Fable (integrator): ROUND 34 CLOSED — GODBAY hammers, all green; v7.0 needs only the first five minutes

qa.sh --strict --matrix: 7 passed · 0 failed · 0 warn · 0 skipped, MATRIX 10 towns green. New
STRICT smoke_godbay: consigned through the real crate DOM · ONE-HAMMER determinism (a frozen
pre-sleep export slept twice lands byte-identical — the seeded gavel, measured not trusted) ·
honest bounded resolution (net $19 ≤ 2×$24×0.88) · the wake toast carried the morning paper ·
the ride to melbourne hammered a listing on arrival · ?game=0 has no crate to list from · 0
console errors. Money shots in docs/shots/v7_beta/ (the dawn paper + the ⚖ crate). The full
v7 loop now closes end to end: dig the gem → keeper cash now or the gavel tomorrow → the
wantlist points at another town → the ride costs a day and hammers your listings on arrival.
Remaining for the v7.0 tag: THE FIRST FIVE MINUTES (onboarding), the tour, docs freeze — and
John's hands on the whole thing.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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---
## 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
after, wherever the day moves (sleep, travel, imports — adopt() and sleep() share the
resolver). THE ONE-HAMMER LAW: identity-seeded (never day-seeded) — a passed-in item re-lists
to the same result forever, no retry farm. 15% pass · uniform-across-band hammer (grail 2×low)
· 12% war ×1.52 · 12% fees, net floor $1; EV ≈ 0.8×mid so random flips bleed and only finds
profit; keeper = floor, auction = bounded ceiling. The morning paper rides the wake/arrival
toast ("⚖ SOLD 'Cane Toad Blues' — hammer $22, $19 after fees"). Band table imported from C's
bible.js (one authority), PRNG from core. STRICT `smoke_godbay` green (real-DOM consign ·
byte-identical double-sleep · bounded honest resolution · travel hammers · game=0 control).
Full record: LANE_F_NOTES §34.
---
## Round 33 (v7.0-beta wave 2) — THE HUNT: wantlist · rumor · travel (Fable, solo, JING5)
☆ WANT on the pull card → `wants` on procity-save/1 (optional, capped, deduped); buying a

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@ -26,6 +26,7 @@ Click **START** to lock the mouse. Then:
| **E** (at the counter) · **C** (anywhere) · **SLEEP** (bottom bar) | sell a find to the keeper (he pays under the **guide band**, never over) · open THE CRATE — your collection, in shops too now · sleep = save, the day advances, stock rotates |
| read the **guide** stamp on every price card | the 90s price-guide band ("guide $824"). An item **asking under its band is a gem** — buy it, sell it to a keeper, pocket the margin. Bought slots stay gone for the day (the bin remembers) |
| **☆ WANT IT** on a pull card | start hunting it — keepers gossip ("saw one in Castlemaine"), and buying one clears the hunt. **Switching towns costs a day** — the 23 towns are a map now, not a dropdown |
| **⚖ LIST** in the crate | consign a find to **GodBay** — the auction hammers overnight (sleep or ride somewhere). One hammer per item, ever: keeper cash now, or the gavel tomorrow |
| click a book spine / toy box | pull-and-buy card (real price stickers in godverse shops) |
| walk out the door / **Esc** | leave the shop (Esc also frees the mouse anywhere) |
| **M** | 2D town map (street only) |

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@ -1845,3 +1845,28 @@ m3ultra. If a third machine joins the rotation, sync that dir (49 M) or re-run E
Green gates missed it because every gate's boot idles on the street long enough to build.
Fixed: tickGame() now builds AND refreshes (any mode); found by taking the money shot, which
entered the shop faster than any gate does. Shots are a detector, not decoration.
## §34 — R34: GODBAY, the offline auction (v7.0 close opens) (Fable, solo, JING5)
- **save.js:** `godbayHammer(entry, townKey)` — THE ONE-HAMMER LAW: seeded by ITEM IDENTITY
(`godbay:<townKey>:<sku|slotId>:<dayFound>:<pricePaid>`), never by resolution day — a
passed-in item re-lists to the same result forever, no retry farm. Fixed 4-draw stream. Rolls:
15% passed in (comes home free) · uniform hammer across the band (grail top = 2×low; unbanded
alpha finds auction around pricePaid — honest, never invented) · 12% bidding war ×1.52.0 ·
12% commission, net floor $1. EV ≈ 0.8×mid — under in-band asking EV, so random flipping
bleeds and only FINDS profit; the keeper's half-of-low stays the instant floor, the auction
is the gambler's ceiling (bounded 2×high×0.88). PRNG imported from core/prng.js; the band
table imported from C's bible.js (one authority — no mirror after all).
- `listings` optional on procity-save/1 (entry shape + listDay, same back-compat law).
`listFind` (identity, entry leaves the crate — can't also sell it) · `resolveAuctions()` runs
in adopt() AND sleep(): sleep, travel, and day-moving imports all hammer what they pass.
`takeAuctionNews()` drains the transient morning paper (NOT saved — the ledger is cash/
collection; the paper is a toast).
- **hud.js:** ⚖ LIST on crate find rows (mail-in consignment) + AT AUCTION section; rebuild
watches listings. **index.html:** the wake toast and the arrival toast fold the paper in.
- **Gate `smoke_godbay` (STRICT):** consign through the real crate DOM → save carries it ·
ONE-HAMMER determinism (a frozen pre-sleep export slept twice lands byte-identical) · bounded
honest resolution (SOLD net $19 on a standard record, ≤ 2×24×0.88) · the wake toast carried
"⚖ 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).

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# PROCITY — Round 34 instructions (from Fable, integrator)
Date: 2026-07-20 · **R33 closed all green** — every v7.0-beta system is built. Round 34 opens
**the v7.0 close: GODBAY, the offline auction** ([V7_THE_GAME.md](../V7_THE_GAME.md) system #4:
"list an item, a SEEDED offline auction resolves NEXT DAY — the come-back-tomorrow hook").
Offline tier FIRST per the proven ladder (G3's live rails are v7.x; this round is the seeded
brain in the game layer, G's later live tier must match these laws). Solo round (John's "keep
rolling").
## The laws (GODBAY v0 — named now, gated below)
1. **Mail-in consignment.** You list from THE CRATE (⚖ LIST on a find) — the 90s answer
(classifieds + the post). The entry leaves the collection into `listings` (you cannot also
sell it at a counter), `listDay` stamped. Resolution happens when the day moves past
`listDay` — sleep, travel, or a day-moving import all count (adopt() and sleep() both run
the resolver).
2. **THE ONE-HAMMER LAW (no retry farming).** The hammer is seeded by ITEM IDENTITY —
`godbay:<townKey>:<sku|slotId>:<dayFound>:<pricePaid>` — NOT by the resolution day. A
passed-in item re-lists to the SAME result, forever. There is no re-roll anywhere in the
economy: the keeper's offer is a formula, the auction is one hammer per item, per life.
3. **The house always eats.** Hammer rolls uniform across the band (grail's open top = 2×low);
~12% chance of a bidding war (×1.52.0); ~15% passed in (returns to the crate, free);
12% commission, net floor $1. Expected value ≈ 0.8× band midpoint — UNDER the asking-price
EV of in-band stock, so random flipping bleeds and only FINDS profit (charter law #2's
spirit at the auction house: growth bounded by finds, the keeper's instant half-of-low
remains the coward's floor and the auction the gambler's ceiling — bounded at 2×high×0.88).
4. **Delta law / classic purity unchanged.** `listings` is an optional procity-save/1 field
(same back-compat law as pulls/wants); no game layer ⇒ no listings, no DOM, no news.
5. **The morning report.** Resolution queues transient news ("⚖ SOLD 'Sunburnt' — hammer $38,
$33 after fees"); the shell folds it into the wake/arrival toast. News is NOT saved — it's
the morning paper, not the ledger (cash/collection already carry the truth).
## Gate (F): `smoke_godbay` (STRICT)
List through the real crate DOM (C → ⚖ LIST) → entry moves collection→listings, the save
carries it · sleep → resolved: listings empty, cash+net OR item returned, news queued, net
within [1, 2.2×bandHigh] when sold · DETERMINISM: a pre-sleep export imported twice sleeps to
byte-identical cash/collection both times (the seeded hammer, measured not trusted) · travel
resolves too (list → ride to melbourne → resolved on arrival) · `?game=0` builds zero ⚖ DOM ·
0 console errors.
## ROUND CLOSED (Fable) — ALL GREEN
`qa.sh --strict --matrix` on the final tree: **7 passed · 0 failed · 0 warn · 0 skipped**,
MATRIX 10 towns green. `smoke_godbay`: consigned through the real crate DOM (collection 2→1,
listDay stamped) · ONE-HAMMER determinism (a frozen pre-sleep export slept twice → byte-
identical) · honest bounded resolution (SOLD net $19 on a standard record, ≤ 2×$24×0.88) ·
the wake toast carried "⚖ 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. Design note vs the brief: the band table is IMPORTED from C's bible.js and the PRNG
from core/prng.js (one authority each — the drafted mirror died in review). Money shots:
`docs/shots/v7_beta/godbay_morning_paper.png` (dawn day 2, the paper in the toast, the crate's
⚖ row) + `godbay_at_auction.png`. Full record: LANE_F_NOTES §34.
**What remains of v7.0:** THE FIRST FIVE MINUTES (onboarding — arrive with a want, three
toast-beats) · the tour ("day one to first gem") · docs freeze · the tag. Then John's playtest
charters what's next.

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@ -2253,6 +2253,110 @@ def smoke_wantlist_travel(p):
b.close()
def smoke_godbay(p):
"""R34 gate — GODBAY, the offline seeded auction. Legs: (a) ⚖ LIST through the real crate DOM →
the entry leaves the collection into save-carried listings; (b) sleep resolved: listings empty,
cash+net (bounded [1, 2×high×0.88 + slack]) XOR the item came home, the wake toast carries the
morning paper; (c) THE ONE-HAMMER DETERMINISM: a pre-sleep export imported and slept TWICE lands
byte-identical cash/collection both times; (d) travel resolves too (list ride hammered on
arrival); (e) ?game=0 builds no crate at all (nothing to list from)."""
head('GATE R34: GODBAY — the offline auction (one hammer · bounded · morning paper · controls)')
BANDHI = {'record': {'bargain': 7, 'standard': 24, 'collector': 59, 'grail': 120},
'book': {'bargain': 4, 'standard': 14, 'collector': 39, 'grail': 80},
'toy': {'bargain': 5, 'standard': 19, 'collector': 49, 'grail': 100}}
b, pg, errs = new_page(p)
try:
boot(pg, '')
r0 = _enter_record_shop(pg)
if r0.get('err'): FAIL(f"godbay: {r0['err']}"); return
rich = pg.evaluate("""() => { const g = window.PROCITY.game;
const ex = JSON.parse(g.export()); ex.cash = 5000; ex.savedAt = Date.now();
return g.import(JSON.stringify(ex)); }""")
if not rich: FAIL('godbay: bankroll import failed'); return
pg.evaluate("() => window.DBG.setSegment(2)")
for i in range(2): # two finds: one to list now, one for the travel leg
_at_bin(pg)
rb = _dig_buy(pg)
if rb.get('err') or rb.get('disabled'): FAIL(f"godbay: buy {i + 1} failed — {rb}"); return
# (a) ⚖ LIST through the real crate DOM
rl = pg.evaluate("""() => {
window.dispatchEvent(new KeyboardEvent('keydown', { code: 'KeyC' }));
const g = window.PROCITY.game, n0 = g.collection.length;
const lb = document.querySelector('#pc-crate .pc-crate-row div[title*="GodBay"]');
if (!lb) return { err: 'no ⚖ LIST control in the crate' };
lb.click();
const ex = JSON.parse(g.export());
window.dispatchEvent(new KeyboardEvent('keydown', { code: 'KeyC' }));
return { n0, n1: g.collection.length, listings: (ex.listings || []).length,
entry: (ex.listings || [])[0] || null }; }""")
if rl.get('err'): FAIL(f"godbay: {rl['err']}"); return
if rl['n1'] == rl['n0'] - 1 and rl['listings'] == 1 and rl['entry'] and rl['entry'].get('listDay'):
OK(f"godbay: consigned through the crate — collection {rl['n0']}{rl['n1']}, "
f"the save carries the listing (listDay {rl['entry']['listDay']})")
else:
FAIL(f"godbay: listing did not take — {rl}"); return
# (c) THE ONE-HAMMER DETERMINISM: freeze pre-sleep, sleep twice from the same frozen state
pre = pg.evaluate("() => window.PROCITY.game.export()")
outcomes = []
for _ in range(2):
pg.evaluate("(ex) => window.PROCITY.game.import(ex)", pre)
pg.evaluate("() => { document.getElementById('pc-sleep-btn').click(); }")
pg.wait_for_timeout(250)
toast = pg.evaluate("() => (document.getElementById('pc-toast') || {}).textContent || ''")
st = pg.evaluate("""() => { const g = window.PROCITY.game;
const ex = JSON.parse(g.export()); delete ex.savedAt;
return { cash: g.cash, n: g.collection.length, nl: g.listings.length, ex: JSON.stringify(ex) }; }""")
st['toast'] = toast
outcomes.append(st)
a, b2 = outcomes
if a['ex'] == b2['ex'] and a['cash'] == b2['cash']:
OK('godbay: ONE HAMMER — the same frozen state slept twice lands byte-identical both times')
else:
FAIL(f"godbay: hammer not deterministic — {a['cash']} vs {b2['cash']}")
# (b) resolution honesty + bounds + the morning paper
pre_cash = json.loads(pre)['cash']; pre_n = len(json.loads(pre)['collection'])
ent = rl['entry']; hi = BANDHI.get(ent.get('type'), BANDHI['record']).get(ent.get('band'), 120)
sold = a['cash'] > pre_cash; came_home = a['n'] == pre_n + 1
net = a['cash'] - pre_cash
if a['nl'] == 0 and (sold != came_home) and (not sold or 1 <= net <= int(2.0 * hi * 0.88) + 2):
OK(f"godbay: resolved — {'SOLD net $' + str(net) + f' (≤ 2×${hi}×0.88 bound)' if sold else 'passed in, came home'}"
f" · listings drained")
else:
FAIL(f"godbay: resolution dishonest — nl={a['nl']} sold={sold} home={came_home} net={net} hi={hi}")
if '' in a['toast']:
OK(f"godbay: the wake toast carried the morning paper — {a['toast'][:90]}")
else:
FAIL(f"godbay: no ⚖ in the wake toast — {a['toast'][:90]!r}")
# (d) travel resolves too: list the second find, ride to melbourne
r2 = pg.evaluate("""() => {
window.dispatchEvent(new KeyboardEvent('keydown', { code: 'KeyC' }));
const g = window.PROCITY.game;
const lb = document.querySelector('#pc-crate .pc-crate-row div[title*="GodBay"]');
if (!lb) return { err: 'no ⚖ for the travel leg (collection empty?)' };
lb.click();
window.dispatchEvent(new KeyboardEvent('keydown', { code: 'KeyC' }));
return { cash: g.cash, nl: g.listings.length, n: g.collection.length }; }""")
if r2.get('err'): FAIL(f"godbay/travel: {r2['err']}")
else:
boot(pg, 'plansrc=osm&town=melbourne')
t = pg.evaluate("""() => { const g = window.PROCITY.game;
return { nl: g.listings.length, cash: g.cash, n: g.collection.length, trav: g.traveled }; }""")
if t['trav'] and t['nl'] == 0 and (t['cash'] > r2['cash'] or t['n'] == r2['n'] + 1):
OK(f"godbay/travel: the ride to melbourne hammered the listing (cash ${r2['cash']}→${t['cash']}, "
f"collection {r2['n']}{t['n']})")
else:
FAIL(f"godbay/travel: {r2}{t}")
# (e) ?game=0 — no crate, nothing to list from
boot(pg, 'game=0')
g0 = pg.evaluate("() => ({ crate: !!document.getElementById('pc-crate'), game: !!window.PROCITY.game })")
if not g0['crate'] and not g0['game']: OK('godbay/control: ?game=0 — no game, no crate, no auction house')
else: FAIL(f"godbay/control: game=0 leaked — {g0}")
if errs: FAIL(f"godbay: {len(errs)} console error(s); first: {errs[0][:140]}")
else: OK('godbay: 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
@ -2408,6 +2512,7 @@ def main():
smoke_rotation(p) # R30 gate d — vertex-data rotation determinism (the wave-3 binding)
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_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: