Fix the bots' corner bias; settle seat order and RULES v0.9 (6.2, 6.8)
Bots now pick their start square and break path ties in their own corner's frame; the absolute tie-break made corners 1 and 2 win 25-28%. With that fixed, seat order is within target at 4 players, and a +1 stripe first-player bonus (new switch) gains only ~1 point, so no compensation. RULES.md v0.9 lists the tested alternatives; the plan has the 6.8 consolidation run and the seat-order study. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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# Il Labirinto del Dojo — Rules (draft v0.8)
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# Il Labirinto del Dojo — Rules (draft v0.9)
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Working language: English. The final gift edition will be produced separately in Italian.
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Items marked **[VARIANT]** are unresolved and will be decided by simulation (see
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[Rule variants under test](#rule-variants-under-test)).
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Every rule has been checked by simulation; alternatives that were tried and set aside are
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listed under [Tested alternatives](#tested-alternatives).
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## Goal
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@@ -174,14 +174,16 @@ All other cards are shown and resolved immediately.
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- **Challenger loses**: −3 and sent to Start. The defender gains nothing.
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- If the challenger plays Uke and loses, they return to the square they entered from instead of Start.
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## Rule variants under test
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## Tested alternatives
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Parameters to validate by simulation: square mix; game length.
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Tried in simulation and set aside; the simulator keeps them as switches:
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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; a failed Exam costing 0 or 1 stripe instead of 3.
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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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- Final Exam: ties to the defender; best of 3; the defender fighting with their own belt.
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- Kiai +1 instead of +2.
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- A failed Exam costing 0 or 1 stripe instead of 3.
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- Fatica costing a stripe only when you stop on it.
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- Kumite allowed in the first round.
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- One extra starting stripe for the first player.
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## FAQ
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