rules.md
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Cogchemists rules
The eight ingredients
| # | Ingredient | # | Ingredient |
|---|---|---|---|
| 0 | Nightcap | 4 | Copper Fern |
| 1 | Emberroot | 5 | Gravebloom |
| 2 | Fen Lily | 6 | Sunmoss |
| 3 | Widow's Salt | 7 | Rime Thistle |
Ingredient identity is never hidden: a card in a hand, on the bench or in a demonstration is always named. What is hidden is what it is.
Signatures and the hidden chemistry
A signature is a triple of signs over RED, GREEN and BLUE, written R+G-B+ (ASCII
hyphen-minus). There are exactly 8. The episode's chemistry is a bijection ingredient ->
signature: a seeded permutation, so every signature is used exactly once and two ingredients never
share one. 8! = 40,320 chemistries are possible and one is drawn fresh from the episode seed. No
seat ever sees it; spectators see it only at the exhibition.
The mixing rule
Mixing two ingredient cards a and b with signatures sa and sb:
- Look at the aspects where
saandsbdisagree. - If they disagree on exactly one aspect, the potion takes that aspect's colour, and its
sign is the product of the two aspects they agree on:
+when those two point the same way,-when they point opposite ways. The rule is symmetric, so mix order never matters. - If they disagree on two or three aspects - or on none, i.e. the same ingredient twice, which is legal - the potion is MUD.
sa | sb | disagree on | agree on | potion |
|---|---|---|---|---|
R+G+B+ | R+G+B- | BLUE | R+,G+ -> + | BLUE+ |
R+G+B+ | R+G-B+ | GREEN | R+,B+ -> + | GREEN+ |
R+G-B+ | R-G-B+ | RED | G-,B+ -> - | RED- |
R+G-B- | R-G-B- | RED | G-,B- -> + | RED+ |
R+G+B+ | R-G-B- | all three | - | MUD |
The whole outcome vocabulary is seven values: RED+, RED-, GREEN+, GREEN-, BLUE+, BLUE-,
MUD. Over the 28 unordered signature pairs each coloured potion is produced by exactly 2 pairs
and MUD by the other 16, so a coloured result is a very strong constraint and MUD a weak one.
Rounds, phases and resolution order
The episode is rounds rounds (default 6, 3..10). Each round has two simultaneous-decision phases,
LAB then MARKET. Both take exactly one action per seat and resolve in initiative order
order[i] = (i + round) mod 4, so the lead rotates.
- Round open. The adventurer's demand for this round is drawn from the seed and published (one of the six coloured potions, never MUD). Royalties are paid: every standing seal earns its author +1 coin (+2 with the Printing Press). The initiative order is published.
- LAB opens. Every seat's deduction grid is recomputed; all four decisions are taken simultaneously.
- LAB resolves in initiative order, one action at a time.
- MARKET opens. Grids are recomputed - a seat sees this round's lab consequences before it commits its public move.
- MARKET resolves in the same order. This is where contention lives: an action that was legal
when the phase opened may be rejected by an earlier seat in the same phase, is recorded
rejected:<reason>, and degrades topass(the actor still takes the +1 coin stipend). - Next round, or the exhibition.
- The exhibition. Every standing seal is opened against the truth: a true theory pays its author +5 reputation and each endorser +2; a false one costs the author -6 and each endorser -3. Seals already burned by a debunk are not re-scored - they settled at the burn.
The LAB menu (private science; the cards you burn are public)
| action | cost | effect | who learns what |
|---|---|---|---|
forage | 0 | Draw 2 cards (hand cap 6; a draw into a full hand is discarded and recorded). | The drawn cards are public. |
test_student a b | -1 coin | Consume both cards (only a with the Magic Mortar). You learn the potion. | The two ingredients are public; the potion is private to you. |
test_self a b | 0 | Consume both cards (Mortar: only a). You learn the potion and drink it: negative poisons you (-2 reputation), positive is a triumph (+1), MUD does nothing. | The ingredients and the potion's sign class are public; the colour stays private. |
transmute a | 0 | Consume one card, receive +2 coin. | Public. |
pass | 0 | The academy stipend, +1 coin. | Public. |
The MARKET menu (public career)
| action | cost | effect |
|---|---|---|
sell a b | 0 | Consume both cards and sell the potion to this round's adventurer. Hit: +6 coin, +1 reputation. Miss (MUD included): +2 coin, -1 reputation. The potion is public either way. |
publish a SIG | -1 coin | Pin a wax seal claiming ingredient a has signature SIG. Immediate +2 reputation (+3 with the Printing Press). Legal only where no seal stands. Earns royalties from the next round open. |
endorse a | -1 coin, paid to the author | Co-sign a rival's standing seal (never your own, never twice). At the exhibition +2 if true, -3 if false; -1 if it burns first. |
debunk a b | -1 coin, consumes card b | A public demonstration against the standing seal on a. The academy supplies a, you supply b, and the real potion p is revealed publicly. The claim predicts q. If p != q the seal BURNS: author -4, you +3, each endorser -1, and a becomes publishable again. If p == q the attack fails: you -2, the author +1, and the seal stands. |
buy mortar / buy press | -4 / -5 coin | Once each. Magic Mortar: your tests consume only the first card. Printing Press: publish pays +3 and royalties 2. |
pass | 0 | +1 coin. |
Coin never goes negative: an action a seat cannot afford is simply not in its legal set, and pass
is always legal.
What a seat sees
Visible: itself (alias, coin, reputation, score, artifacts, its exact hand, its own notes); the
round, phase, this round's demand and the initiative order; every rival's alias, coin, reputation,
score, artifacts and hand count; the whole board of seals with authors, endorsers and status;
the public record of every action with its publicly revealed outcome; its own private mixFull
results; its own deduction grid; and the exact list of LEGAL MOVES for this phase.
Hidden: the chemistry; any rival's private results (only the sign class leaks, and only from
test_self); any rival's hand contents, notes, grid or chemistries-left; the draw stream ahead;
future demands; and this phase's undelivered actions by other seats.
The two endings
complete- all rounds resolved and the exhibition held.deadline- the episode clock (60% ofepisodeTimeoutSeconds, checked only between phases) stopped play. The exhibition still runs on the board as it stands, so a truncated episode never pays unearned publication credit.results.roundsreports the rounds actually played.