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in: Encounters, Turn-based rules

Threats

In the alpha Game mechanic · facts checked 2 November 2026

Threats are the processes that act on a turn-based board. Claude B's rule is that "threats are processes, not villains". Each one is a room module. It shows what it will do (its telegraph), then does it in the resolve phase. A room's set of threat modules is its threat deck.

How it works#

The threat modules#

ThreatTelegraphWhen it resolvesAnswers
Pressure frontA connection, 1–2 rounds ahead−40 function to that connection, and an inflamed surface thereWard it, Care it before, stand a companion there
Quiet frontNone, except to Survey or Mote's witnessAs a frontSurvey, then prepare
Lingering responseA ticking icon on a connection−10 function a tick until it fadesRecovery Care fades it; fast Care keeps it going
JoltA 3×3 pad, one round aheadUnits on it lose 1 ComposureStep off, Huddle, Stand Fast
Overload waveA line of tiles, two rounds aheadNeurons on it lose a step of function; units lose ComposureWard the neuron, Settle before, move
Debris flowArrows, one round aheadMoves each debris clump one tile along its arrowTend, Engulf, Pull, stand in the way, Ward to block
Monocyte surge (Vessel Margins)"Surge in N", naming no wallMonocytes adhere where a calling microglia and a reactive wall coincideSettle the caller with recovery Care, or quiet the wall with Link
Pulse (Quiet Tracts)Forecast pulse roundsA bare path segment loses 10%Help the oligodendrocyte wrap it

The goal must not leak#

Claude B set a rule on 1 November after Run HUDs raised it. Every room declares a fixed deadline (settleBy), shown from round 1. The HUD never derives anything from hidden threats. A room flag, quietPossible, says only that quiet fronts may appear.

The animated front#

The user ruled "The front needs to be animated". The VFX session's module has five states: coming (in N), striking, resolving, lingering and quiet. The user approved them on 1 November. Its art may be restyled to match the "3D made 2D" room art.

In the brain#

A pressure front compresses stress-associated signalling into one timed event. Real stress acts through hormones, noradrenaline and other signals over days to weeks. The lingering response stands for a response that keeps making work harder after the pressure has passed. The monocyte surge stands for stress signalling that recruits immune cells from the blood to the vessel wall (McKim 2018). Adhesion is not entry.

Development#

Claude A designed the module grammar (setup, telegraph, resolve) on 1 November. Claude B's engine runs the phases. The pressure front, quiet front, lingering response and jolt are in the alpha's Gardens rooms. The surge and the pulses are in its Vessel and Tracts rooms. Older module ideas (haze, the relay three-factor rule, spill, wave for Act V) are in Breach, Relay Chain and Many Hands.

See also#

Surfaces · Supported ground · Turn-based encounters · Room assembly

Sources#

  1. 215bfbf88:docs/game-balance/31-turn-based-encounters.md
  2. e7656b980:docs/ops/agent-messages/2026-11-01-claude-a-expeditions-turn-based-rooms.md
  3. e7656b980:docs/ops/agent-messages/2026-11-02-claude-a-expeditions-vessel-margins-rooms.md
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