher-APPROVED outputs:

  • v_esc and v₀
  • a, F, P
  • σ vs yield limits (or explicitly fiction-bounded material choice)
  • Week 1 completed on first pass or after one restart

Failure:

  • Second BREAKING POINT during restarted Week 1 → Campaign Failure
  • Table chooses to abandon due to insolvency/clock pressure (record as tuning signal)

PART II: GLOBAL SYSTEMS

5) Shared State

5.1 Week 1 Clock (0–3+)

Public track: 0, 1, 2, 3, 3+

Rule Effect
Floor Clock cannot go below 0. If an effect would reduce it below 0, set to 0.
Baseline Any REJECTED gate would add Clock +1 (subject to reducer window; see §8.1).
Penalty All competence rolls are at −(Clock).
Overflow If Clock would increase while already at 3, mark 3+, finish current station, then trigger BREAKING POINT.

5.1.1 BREAKING POINT (Binder-Exact)

Trigger: Clock would increase while already at 3 (any +1 when Clock = 3; any +2 when Clock ≥ 2).

Procedure:

  1. Mark Clock 3+
  2. Finish current station (resolve remaining gates/rolls)
  3. Log current values (v₀, P, commitments, tokens) for post-mortem
  4. RESTART WEEK 1 with:
    • Clock resets to 0
    • GC resets to 4
    • Teacher Time resets to 2
    • All commitments cleared
    • All tokens cleared (Momentum, Gate Bonus, Safety)
    • Restart Penalty: Apply −1 to all team rolls during restarted Week 1

Second BREAKING POINT: If triggered again during restarted Week 1 → Campaign Failure. Week 1 ends.

5.2 GC (Group Currency)

Starting GC: 4

GC Gains (Week 1 core):

  • +1 GC per APPROVED gate (or treated-as-APPROVED gate)
  • Producer funding options (see Station 1)
  • Commitment options that grant GC

GC Spends (core):

  • Tutoring (REJECTED): 1 GC + 1 Teacher Time
  • AT-RISK Tutoring: 1 GC + 1 Teacher Time
  • AT-RISK Redo: 1 GC (or Clock +1 if specified)
  • Commitment costs (see stations)
  • Emergency Model Switch (Station 4 only): 1 GC + Clock +1 (see §13.2.1)

GC Payment Rule: If you cannot pay a required GC cost, take the listed alternative if one exists; otherwise the action is unavailable.

5.3 Teacher Time (Shared, Week 1)

Teacher Time: 2 tokens total, shared team pool.

Only uses:

  • Convert REJECTED → APPROVED (with 1 GC)
  • Treat AT-RISK gate as APPROVED (with 1 GC)

Timing (tight):

  • Must be declared immediately after REJECTED (before any next roll), or at AT-RISK choice point before any work is shown
  • Tutoring cannot undo Backlash once Backlash has already triggered on a resolved failure

If Teacher Time = 0: No tutoring available anywhere this week.

6) Definitions (Anti-Lawyering)

6.1 Rolls

Term Definition
Roll resolves Dice compared to effective skill; Success/Failure declared
Teacher Verdict Not a roll
Non-Teacher roll Any roll that is not a Teacher Verdict
Team roll Any non-Teacher roll made by any station/PC this week
Competence roll Station’s initial “do you know your job?” roll
Station task roll Any non-Teacher roll that is not a competence roll

Week 1 Station Task Rolls (Exhaustive): Powder-Handling (Station 3), Build (Station 4).
Clock/Backlash Clarification: Clock penalty (−Clock) applies to all competence rolls, but competence failures do not trigger Backlash.

6.2 Backlash-Eligible Failure (Canonical Definition)

A Backlash-eligible failure is any failure on:

  1. A Station Task roll (Powder-Handling, Build), OR
  2. A −5 Guess-penalized roll

Backlash triggers on the first Backlash-eligible failure after Press Deadline commitment. Once triggered, mark Backlash SPENT.

6.3 Launch/Engineering-Related (Global Scope)

A roll is launch/engineering-related if it is:

  • A Station 3–4 station task roll (Powder-Handling, Build), OR
  • Any later roll explicitly marked launch/engineering by the binder

Not included: Funding rolls, competence rolls, Teacher Verdicts.

7) Token Economy (Global Standard)

7.1 Token Types

Token Source Effect Stacking
Momentum Scholarly Analysis success; Yellow Journalism success; Press Deadline +1 to any non-Teacher roll Non-stacking: cannot combine with any other +1 token on the same roll
Gate Bonus Each APPROVED gate +1 to launch/engineering-related non-Teacher roll stacks with other Gate Bonus (max +3 held); cannot combine with Momentum
Safety Peer Review commitment negates baseline Clock +1 from one REJECTED gate one-use prevention

Token Timing: Declare before rolling. Tokens expire end of Week 1.
Momentum Clarifier: You can hold multiple Momentum tokens, but may spend only one on a given roll.
Gate Bonus Cap Rule: If you would gain a Gate Bonus token while already holding 3, the extra token is lost.
Priority/No-Waste Rule: Safety Token and Thick-Wall reduction cannot both apply to the same baseline REJECTED Clock +1; choose one.

7.2 Gate Rewards (Canonical Clause)

APPROVED (or treated-as-APPROVED): Gain +1 GC and +1 Gate Bonus token.
Use this exact reward for every gate. Apply Gate Bonus cap rule if already at 3.

8) Failure Conversion Procedures

8.1 REJECTED Gate Procedure

  1. Mark gate REJECTED

 

  1. BASELINE CLOCK WINDOW:

   – REJECTED would add Clock +1

 

  1. REDUCER WINDOW (immediate, one only):

   – If Safety Token OR Thick-Wall valve available,

     player may spend ONE to negate this +1

   – No double-spend; no reducing below 0

   – If no reducer spent (or none available): apply Clock +1 now

 

  1. Choose ONE:

 

   ┌─ TUTORING ───────────────────────────────────┐

   │ Cost: 1 GC + 1 Teacher Time                  │

   │ Effect: Convert gate to APPROVED             │

   │ Rewards: Gain +1 GC and +1 Gate Bonus token  │

   │ Note: Clock +1 already applied (or negated)  │

   │ Unavailable if: Teacher Time = 0 or GC = 0   │

   └──────────────────────────────────────────────┘

 

   ┌─ GUESS ──────────────────────────────────────┐

   │ Cost: None                                   │

   │ Effect: Proceed to next gate/station         │

   │ Penalty: Next launch/engineering-related     │

   │          non-Teacher roll is at −5           │

   │ Cascade: If that −5 roll fails → Clock +1    │

   │ Note: −5 Guess roll is Backlash-eligible     │

   └──────────────────────────────────────────────┘

 

8.2 AT-RISK Gate Procedure

Triggered when competence roll fails. Timing lock: choose BEFORE showing any gate work.

┌─ AT-RISK TUTORING ──────────────────────────────┐

│ Cost: 1 GC + 1 Teacher Time                     │

│ Effect: Gate treated as APPROVED (record steps) │

│ Rewards: Gain +1 GC and +1 Gate Bonus token     │

└─────────────────────────────────────────────────┘

 

┌─ AT-RISK REDO ──────────────────────────────────┐

│ Cost: 1 GC OR Clock +1 (player’s choice)        │

│ Effect: Attempt gate normally                   │

│ Risk: If REJECTED, normal procedure follows     │

└─────────────────────────────────────────────────┘

 

┌─ REFUSE ────────────────────────────────────────┐

│ Cost: None                                      │

│ Effect: Gate treated as REJECTED                │

│ Then: Apply REJECTED GATE PROCEDURE (§8.1)      │

└─────────────────────────────────────────────────┘

 

No Double-Charge: If you paid AT-RISK costs, do not pay again at the gate.

PART III: STATIONS 1–4

9) Core Station Loop (Shared Grammar)

Competence Roll → Locked Commitment → Math Gate(s) (Teacher Verdict) →

Station Task Roll (if any) → Handoff

 

10) Station 1 — Producer (Funding + Audit Regime)

10.1 Funding Roll

Choose approach before rolling.

Option Cost Roll Success Reward Failure
Scholarly Analysis Pay 1 GC Merchant −1 +2 GC (net +1), +1 Momentum Token No gain (GC spent)
Yellow Journalism None Merchant −5 +1 GC, +1 Momentum Token Clock +2

Proceed to 10.2.

10.2 Producer Commitment (Locked for Week 1)

No roll. Choose one audit regime.

Option A — Peer Review

Slow + credible; investors impatient

Effect Timing
Pay 1 GC Now
Clock +1 Now
Gain Safety Token Now

Safety Token (1 use, expires end of Week 1):

  • After any REJECTED gate, spend immediately after REJECTED to negate baseline Clock +1
  • If Clock = 3, also prevents that REJECTED from creating 3+
  • Cannot combine with Thick-Wall reduction on same REJECTED

Option B — Press Deadline

Fast + impressive; brittle underneath

Effect Timing
Gain +1 GC Now
Clock −1 (min 0) Now
Gain Momentum Token Now
Arm Backlash Now

Backlash (once/Week 1):

  • Triggers on first Backlash-eligible failure (Station Task roll or −5 Guess roll)
  • Adds Clock +1 extra immediately after failure resolves (before Guess/Tutoring choice)
  • Persists even if failure later converted by Tutoring
  • “First means first”: if multiple failures in one resolution window, GM chooses which counts
  • Competence-roll failures do not trigger Backlash

Handoff: Current GC, Clock, Teacher Time, tokens, Backlash armed/spent.

11) Station 2 — Astronomer (v_esc, Δv_loss, v₀)

11.1 Competence Roll

Roll: Astronomy or Physics at −(Clock)
Failure: Gate A is AT-RISK → use AT-RISK procedure (timing lock before showing work)

11.2 Locked Commitment: Δv_loss Policy

Choose before calculating. Locked for Week 1.

Policy Δv_loss GC Clock
Minimal 300 m/s +1 +1 now
Standard 600 m/s
Conservative 900 m/s −1 −1 now (min 0)

11.3 Constants

R_E = 6.4 × 10⁶ m
μ = 3.99 × 10¹⁴ m³/s²

11.4 Gates (Teacher Verdict)

Gate A: v_esc = √(2μ/R_E) (Expected ≈ 11,200 m/s)
Gate B: v₀ = v_esc + Δv_loss

Per gate: If APPROVED (or treated-as-APPROVED) → +1 GC +1 Gate Bonus token.
If REJECTED → baseline would add Clock +1 (reducer window), then §8.1.

Handoff: v_esc, Δv_loss, v₀, constants.

12) Station 3 — Artillerist (a, F, P + Powder)

12.1 Competence Roll

Roll: Artillery Math or Gunner (Cannon) at −(Clock)
Failure: Gate A is AT-RISK → use AT-RISK procedure

12.2 Locked Commitment: Propellant Quality

Choose before any gate math. Locked for Week 1.
Definition: “Powder failure” = FAILURE on 12.5 Powder-Handling roll.

Option Cost/Gain Effect
Certified Lot Pay 1 GC now Once per Week 1, ignore first baseline Clock +1 from powder failure
Mixed Lot Gain +1 GC now Each powder failure adds extra Clock +1 (total +2)

If cannot pay for Certified, must take Mixed.

12.3 Given Values

L = 274 m; A = 5.9 m²; m = 8,732 kg; u = 0 m/s; r_i = √(A/π) ≈ 1.37 m
Critical: Use v₀ from Astronomer (not v_esc).

12.4 Gates (Teacher Verdict)

Gate A: a = v₀²/(2L)
Gate B: F = m·a
Gate C: P = F/A

Per gate: APPROVED → +1 GC +1 Gate Bonus token. REJECTED → §8.1.

12.5 Powder-Handling Roll (Station Task Roll)

Roll: Explosives/TL (default IQ−5) or Chemistry
Failure: baseline Clock +1, then apply Certified/Mixed effect.
Backlash: If armed and not spent, this failure is Backlash-eligible.

Handoff: a, F, P with steps; propellant choice; powder result; Certified insurance status.

13) Station 4 — Engineer (Hoop Stress + Build)

13.1 Competence Roll

Roll: Materials/Structural Design (or Engineer/Armoury) at −(Clock)
Failure: Gate A is AT-RISK → use AT-RISK procedure

13.2 Locked Commitment: Model & Tolerance Policy (v1.7)

Choose before solving for thickness. Locked for Week 1 (except via Emergency Model Switch; see §13.2.1).

Option 1 — Thin-Wall Approach

Fast; used for diagnostic demonstration of impossibility

Validity constraint: t ≤ 0.1 · r_i (t ≤ 0.137 m)

Diagnostic Use (Explicitly Allowed):
Thin-wall math may be used outside validity (t > 0.1 · r_i) for diagnostic purposes only to demonstrate no valid thin-wall design exists. Diagnostic work:

  • is NOT a viable design submission
  • cannot be submitted for Gate A approval as a final answer
  • must be followed by either Emergency Switch (§13.2.1) or a formal fictional-material declaration

Gate A Submission Rules (Thin-Wall):

  • t ≤ validity AND σ ≤ σ_y → submittable for APPROVED
  • t ≤ validity AND σ > σ_y → declare fictional σ_y or Emergency Switch
  • t > validity → auto-REJECTED if submitted as final design (diagnostic only)

Build Roll Penalty (Thin-Wall only):

  • If Clock ≥ 2 and you are still Thin-Wall at Build: Build Roll (13.5) suffers −1
    Penalty timing: Applies only at Build Roll (13.5), after commitment and after Gate A resolves.

Option 2 — Thick-Wall / Conservative Build

Robust; required for survivability at corrected P

Cost: Pay 1 GC now (once only)

Benefit (1× per Week 1): After any REJECTED gate in Stations 3–4, reduce baseline Clock +1 by 1 (min 0)

Cannot combine: Cannot use with Safety Token on same REJECTED gate; choose one.

13.2.1 Emergency Model Switch (v1.7 FINAL)

Purpose: Preserves commitment irreversibility while providing a costly escape valve when Thin-Wall proves unworkable.

Trigger: Engineer committed to Thin-Wall but discovers (via diagnostic calculation) that no valid thin-wall design survives.

Cost: Pay 1 GC + Clock +1

Timing: May be declared after Gate A diagnostic work but before final Gate A submission.

Effect:

  • Commitment changes from Thin-Wall to Thick-Wall
  • Engineer must now use thick-wall formula for Gate A
  • Does NOT retroactively grant Thick-Wall’s reducer benefit (that required paying at commitment time)
  • After switching, you also do not gain Thick-Wall’s “1×/Week reducer” for the remainder of Week 1. The switch buys the formula, not the insurance.
  • Build Roll penalty from “Clock ≥ 2 + Thin-Wall” is removed (you are no longer Thin-Wall)

Clock Overflow Rule: If Clock is currently 3 and you declare Emergency Switch, the +1 Clock from the switch cost triggers BREAKING POINT after Station 4 resolves (per §5.1.1 Overflow). You may still complete Gate A and Build Roll before restart.

Irreversibility Note: This is the only way to change a locked commitment in Week 1. The cost (1 GC + Clock +1) ensures switching is painful, not routine.

13.3 Materials (Teacher Standard)

Material Yield Strength (σ_y)
Cast Iron ≈ 200 MPa
Bessemer Steel ≈ 500+ MPa
Fictional “Columbiad Steel” Teacher-approved (typically 1,500 MPa)

13.4 Gate A — Hoop Stress (Teacher Verdict)

Thin-Wall (valid only): σ = (P · r_i)/t
Thick-Wall (Lamé): σ_max = P · (r_o² + r_i²)/(r_o² − r_i²), where r_o = r_i + t

Teacher APPROVES if:

  1. Correct model for current commitment
  2. Thin-wall submissions satisfy t ≤ 0.1·r_i (else auto-REJECTED)
  3. Correct computation
  4. States implication (survivable under σ_y, or period-impossible / fictional σ_y declared)

Auto-REJECTED: invalid thin-wall submission (t > 0.1·r_i), arithmetic errors, wrong formula.

Per gate: APPROVED → +1 GC +1 Gate Bonus token. REJECTED → §8.1.

Binder-Accurate Implication: With P ≈ 375 MPa and t ≤ 0.137 m, σ ≈ 3,750 MPa → period metallurgy fails.

13.5 Build Roll (Station Task Roll)

Roll: Engineer (Materials) or Armoury (Heavy Weapons)

Apply eligible tokens/modifiers, then apply current-model penalties:

Condition Build Roll Modifier
Thin-Wall + Clock 0–1
Thin-Wall + Clock ≥ 2 −1
Thick-Wall (any Clock)
Emergency Switch used — (no longer Thin-Wall)

Failure: Clock +1 (Backlash-eligible if armed and not spent).

Output: Material, thickness t, σ (or σ_max), comparison to limits, commitment used, penalties applied, final Week 1 state.

PART IV: REFERENCE SHEETS

14) Constants Reference (Week 1)

Constant Symbol Value Units
Earth radius R_E 6.4 × 10⁶ m
Gravitational parameter μ 3.99 × 10¹⁴ m³/s²
Barrel length L 274 m
Base area A 5.9
Projectile mass m 8,732 kg
Barrel inner radius r_i 1.37 m

r_i = √(A/π) ≈ 1.37 m; r_o = r_i + t.

15) Formula Reference

Quantity Formula Station
Escape velocity v_esc = √(2μ/R_E) 2
Muzzle velocity v₀ = v_esc + Δv_loss 2
Acceleration a = v₀²/(2L) 3
Force F = m·a 3
Pressure P = F/A 3
Hoop stress (thin) σ = (P·r_i)/t 4
Hoop stress (thick) σ_max = P(r_o² + r_i²)/(r_o² − r_i²) 4

16) Tracking Sheet (Compact)

┌─ SHARED STATE ──────────────────────────────────────────────────┐

│ Clock: [ 0 ][ 1 ][ 2 ][ 3 ][ 3+ ]                               │

│ GC: ____ (Start: 4)                                             │

│ Teacher Time: [ ][ ] (Start: 2)                                 │

│ Backlash: [ ] Armed  [ ] Spent                                  │

├─ TOKENS ────────────────────────────────────────────────────────┤

│ Momentum: [ ][ ]   Safety: [ ]   Gate Bonus: [ ][ ][ ] (max 3)  │

└─────────────────────────────────────────────────────────────────┘

 

┌─ STATION 1 — PRODUCER ──────────────────────────────────────────┐

│ Funding: [ ] Scholarly  [ ] Yellow    Result: Pass / Fail       │

│ Commitment: [ ] Peer Review  [ ] Press Deadline                 │

└─────────────────────────────────────────────────────────────────┘

 

┌─ STATION 2 — ASTRONOMER ────────────────────────────────────────┐

│ Competence: Pass / Fail                                         │

│ Commitment: [ ] Minimal  [ ] Standard  [ ] Conservative         │

│ Gate A (v_esc): APPROVED / REJECTED    v_esc = _________ m/s    │

│ Gate B (v₀):    APPROVED / REJECTED    v₀ = _________ m/s       │

└─────────────────────────────────────────────────────────────────┘

 

┌─ STATION 3 — ARTILLERIST ───────────────────────────────────────┐

│ Competence: Pass / Fail                                         │

│ Commitment: [ ] Certified  [ ] Mixed                            │

│ Gate A (a): APPROVED / REJECTED    a = _________ m/s²           │

│ Gate B (F): APPROVED / REJECTED    F = _________ N              │

│ Gate C (P): APPROVED / REJECTED    P = _________ MPa            │

│ Powder Roll: Pass / Fail    Certified used: [ ]                 │

└─────────────────────────────────────────────────────────────────┘

 

┌─ STATION 4 — ENGINEER ──────────────────────────────────────────┐

│ Competence: Pass / Fail                                         │

│ Commitment: [ ] Thin-Wall  [ ] Thick-Wall                       │

│ Emergency Switch used: [ ] (cost: 1 GC + Clock +1)              │

│ NOTE: Switch grants NO Thick-Wall reducer (past or future)      │

│ Material: ________________    σ_y = _________ MPa               │

│ Thickness t = _________ m                                       │

│ Gate A (σ): APPROVED / REJECTED    σ = _________ MPa            │

│ Build Roll: Pass / Fail    Thin-Wall penalty applied: [ ]       │

│ Implication: [ ] Survivable  [ ] Fictional material required    │

└─────────────────────────────────────────────────────────────────┘

 

┌─ FINAL STATE ───────────────────────────────────────────────────┐

│ Outcome: [ ] SUCCESS  [ ] BREAKING POINT                        │

│ Restarts used: 0 / 1        Final Clock: ____                   │

└─────────────────────────────────────────────────────────────────┘

 

PART V: ONE-PAGE QUICK-PLAY REFERENCE

Week 1 Flow

STATION 1 ──► STATION 1.5 ──► STATION 2 ──► STATION 3 ──► STATION 4

 Funding      Commitment      v_esc, v₀      a, F, P       σ, Build

                              (2 gates)      (3 gates)     (1 gate)

                                             + Powder      + Build

 

Starting Resources

GC 4; Teacher Time 2; Clock 0; Gate Bonus 0 (max 3)

Clock Rules

  • Competence rolls at −(Clock)
  • Clock would increase at 3 → mark 3+ → finish station → BREAKING POINT
  • Floor 0

REJECTED Gate Procedure (Summary)

Baseline would add Clock +1 → Reducer window (Safety or Thick-Wall; choose one) → if no reducer, apply +1 → choose Tutoring or Guess.

Backlash (Press Deadline Only)

Triggers on first Backlash-eligible failure (Powder/Build or −5 Guess). Effect: Clock +1 extra immediately after failure resolves. No competence-trigger.

Gate Rewards (Every Gate)

APPROVED (or treated-as-APPROVED): +1 GC and +1 Gate Bonus token (cap 3; extra lost).

Station 4 — Thin-Wall Rules (v1.7)

Validity: t ≤ 0.1·r_i (t ≤ 0.137 m)

Thin-Wall Submission Result
t ≤ validity, σ ≤ σ_y Submittable
t ≤ validity, σ > σ_y Declare fictional σ_y or Emergency Switch
t > validity (final answer) Auto-REJECTED
t > validity (diagnostic only) Allowed; must then Switch or declare fictional

Emergency Model Switch: 1 GC + Clock +1 → change Thin-Wall to Thick-Wall mid-station

  • Does not grant Thick-Wall reducer benefit (past or future)
  • If Clock = 3: triggers BREAKING POINT after Station 4 resolves

Build Roll Penalty (Thin-Wall only):

Clock Build Modifier
0–1
≥ 2 −1

PART VI: 

17) 

Scarcity (GC/Teacher Time), irreversibility (commitments locked; switch is costly), shared pressure (Clock/Backlash) all visibly drive decisions.

Anti-Lawyering Architecture

  • Exhaustive roll taxonomy and Backlash scope
  • Timing locks at decisions
  • Canonical rewards clause
  • Cap/stacking rules explicit
  • Penalties only modify rolls, never Teacher Verdicts
  • Baseline Clock uses “would add” with explicit reducer window
  • Thin-wall diagnostic vs submission is explicitly separated
  • Emergency Switch is edge-case-proofed (no reducer benefit; overflow clarified)

Pedagogical Bite

Binder-accurate constants reveal the metallurgy gap; players discover “fiction requires fictional materials” via their own math.

18) Iteration Knobs (Week 1)

Parameter Current Range Effect of Increase
Starting GC 4 3–6 More buffer
Teacher Time 2 1–3 More forgiveness
Clock threshold 3 2–4 More tolerance
Gate Bonus cap 3 2–4 More roll insurance
Certified Lot cost 1 GC 0–2 Riskier choice
Thick-Wall cost 1 GC 1–3 Less attractive
Emergency Switch cost 1 GC + Clock +1 1–2 GC, 0–2 Clock Easier/harder pivot
Restart penalty −1 0 to −2 Harsher restarts

19) Version Changelog

v1.7 

  • Added Clock overflow clarification for Emergency Switch: if Clock = 3, switch cost triggers BREAKING POINT after Station 4 resolves
  • Added reducer benefit clarification: Emergency Switch grants no Thick-Wall reducer benefit for the remainder of Week 1 (the switch buys the formula, not the insurance)

v1.6

  • Added Emergency Model Switch concept and diagnostic vs submission separation
  • Standardized “would add” baseline language with explicit reducer window sequencing

v1.5

  • Moved Thin-Wall penalty to Build Roll (timing-compliant)

v1.4–v1.2

  • Momentum source/stacking clarifications; binder-accurate constants; Thick-Wall cost corrected; Producer competence removed

Document Version: 1.7 (Portfolio-Ready)
Vertical Slice: Week 1 (Stations 1–4)
Design Lens: Scarcity + Irreversible Commitments + Shared Pressure
Status: Definition-consistent, timing-sound, irreversibility-compliant, edge-case-proofed, table-proofed