docs: open P9.0R5 first session arc

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