PROCITY/docs/LANES/ROUND35_INSTRUCTIONS.md
type-two 25cef5983e 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>
2026-07-20 20:13:02 +10:00

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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 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).