The Turn Law — one dice-turn per threat phase, and the honest baseline it revealed (phases 26-27)
What changed
startTurn now refuses a second dice tray within the same threat phase (a turnTakenThisPhase flag, cleared when processBetweenPhases opens the next phase); sim policies, the auto CLI, and the live mobile-map auto-runner all stopped farming endTurn/startTurn cycles for extra Conviction and instead spend down the rest of the hand via FREE (dieless) top plays. A companion fix clamps damage attribution to the enemy's actual remaining HP so a long DoT chain can't log more damage than the enemy could ever take. Phase 27 then re-ran the full stage × policy matrix (144 cells, 8,640 fights) under the new law: mid-stage win rate was previously read at 94% (farm-inflated), honestly it's 3%; late was read at 3%, honestly 0% flat across all 6 enemies × 8 policies. Early holds close to doctrine (75% vs ~80% target) with no farming needed.
Why it changed
the 2026-07-10 combat-engagement audit (33-agent fan-out: 10 theme playthrough auditors, 5 cross-cutting lenses, adversarial skeptics, a completeness critic) found the engine had no round-turn law at all — every pre-2026-07-10 balance number in plan/tuning/ was measured against sims that farmed ~4.7 dice-turns per enemy phase. Phase 26 closes the exploit; Phase 27 proves what the game actually plays like without it, so the repricing phases (28-33) tune against real numbers instead of farmed ones.
| stage | win rate (farmed baseline) | win rate (honest, phase 27) | doctrine target |
|---|---|---|---|
| early | 99% | 75% | ~80% |
| mid | 94% | 3% | ~50% |
| late | 3% | 0% | 25–35% |