Fable (integrator): ROUND 35 CLOSED — the first five minutes land; every v7.0 SYSTEM is built

qa.sh --strict --matrix: 7 passed · 0 failed · 0 warn · 0 skipped, MATRIX 10 towns green. New
STRICT smoke_first_five: the fresh game hunts a roster artist and the splash names hunt + cash
· the beats walked the REAL paths (② at the crate, ③ on the buy, the send-off on the ⚖) · a
returning save gets no tutorial · a second fresh browser hunts the SAME artist (seeded, not
random) · ?game=0 shows nothing · 0 console errors. THE CROSS-ROUND CATCH: the seeded want
moved a fresh-boot invariant (wants 1, not 0) and the R33 gate went red on the FULL run while
green solo — amended to a baseline snapshot, lesson filed in §35 (a feature that moves a boot
invariant must sweep every gate that assumed it; full runs exist for exactly this). Money shot:
docs/shots/v7_beta/first_five_splash.png. Remaining for v7.0: the tour + docs freeze + THE TAG
— which waits for John's hands (the alpha precedent).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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---
## Round 35 (v7.0 close, wave 2) — THE FIRST FIVE MINUTES (Fable, solo, JING5)
A fresh game arrives HUNTING: one seeded artist want (`rng(citySeed,'firstwant',0)` × the
parody roster) named on the splash with the pocket money ("You're hunting HILLS HOIST — $191
in your pocket"), pointing the rumors and the tour at the same target. Three toast-beats walk
the hustle off existing events (walk-in → digOpen → first find → first sale-or-listing, then
the listener removes itself). Returning saves get no tutorial; ?game=0/classic never reach it.
#pc-toast body-mounted so beats and morning papers surface inside shops too. STRICT
`smoke_first_five` green (roster want + splash · real-path beats · returning/?game=0 controls
· cross-browser seed determinism). Full record: LANE_F_NOTES §35.
---
## Round 34 (v7.0 close, wave 1) — GODBAY: the offline auction (Fable, solo, JING5)
⚖ LIST from the crate (mail-in consignment) → `listings` on procity-save/1 → resolves the day

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@ -1870,3 +1870,21 @@ m3ultra. If a third machine joins the rotation, sync that dir (49 M) or re-run E
"⚖ SOLD Cane Toad Blues — hammer $22, $19 after fees" · the ride to melbourne hammered a
listing on arrival · ?game=0 has no crate to list from · 0 console errors.
- G's later LIVE tier must match these laws (the ladder rule: the offline tier is the contract).
## §35 — R35: THE FIRST FIVE MINUTES (Fable, solo, JING5)
Fresh-game detection = day 1 ∧ empty collection ∧ empty listings (no flag in the save — the
delta law stays clean; a returning empty-crate player re-seeing beats is onboarding working,
not a bug). Seeded first want: `rng(citySeed,'firstwant',0)` × dig.js ARTISTS (exported R35);
guarded on empty wants so the persisted want isn't re-added. Splash gains #pc-hunt (fresh+game
only). Beats: ① on the go-click (900ms), ② on first `procity:digOpen`, ③ on first find via
wallet.onChange, send-off on first sale-or-listing (listener self-removes). #pc-toast body-
mounted (z 31) — visible in interiors/map; hud.dispose removes it. Gate `smoke_first_five`
STRICT (see ROUND35_INSTRUCTIONS). All v7.0 SYSTEMS are now built — tour + freeze + tag remain,
tag gated on John's playtest.
- **Cross-round amendment the suite caught (the reason full runs exist):** R35's seeded first
want changed the FRESH-BOOT CONTRACT (wants starts at 1, not 0) and the R33 gate's three
fresh-boot assumptions went red on the full run — green solo, red together. Amended to a
baseline snapshot (base = wants at boot; card adds base+1; the rumor may name ANY live want;
buying clears ITS want back to base). A feature that moves a boot invariant must sweep every
gate that assumed it — grep the harness for the invariant before calling a round closed.

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@ -0,0 +1,36 @@
# PROCITY — Round 35 instructions (from Fable, integrator)
Date: 2026-07-20 · **R34 closed all green** (GODBAY hammers). Round 35 is **THE FIRST FIVE
MINUTES** ([V7_THE_GAME.md](../V7_THE_GAME.md) system #7 — "smallest system, biggest
stranger-facing payoff"), the last unbuilt v7.0 system before the tour/freeze/tag.
## What ships
1. **You arrive with a want.** A FRESH game (day 1, empty crate, empty auction house) seeds ONE
artist want off `rng(citySeed,'firstwant',0)` × C's parody roster (ARTISTS now exported) —
so the splash, the keeper rumors, and the tour all point at the same hunt on a given seed.
The splash names it: "You're hunting HILLS HOIST — $191 in your pocket." A returning save
gets its town back, not a tutorial; ?game=0 / classic never reach the block.
2. **Three toast-beats walk the hustle** (fresh games only): ① find a record shop / E at a
crate (on walk-in) → ② riffle · mind the guide · BUY (first digOpen) → ③ sell at a counter
or ⚖ LIST and sleep (first find banked) → the send-off ("that's the whole hustle") on the
first sale-or-listing. Driven off existing events + wallet.onChange — zero new systems.
3. **Toasts surface in every mode**#pc-toast moved to document.body (the #pc-game body-mount
rule): beats fire INSIDE shops, and a SLEEP taken at a counter now shows its morning paper.
## Gate (F): `smoke_first_five` (STRICT)
Fresh game: 1 seeded want from the roster + the splash names hunt AND cash · beats ②/③/send-off
through the REAL paths (E at crate / dig buy / crate ⚖) · a returning save gets NO tutorial
(splash line hidden, no ② on dig) · a second fresh browser hunts the SAME artist (seeded, not
random) · ?game=0 shows nothing · 0 console errors.
## ROUND CLOSED (Fable) — ALL GREEN
`qa.sh --strict --matrix`: 7 passed · 0 failed · 0 warn · 0 skipped, MATRIX 10 towns green
(final tree). Gate run: hunts HILLS HOIST with $191, beats walked through the real dig/buy/list
paths, returning-save and ?game=0 controls clean, second fresh browser hunts the same artist,
0 console errors. Money shot: `docs/shots/v7_beta/first_five_splash.png`.
**v7.0 remaining:** the tour ("day one to first gem") · docs freeze · the tag — and the tag
waits for John's playtest (the alpha precedent: hands before tags).

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@ -2158,6 +2158,9 @@ def smoke_wantlist_travel(p):
c.dispatchEvent(new PointerEvent('pointerdown', { clientX: 640, clientY: 360, bubbles: true }));
c.dispatchEvent(new PointerEvent('pointerup', { clientX: 640, clientY: 360, bubbles: true })); }""")
pg.wait_for_timeout(300)
# [R35 amendment] a FRESH game already hunts ONE seeded want (the first-five system) — this
# gate's fresh-boot baseline is that want, and the card adds a SECOND on top of it.
base = pg.evaluate("() => window.PROCITY.game.wants.length")
rw = pg.evaluate("""() => {
const w = document.querySelector('.pcdg-panel .want');
if (!w) return { err: 'no WANT line on the card' };
@ -2165,11 +2168,14 @@ def smoke_wantlist_travel(p):
const g = window.PROCITY.game, ex = JSON.parse(g.export());
return { before, after: w.textContent, wants: ex.wants || [], live: g.wants.length }; }""")
if rw.get('err'): FAIL(f"wantlist: {rw['err']}"); return
if 'WANT IT' in rw['before'] and 'ON THE WANTLIST' in rw['after'] and len(rw['wants']) == 1 and rw['live'] == 1:
OK(f"wantlist: ☆→★ through the real card — the save carries {rw['wants'][0]}")
if 'WANT IT' in rw['before'] and 'ON THE WANTLIST' in rw['after'] and len(rw['wants']) == base + 1 and rw['live'] == base + 1:
OK(f"wantlist: ☆→★ through the real card — the save carries {len(rw['wants'])} want(s) "
f"(the seeded hunt + {rw['wants'][-1]})")
else:
FAIL(f"wantlist: want did not take — {rw}")
artist = (rw['wants'][0].get('artist') or rw['wants'][0].get('title') or '').upper()
FAIL(f"wantlist: want did not take — base {base}, {rw}")
# the rumor may pick ANY current want (seeded index over the live list)
artists = [str(w.get('artist') or w.get('title') or '').upper() for w in rw['wants']]
artist = artists[-1]
pg.evaluate("""() => { const p = document.querySelector('.pcdg-panel');
const x = p && p.querySelector('.x'); if (x) x.click();
const o = document.querySelector('.pcdg-out'); if (o) o.click(); }""")
@ -2190,20 +2196,21 @@ def smoke_wantlist_travel(p):
seen.push(s.id);
}
return { rumor: null, tried: seen.length }; }""")
if rr.get('rumor') and artist and artist in rr['rumor']:
if rr.get('rumor') and any(a and a in rr['rumor'] for a in artists):
OK(f"rumor: a keeper muttered after {rr['tried']} shop(s) — {rr['rumor'][:80]}")
else:
FAIL(f"rumor: no keeper named {artist!r} in {rr.get('tried')} open shops — {rr}")
FAIL(f"rumor: no keeper named any of {artists} in {rr.get('tried')} open shops — {rr}")
# (c) buy the wanted sleeve → the want clears itself
r1 = _enter_record_shop(pg)
if r1.get('err'): FAIL(f"wantlist/buy: {r1['err']}"); return
_at_bin(pg)
rb = _dig_buy(pg)
rc = pg.evaluate("() => ({ wants: window.PROCITY.game.wants.length, n: window.PROCITY.game.collection.length })")
if not rb.get('err') and not rb.get('disabled') and rc['wants'] == 0 and rc['n'] >= 1:
OK('wantlist: bought the hunted sleeve — the want cleared itself, the find is in the crate')
if not rb.get('err') and not rb.get('disabled') and rc['wants'] == base and rc['n'] >= 1:
OK('wantlist: bought the hunted sleeve — ITS want cleared itself (the seeded hunt stays), '
'the find is in the crate')
else:
FAIL(f"wantlist/buy: {rb} · after {rc}")
FAIL(f"wantlist/buy: {rb} · after {rc} (want base {base})")
base = pg.evaluate("() => ({ day: window.PROCITY.game.day, cash: window.PROCITY.game.cash, n: window.PROCITY.game.collection.length })")
# (d) travel: another town on the SAME save — the ride costs exactly one day
boot(pg, 'plansrc=osm&town=melbourne')
@ -2357,6 +2364,89 @@ def smoke_godbay(p):
b.close()
def smoke_first_five(p):
"""R35 gate — THE FIRST FIVE MINUTES (charter #7). Legs: (a) a FRESH game arrives with a seeded
first want (parody roster) and the splash names the hunt + the pocket money; (b) the want is
the SAME artist in a second fresh browser (seeded, not random); (c) the beats walk the hustle:
E at a crate '', a buy '', a LIST the send-off; (d) a RETURNING save gets no
tutorial (splash line hidden, no '' on dig); (e) ?game=0 shows no hunt line at all."""
head('GATE R35: THE FIRST FIVE MINUTES — seeded want · splash · beats (+ returning/?game=0 controls)')
ROSTER = {'THE VERANDAHS', 'DEZ & THE UTES', 'MERINO', 'HILLS HOIST', 'THE ESKIES', 'GOON BAG',
'STOBIE POLES', 'THE FIBROS', 'WARATAH', 'THONGS', 'THE CLOTHESLINE', 'GALAH'}
b, pg, errs = new_page(p)
try:
boot(pg, '')
fa = pg.evaluate("""() => { const g = window.PROCITY.game, h = document.getElementById('pc-hunt');
return { wants: g.wants.map(w => w.artist), cash: g.cash,
hunt: h ? { shown: h.style.display !== 'none', text: h.textContent } : null }; }""")
if (len(fa['wants']) == 1 and fa['wants'][0] in ROSTER and fa['hunt'] and fa['hunt']['shown']
and fa['wants'][0] in fa['hunt']['text'] and f"${fa['cash']}" in fa['hunt']['text']):
OK(f"first-five: fresh game hunts {fa['wants'][0]} with ${fa['cash']} — the splash says so")
else:
FAIL(f"first-five: seeded want/splash wrong — {fa}")
# (c) the beats, through the real paths
r0 = _enter_record_shop(pg)
if r0.get('err'): FAIL(f"first-five: {r0['err']}"); return
pg.evaluate("""() => { const g = window.PROCITY.game;
const ex = JSON.parse(g.export()); ex.cash = 5000; ex.savedAt = Date.now(); g.import(JSON.stringify(ex)); }""")
pg.evaluate("() => window.DBG.setSegment(2)")
_at_bin(pg)
pg.evaluate("() => window.dispatchEvent(new KeyboardEvent('keydown', { code: 'KeyE' }))")
pg.wait_for_timeout(350)
t2 = pg.evaluate("() => (document.getElementById('pc-toast') || {}).textContent || ''")
pg.evaluate("() => { const o = document.querySelector('.pcdg-out'); if (o) o.click(); }")
pg.wait_for_timeout(200)
_at_bin(pg)
rb = _dig_buy(pg)
t3 = pg.evaluate("() => (document.getElementById('pc-toast') || {}).textContent || ''")
rl = pg.evaluate("""() => {
window.dispatchEvent(new KeyboardEvent('keydown', { code: 'KeyC' }));
const lb = document.querySelector('#pc-crate .pc-crate-row div[title*="GodBay"]');
if (lb) lb.click();
window.dispatchEvent(new KeyboardEvent('keydown', { code: 'KeyC' }));
return (document.getElementById('pc-toast') || {}).textContent || ''; }""")
if '' in t2 and '' in t3 and 'whole hustle' in rl:
OK('first-five: the beats walked the hustle — ② at the crate, ③ on the buy, the send-off on the ⚖')
else:
FAIL(f"first-five: beats wrong — ②:{('' in t2)} ③:{('' in t3)} send-off:{('whole hustle' in rl)}")
# (d) a returning save gets no tutorial
boot(pg, '')
rd = pg.evaluate("""() => { const h = document.getElementById('pc-hunt');
return { shown: h && h.style.display !== 'none', n: window.PROCITY.game.collection.length,
nl: window.PROCITY.game.listings.length }; }""")
r1 = _enter_record_shop(pg)
if r1.get('err'): FAIL(f"first-five/return: {r1['err']}")
else:
_at_bin(pg)
pg.evaluate("() => window.dispatchEvent(new KeyboardEvent('keydown', { code: 'KeyE' }))")
pg.wait_for_timeout(350)
tr = pg.evaluate("""() => { const t = document.getElementById('pc-toast');
return { text: t ? t.textContent : '', vis: t ? t.style.opacity : '0' }; }""")
if not rd['shown'] and not ('' in tr['text'] and tr['vis'] == '1'):
OK(f"first-five/return: a save with {rd['n']} find(s)/{rd['nl']} listing(s) gets no tutorial")
else:
FAIL(f"first-five/return: tutorial leaked to a returning save — {rd} {tr}")
# (b) determinism: a second FRESH browser hunts the same artist
b2, pg2, _ = new_page(p)
try:
boot(pg2, '')
w2 = pg2.evaluate("() => window.PROCITY.game.wants.map(w => w.artist)")
if w2 == fa['wants']: OK(f"first-five: a second fresh browser hunts the same {w2[0]} — seeded, not random")
else: FAIL(f"first-five: fresh want differs across browsers — {fa['wants']} vs {w2}")
finally:
b2.close()
# (e) ?game=0 — no hunt line
boot(pg, 'game=0')
g0 = pg.evaluate("""() => { const h = document.getElementById('pc-hunt');
return h ? h.style.display !== 'none' : false; }""")
if not g0: OK('first-five/control: ?game=0 — no hunt, no tutorial')
else: FAIL('first-five/control: game=0 shows the hunt line')
if errs: FAIL(f"first-five: {len(errs)} console error(s); first: {errs[0][:140]}")
else: OK('first-five: 0 console errors')
finally:
b.close()
def smoke_classic_purity(p):
"""R30 gate (c) — ?classic=1 and ?game=0: ZERO Storage-prototype calls (instrumented before any
page script), zero game DOM (B's ids), game null. Default boot is the POSITIVE control (the
@ -2513,6 +2603,7 @@ def main():
smoke_bible(p) # R32 — THE BIBLE (bands · gems · ledger) + per-day scarcity + ?game=0 control
smoke_wantlist_travel(p) # R33 — wantlist · keeper rumor · travel-costs-a-day (+ controls)
smoke_godbay(p) # R34 — GODBAY offline auction (one hammer · bounded · morning paper)
smoke_first_five(p) # R35 — the first five minutes (seeded want · splash · beats + controls)
smoke_tier2(p) # R27 — the kill-the-server gate (charter law #1)
smoke_real_crate(p) # R24 — THE REAL CRATE (per-shop atlas identity · soft fall · no-op off the path)
finally: