Add Kiai-decided metrics; keep Kiai at +2 (6.6, D47)
Report how often a Tecnica is played and how often Kiai decides a Kumite or an Exam fight. The tie rule moves to RulesConfig.attacker_wins, shared by the engine and the metric; games are unchanged. RULES.md drops the Kiai +1 and catch-up variants from the rules under test. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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@@ -139,7 +139,7 @@ All other cards are shown and resolved immediately.
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| Type | Card | Effect | Qty |
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|---|---|---|---|
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| Tecnica | Kiai | +2 to your Kumite total. *(+1 to be tested)* | 3 |
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| Tecnica | Kiai | +2 to your Kumite total. | 3 |
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| Tecnica | Uke (Parata) | If you lose, you are not sent to Start (the track change still applies). A losing defender stays on its square; a losing attacker returns to the square it came from, and its turn ends with no square effect. | 2 |
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| Tecnica | Kaeshi (Contrattacco) | Reroll your die. | 2 |
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| Movement | Tsugi-ashi | Roll 2d6 and make another full move. That move has its own starting square (for Passo Falso). | 2 |
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@@ -174,11 +174,11 @@ All other cards are shown and resolved immediately.
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## Rule variants under test
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Parameters to validate by simulation: Kiai +2 vs +1; starting on 3 with 6+ players;
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square mix; game length at 3/4/6/8 players; a catch-up rule (Allenamento gives +2 instead
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of +1 to a player two or more belts behind the leader).
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Parameters to validate by simulation: starting on 3 with 6+ players; square mix; game
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length at 3/4/6/8 players.
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Tested and set aside (simulator switches only): Exam ties to the defender; best-of-3 Exam.
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Tested and set aside (simulator switches only): Exam ties to the defender; best-of-3 Exam;
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Kiai +1.
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Earlier rules kept as simulator switches: Fatica costing only when you stop on it; Kumite
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allowed in the first round.
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