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# Run Artifact Catalog
> Exact count: 60 stable identities (`AR-001..AR-060`). Artifacts modify
> run-wide shop, route, formation, encounter, reward, loss, or mastery rules.
> They never occupy a recruit equipment fit or duplicate a unit proc.
## Artifact Contract
Artifacts are offered as visible milestone choices. A run stores each artifact
ID once; duplicates convert to a new choice, never stack. `Conflict` removes
the paired artifact from future offers and is symmetric in this catalog. A
conflict is about incompatible run theses, not arbitrary rarity.
Every rule states its information surface and downside. Production plans are
compact: all need `I` collection/choice icon, `V` run-state cue plus
reduced-motion state, and `S` selection/trigger event plus caption. `E` or `M`
appears only when the artifact changes environment or music state.
## `AR-001..AR-010` - Shop And Recruit Rules
| ID and name | Run-wide rule and decision effect | Cost, conflict, and visibility | Production needs |
|---|---|---|---|
| `AR-001` Open Ledger | Every shop shows one extra recruit, but equipment offer count is one lower. | Conflicts `AR-002`; shop header displays exchanged slots before entry. | `I/V/S`: open roster pages, slot exchange cue, page fan. |
| `AR-002` Toolwright's Window | Every shop shows one extra equipment item, but recruit offer count is one lower. | Conflicts `AR-001`; shop header previews composition. | `I/V/S`: tool window icon, reverse slot cue, latch slide. |
| `AR-003` Common Cause | First Common recruit of each shop costs one product-defined tier less; Uncommon/Rare costs one tier more. | Conflicts `AR-004`; every price shows artifact delta. | `I/V/S`: one-notch banner, price arrows, soft stamp. |
| `AR-004` Narrow Search | Shops guarantee one Uncommon-or-Rare recruit but suppress one base-profession role weight. | Conflicts `AR-003`; suppressed role is chosen and visible for the run. | `I/V/S`: narrow lens, rarity/role exchange cue, glass close. |
| `AR-005` Second Interview | Once per shop, reject one recruit to generate a new presentation with the same combat record. | Conflicts `AR-006`; no power reroll, replacement signature is previewed. | `I/V/S`: two portrait frames, locked-rule cue, card slide. |
| `AR-006` Fresh Aptitude | Once per shop, reroll one recruit's trait while keeping profession, grades, level, gear, and cost tier. | Conflicts `AR-005`; old/new benefit and cost compare before acceptance. | `I/V/S`: rotating trait badge, before/after cue, token turn. |
| `AR-007` Full Bench | Owned reserve capacity is higher, but every undeployed recruit adds a small shop upkeep tier. | Conflicts `AR-008`; upkeep total is shown before buying. | `I/V/S`: long bench, reserve-to-cost cue, bench creak. |
| `AR-008` Lean Company | Reserve capacity is lower; after a death, next legal recruit is guaranteed within recovery cost tier. | Conflicts `AR-007`; capacity and guarantee state remain on roster/shop. | `I/V/S`: short bench, vacancy guarantee cue, firm knock. |
| `AR-009` Familiar Faces | Profession+trait duplicates may appear in one shop; buying one suppresses that signature for next two shops. | Conflicts `AR-010`; duplicate warning explains breadth tradeoff. | `I/V/S`: paired silhouettes, suppression clock, double card tap. |
| `AR-010` Wide Casting | Each shop must offer distinct base professions while legal, but trait variety protection is disabled. | Conflicts `AR-009`; repeated-trait risk shown on artifact state. | `I/V/S`: twelve-spoke roster, profession spread cue, radial clicks. |
## `AR-011..AR-020` - Formation And Deployment Rules
| ID and name | Run-wide rule and decision effect | Cost, conflict, and visibility | Production needs |
|---|---|---|---|
| `AR-011` Narrow Vanguard | Deploy one fewer recruit; foremost starts every battle Guarded and gains forced-target priority. | Conflicts `AR-012`; capacity loss and threat arrow show in Prepare. | `I/V/S`: narrow shield line, capacity minus cue, shield rise. |
| `AR-012` Long Company | Deploy one additional recruit up to core cap; no unit starts with Guard. | Conflicts `AR-011`; expanded line and unguarded warning appear in preview. | `I/V/S`: extended line icon, capacity plus cue, marching taps. |
| `AR-013` Fixed Ends | Foremost and rearmost cannot be moved voluntarily; center swaps have shorter recovery. | Conflicts `AR-014`; endpoint locks shown on every formation view. | `I/V/S`: pinned end brackets, center arrows, stone pins. |
| `AR-014` Rolling Ends | First voluntary endpoint swap each battle is free; center units receive longer movement recovery. | Conflicts `AR-013`; available swap pip and center cost display. | `I/V/S`: rolling brackets, endpoint exchange cue, wheel click. |
| `AR-015` Paired Duties | Prepare partitions line into adjacent pairs; enable and Guard sharing inside pairs gain priority. | Conflicts `AR-016`; cross-pair sharing is delayed and pair brackets show. | `I/V/S`: paired links, partition cue, paired pluck. |
| `AR-016` Open Weave | No pair or neighbor action may repeat the same recipient consecutively; first new recipient gains reach. | Conflicts `AR-015`; previous recipient marker is always visible. | `I/V/S`: open lattice, recipient trail, thread sweep. |
| `AR-017` Front Inheritance | After an allied death, collapse always fills from rear toward front and new foremost inherits position tags. | Conflicts `AR-018`; pre-battle collapse preview shows direction. | `I/V/S`: forward arrows, tag handoff cue, ordered steps. |
| `AR-018` Rear Preservation | After an allied death, collapse always fills from front toward rear and rearmost keeps its indexed position. | Conflicts `AR-017`; preserved rear pin shows in preview. | `I/V/S`: backward arrows, rear pin cue, reversed steps. |
| `AR-019` Empty Place Doctrine | First allied vacancy each battle remains open for one cadence and counts as terrain. | Conflicts `AR-020`; timer and targeting implications show on gap. | `I/V/S`: hollow line slot, vacancy clock, low wind. |
| `AR-020` Immediate Closure | All allied collapse resolves before on-defeat actions; on-defeat benefits resolve after closure. | Conflicts `AR-019`; result timeline labels reordered hooks. | `I/V/S`: closing brackets, hook-order cue, stone slide. |
## `AR-021..AR-030` - Battle Law Rules
| ID and name | Run-wide rule and decision effect | Cost, conflict, and visibility | Production needs |
|---|---|---|---|
| `AR-021` First Word | In every battle, allied slowest cadence acts before enemy first basic. | Conflicts `AR-022`; that ally's second action is delayed and forecast shows both. | `I/V/S`: opening speech mark, order swap cue, clear strike. |
| `AR-022` Last Reply | Allies do not gain opening action advances; first enemy major action completed refreshes all allied basics. | Conflicts `AR-021`; risk window and refresh event are previewed. | `I/V/S`: reply mark, major-to-party cue, answering chord. |
| `AR-023` Clean Current | First hindrance applied by either side lasts one tick and cannot be extended. | Conflicts `AR-024`; source-neutral rule banner names the consumed first tag. | `I/V/S`: clear ring, one-tick cue, water flick. |
| `AR-024` Deep Current | First hindrance applied by either side cannot be cleansed before midpoint. | Conflicts `AR-023`; midpoint lock is explicit on status ring. | `I/V/S`: deep ring, midpoint lock cue, low pulse. |
| `AR-025` Honest Screens | All screens block one fewer action but reveal source and next target on block. | Conflicts `AR-026`; remaining block count and reveal card display. | `I/V/S`: thin screen eye, count-minus cue, glass reveal. |
| `AR-026` Opaque Screens | Screens block one additional action; while active they also hide their owner's next target. | Conflicts `AR-025`; hidden target is declared as artifact cost, never as bug. | `I/V/S`: thick shutter screen, count-plus cue, muffled glass. |
| `AR-027` Shared Tempo | At each cadence boundary, fastest allied and enemy basics both wait for their slower neighbor. | Conflicts `AR-028`; paired clocks show every affected action. | `I/V/S`: joined clocks, wait tethers, synchronized ticks. |
| `AR-028` Broken Rhythm | Repeating an action cadence band advances the opposing side's slowest unit. | Conflicts `AR-027`; repeat counter and recipient are forecast. | `I/V/S`: broken metronome, opponent arrow cue, skipped beat. |
| `AR-029` Grounded Contest | Airborne and concealed windows last one tick less for both sides; forced movement effects last one tick longer. | Conflicts `AR-030`; global duration deltas show on preview tags. | `I/V/S`: ground peg, duration arrows, stake hit. |
| `AR-030` Passing Contest | Forced movement resistance is disabled for first attempt on both sides; airborne windows last one tick longer. | Conflicts `AR-029`; first-attempt marker and flight clock show. | `I/V/S`: passing cloud, movement-open cue, air rush. |
## `AR-031..AR-040` - Route And Reward Rules
| ID and name | Run-wide rule and decision effect | Cost, conflict, and visibility | Production needs |
|---|---|---|---|
| `AR-031` Counter Road | Route preview reveals one future enemy family and offers matching counter equipment after victory. | Conflicts `AR-032`; reward family replaces a general reward slot. | `I/V/S/E`: fork road with eye, counter preview cue, route bell. |
| `AR-032` Unmapped Road | Future enemy identities stay hidden until node commitment; victory grants one extra broad reward choice. | Conflicts `AR-031`; known mechanic tags and uncertainty class remain visible. | `I/V/S/E`: fogged fork, uncertainty card, distant wind. |
| `AR-033` Short March | Each region has one fewer ordinary battle before boss; shops have one fewer offer refresh. | Conflicts `AR-034`; route length and lost refresh show at selection. | `I/V/S/E`: shortened path, node-minus cue, quick steps. |
| `AR-034` Long March | Each region adds one elite-option node and one recovery-option node; boss reward choice count is lower. | Conflicts `AR-033`; added nodes and boss tradeoff show up front. | `I/V/S/E`: extended path, node-plus cue, measured steps. |
| `AR-035` Salvage Charter | Equipment rewards may be converted into two narrower counter-tag choices. | Conflicts `AR-036`; conversion is explicit and cannot return to original. | `I/V/S`: split tool charter, one-to-two cue, paper tear. |
| `AR-036` Whole Goods | Equipment rewards cannot be split or rerolled; unchosen items increase next shop variety. | Conflicts `AR-035`; variety counter persists on route bar. | `I/V/S`: sealed crate, future-variety cue, lid close. |
| `AR-037` Threat Dividend | Choosing an elite route adds one shop discount tier until any recruit dies. | Conflicts `AR-038`; active/cleared dividend visible on prices. | `I/V/S`: hazard coin, elite-to-price cue, coin ring. |
| `AR-038` Safe Reserve | Recovery routes grant one locked low-cost recruit offer; elite rewards contain one fewer choice. | Conflicts `AR-037`; locked offer and elite choice loss preview together. | `I/V/S`: sheltered card, route-to-recruit cue, card latch. |
| `AR-039` Region Memory | Revisited regions keep one previously encountered elite composition visible before route selection. | Conflicts `AR-040`; remembered composition consumes one scouting option. | `I/V/S/E`: route memory tablet, composition card, echoing map tone. |
| `AR-040` New Weather | Revisited regions replace one ordinary composition with a disclosed cross-region pair. | Conflicts `AR-039`; imported IDs and rules show before commitment. | `I/V/S/E`: crossed weather vane, imported pair cue, mixed ambience sting. |
## `AR-041..AR-050` - Loss And Recovery Rules
| ID and name | Run-wide rule and decision effect | Cost, conflict, and visibility | Production needs |
|---|---|---|---|
| `AR-041` Open Positions | After a recruit death, next shop guarantees two affordable replacement roles missing from current deployment. | Conflicts `AR-042`; equipment offers are reduced by one in that shop. | `I/V/S`: two empty cards, role guarantee cue, open book. |
| `AR-042` Kept Tools | After a recruit death, one lost equipment counter tag is guaranteed in next shop. | Conflicts `AR-041`; no replacement-role guarantee is added. | `I/V/S`: held tool outline, tag guarantee cue, tool knock. |
| `AR-043` Hard Lesson | A death reveals one extra cause/counter comparison and increases next battle reward quality band. | Conflicts `AR-044`; reward boost expires on retreat and never revives recruit. | `I/V/S`: split lesson slate, loss-to-reward cue, sober stamp. |
| `AR-044` Gentle Return | After any death, next route must include a recovery option and enemies there cannot be elite. | Conflicts `AR-043`; forced route opportunity cost is previewed. | `I/V/S/E`: sheltered return path, elite-cross cue, low route bell. |
| `AR-045` Dismissal Market | Dismissing a living recruit adds their base role weight to next shop twice. | Conflicts `AR-046`; dismissal yields no additional currency benefit. | `I/V/S`: departing role card, double-weight cue, card slide. |
| `AR-046` Long Contracts | Dismissal is disabled; owned recruits cost less to re-equip after a role change. | Conflicts `AR-045`; disabled action and re-equip delta are always shown. | `I/V/S`: bound roster cord, lock/discount cue, knot tighten. |
| `AR-047` Survivor's Account | Each battle with no death adds one recovery credit; a death spends all credits to lower replacement cost tier. | Conflicts `AR-048`; exact credits and spending preview are persistent. | `I/V/S`: survival tally, credit-to-cost cue, bead count. |
| `AR-048` Immediate Aid | No-death streak grants nothing; first death per region instantly creates one affordable recruit offer. | Conflicts `AR-047`; one-per-region state is explicit. | `I/V/S`: urgent open card, death-to-offer cue, fast bell. |
| `AR-049` Shared History | On death, one mastered profession becomes more likely in replacement offers. | Conflicts `AR-050`; no stats, traits, gear, name, or identity transfer. | `I/V/S`: profession crest trail, offer-weight cue, fading chime. |
| `AR-050` Clean Slate Company | Replacement offers ignore dead recruits' professions but guarantee a role not currently deployed. | Conflicts `AR-049`; missing-role calculation is shown. | `I/V/S`: blank roster slate, missing-role cue, chalk wipe. |
## `AR-051..AR-060` - Mastery And Difficulty Rules
| ID and name | Run-wide rule and decision effect | Cost, conflict, and visibility | Production needs |
|---|---|---|---|
| `AR-051` Practice Makes Breadth | Winning with three base professions not used last battle adds one profession-specific equipment choice. | Conflicts `AR-052`; repeating a profession grants no artifact reward. | `I/V/S`: rotating crests, breadth counter, three-note rise. |
| `AR-052` Practice Makes Depth | Winning three battles with unchanged profession set adds one advanced-prerequisite offer. | Conflicts `AR-051`; changing one profession resets count visibly. | `I/V/S`: stacked crests, depth counter, steady three beats. |
| `AR-053` Known Law | Choose one mastered region grammar to suppress from `RG-08` ordinary encounters. | Conflicts `AR-054`; suppressed grammar increases boss reward uncertainty. | `I/V/S/M`: crossed motif seal, suppression cue, removed music stem. |
| `AR-054` Full Synthesis | `RG-08` ordinary encounters always combine two distinct known grammars; reward choices gain one counter-tag option. | Conflicts `AR-053`; both grammar IDs show in preview. | `I/V/S/M`: joined motif wheel, dual-rule cue, layered stem sting. |
| `AR-055` Visible Adversity | One extra difficulty rule is active, but its exact schedule and targets are always shown. | Conflicts `AR-056`; reward breadth rises, never base power. | `I/V/S`: open hazard card, schedule cue, clear warning chord. |
| `AR-056` Bounded Fog | One enemy target preference per battle is hidden until first action; no extra difficulty rule is added. | Conflicts `AR-055`; hidden field and reveal condition are declared. | `I/V/S`: one covered reticle, bounded fog cue, muffled click. |
| `AR-057` Alternate Crown | Alternate bosses replace first-clear bosses; ordinary region length is shorter. | Conflicts `AR-058`; boss identity and shortened practice path show at region entry. | `I/V/S/M`: double-crown token, boss-swap cue, alternate motif. |
| `AR-058` Complete Circuit | Player must face both bosses in each visited region with a recovery node between. | Conflicts `AR-057`; second boss reward has fewer choices. | `I/V/S/M`: paired crown path, two-boss schedule, linked boss cadence. |
| `AR-059` Final Examination | Training comparisons are disabled during run; first plan divergence each boss grants one extra inspect pause. | Conflicts `AR-060`; preparation view states no replay access. | `I/V/S`: closed slate/open eye, divergence pause cue, solemn tone. |
| `AR-060` Open Workshop | Training comparison is available at each shop; boss inspect does not pause simulation. | Conflicts `AR-059`; training gives no rewards and time cost is explicit. | `I/V/S`: open slate/clock eye, workshop cue, chalk-and-clock tone. |
## No-Duplication Audit
- Shop/recruit artifacts change offer composition and generation constraints,
not one recruit's item trigger.
- Formation/battle artifacts apply symmetrically or to the whole deployed line.
- Route/reward artifacts alter node and choice grammar, not item power.
- Loss/recovery artifacts create replacement counterfactuals and never revive a
dead recruit or erase consequence.
- Mastery artifacts change run laws and information boundaries, not flat stats.
- All 30 conflict pairs are symmetric and all 60 artifacts are unique.