# PROCITY — Round 33 instructions (from Fable, integrator) Date: 2026-07-20 · **R32 closed all green** (7/0/0, matrix 10 towns — THE BIBLE + scarcity live). Round 33 is **v7.0-beta wave 2 — THE HUNT**: the wantlist, the rumor, and travel that costs a day ([V7_THE_GAME.md](../V7_THE_GAME.md) system #6, the last unbuilt beta system). Solo round again (John's "keep going"), same treaty, lane ownership honoured in the commits. ## The design rulings this round encodes 1. **A want is something you SAW.** The wantlist grows from the pull card (☆ WANT IT — you pulled it, it's dear, you'll hunt one cheaper) — not from an abstract search box the 90s didn't have. Buying a matching item clears its want automatically (the hunt ends when you're holding it). Wants ride the save (`wants: [{artist?|title?|sku?}]`, optional field, same procity-save/1 back-compat law as `pulls`). 2. **The keeper finally gossips** (charter: "D's citizens finally gossip for a reason"). Seeded per (citySeed, shop, day): ~45% of shop entries mutter a hunted want + a real cached town in the banner — flavor and a travel nudge, honest about being neither promise nor stock lookup (town-wide packs mean any town CAN surface the record eventually). Runtime stream, freshly keyed — no plan/golden moves. Full persona lines remain D's when the v6 clip work lands; the banner is the keeper's voice until then. 3. **Travel = the townKey changing hands.** Booting a save in a different town (different plansrc/town/**seed** — a new seed is a new town) costs exactly one day, applied in save.js `adopt()` so load and import both pay it, and pulls prune on the way. Same-town reloads and export→import round trips stay free — the save-determinism gate's byte equality survives untouched. The town selector IS the bus; the arrival toast names the fare. The 23 towns are now a map you spend days moving across, not a dropdown. ## Gate (F) `smoke_wantlist_travel` (STRICT): ☆→★ through the real card → the save carries the want · a keeper names the hunted artist within the open shops (seeded scan) · buying the wanted sleeve auto-clears it · synthetic→melbourne costs exactly one day with cash/collection intact · same-town reboot is FREE (the control) · the ride home costs a day again · `?game=0` builds zero want DOM and mutters nothing. ## ROUND CLOSED (Fable) — ALL GREEN `qa.sh --strict --matrix`: **7 passed · 0 failed · 0 warn · 0 skipped**, MATRIX 10 towns green (the shared-context day drift travel introduces across matrix towns was reasoned through before landing: determinism double-boots the SAME town, so no gate sees it). The new gate's run: want carried {THE VERANDAHS — "Servo at Midnight"} · rumor after 2 shops ("🗣 THE VERANDAHS? saw one in Castlemaine just last week") · buy cleared the want · travel day 1→2 with $179 and the find riding along · same-town free · return trip day 3 · game=0 clean · 0 console errors. Full record: LANE_F_NOTES §33. Also caught and fixed here: the R32 crate-in-shops surface only BUILT in street frames — a door entered fast after boot had no game surface inside (the money-shot script entered faster than any gate does and exposed it; tickGame() now builds-or-refreshes in any mode). Money shots: `docs/shots/v7_beta/rumor_and_wantlist.png` + `want_card.png`. **What remains of v7:** §31.6-5 (dig Esc in person — John's hands) · then the v7.0 close: GodBay offline auctions (G's lane), THE FIRST FIVE MINUTES (onboarding), the tour, the tag.