docs: open P9.0R5 first session arc
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# Phase 9.0R5 First-Session Arc Runtime Contract
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## State Machine
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```text
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Title -> Yard -> first_battle -> first_result -> adaptation
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-> second_battle -> second_result -> guild_return_unselected
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-> guild_return_selected -> third_battle -> session_result
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```
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Title is the only fresh entry. Tests may create fixed states for layout/capture,
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but the owner-facing H5 always starts at Boot/Title and can reach every state by
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visible controls.
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## Guild Choice Transaction
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The second result enters Guild return with `20 Coin`, Company `2`, the selected
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loan recorded and no Guild choice selected.
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| Choice | Commit | Result |
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|---|---|---|
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| `retain_item` | subtract `12 Coin`; retain P9.0R4 item | Coin `8`, Company `2`, no added rear |
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| `recruit_rear` | subtract `14 Coin`; return loan; add missing rear | Coin `6`, Company `3`, no active item |
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Selection does not spend. Switching selection does not spend. `Begin third
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expedition` is the only commit, is enabled only with one legal choice, and is
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inert after the first successful commit.
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## Third Battle Events
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### Retained equipment
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1. two-person line enters against captain (`130 HP`);
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2. `EQ-061` optionally commits an early front hit `130 -> 102`; otherwise the
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captain telegraphs;
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3. captain hit commits front to `90` with `EQ-002`, otherwise `70`;
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4. selected original rear commits Farstring damage or Kindhand healing;
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5. retained-item/front follow-up commits captain toward the finish;
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6. coordinated hit commits captain to `26`;
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7. finisher commits captain to `0`.
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### Added rear
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1. three-person line enters against captain (`130 HP`), with no active item;
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2. captain telegraphs;
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3. full strike commits front `100 -> 70`;
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4. original rear acts;
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5. added rear acts, ensuring the line has exactly one Farstring hit and one
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Kindhand heal; front becomes `82` and captain becomes `94`;
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6. three-person coordination commits captain `94 -> 32`;
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7. finisher commits captain `32 -> 0`.
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Every HP mutation creates exactly one existing P9.0R3 number payload. The added
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rear uses the existing accepted idle/advance/action frames. No actor respawns,
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relationship state, level, XP, save or Market identity is created.
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## Presentation
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- Guild return is a yard scene: current actors and Coin remain in the world;
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the two decisions sit on one physical preparation bench, not a receipt table.
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- Each decision names exact cost, resulting Company size, retained/lost state,
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benefit and tradeoff. Neither is recommended or preselected.
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- A recruited third actor occupies the protected rear-left footprint while the
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original rear shifts toward center; retained-item route keeps the two-person
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geometry.
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- Session result leads with the causal choice: retained counter or broader
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Company. Exact Coin, Company, front HP and battle time follow.
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- Primary preview viewport is `844x390`; no normal action requires scrolling.
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## Fast Evidence
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- Focused test covers selection/revision, once-only spend, insufficient/invalid
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rejection, mutual exclusion, all initial rear/item combinations, exact HP/
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Coin/Company/time and cleanup.
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- Parsed ScreenTouch begins on real Title and reaches session result through the
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complete primary route with fallback/direct `0`.
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- Normal-render captures cover Guild unselected/selected, retained-item battle,
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three-person battle/action and both result meanings.
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- Strict scan includes script, parse/resource/import, assertion, ObjectDB and
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cleanup markers. Preview evidence cannot become formal candidate evidence.
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