Prototype Leader Skills setup, battle disciplines and capture

Connect all fourteen physical skills and private setup to five card-role battle
modifiers, public posture, Harkonnen skilled capture, death return and optional
own-leader revival through controls, legal AI and persisted room actions.
Nine skill effects and combined-mode/publication acceptance remain unfinished.
Captured replacement entitlement and foreign ghola integration stay guarded.

Fresh publisher/designer research supports skilled-capture publicity through
its unique known physical card; this is recorded as a component inference.
Independent review found and fixed Voice/must-use-leader and invalid saved
assignment/offer cases. A pre-existing Discovery privacy assertion confused
card ID prefixes; the corrected deterministic physical-pair scenario was
independently reviewed. The first broad run was 4410/4411; corrected final
verification passes types/lint, all 4411 offline tests, build and 43 HTTP tests.
Final durations: check 149741ms, build 6659ms, integration 28274ms.
Source fingerprint: aef655ac1ebc0eb2f64294e13d3d27337167312cf8ab17568a166ee9c39f6a85.
Private final report: 20260913-leader-skills/checks-final/report.json.

Three seeded prototype games completed with no rejected bot candidates. Browser
setup/card inspection/refresh passed. Another user-reported power outage stopped
the server; backup and necessary restart restored the same private seat. All
292 games at restart and their original application records remain unchanged;
33 isolated HTTP-test rooms bring the current total to 325. No database reset.

Efficiency: one shared setup/lifecycle implementation supports five connected
role effects; selective existing agents handled catalog/UI/tests/research and
independent reviews. One repeated broad check was required by the reproduced
ID-prefix assertion failure. Aggregate goal counter rose from 65529766 to
67313673 through this checkpoint (1783907), including inherited context and
coordination; this is not a billing or savings estimate. Full goal remains active.
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# Component inventory and verification ledger
**Leader Skills update, 13 September 2026:** all fourteen unique physical cards
now have sourced names and complete paraphrased normal/battle text, shared
inspectors, private two-card offers and one-card assignment custody. Five role
bonuses, public skilled capture, death return and own revival are connected;
nine effects remain missing. This supersedes the historical missing-inventory
rows below only for Leader Skills. See [source inventory](LEADER_SKILLS_RULES.md),
[capture interpretation](LEADER_SKILLS_CAPTURE.md) and [prototype evidence](LEADER_SKILLS_RUNTIME.md).
**Guild Nexus Secret Ally update, 10 September 2026:** the existing card now supplies an explicit paid shipment choice, including physical cross/return selection and typed reserve or world-to-world sources. The holder keeps its own faction identity, forces and ordinary movement. No component is duplicated; existing full-card inspection remains shared. [NEXUS_GUILD_SECRET_ALLY_RUNTIME.md](NEXUS_GUILD_SECRET_ALLY_RUNTIME.md) records the supported routes and verification. Homeworld-return interpretation, concealed transport, Betrayal and complete module acceptance remain unfinished.
**Guild Nexus Cunning update, 10 September 2026:** the existing native card now offers an immediate second paid shipment after the original combined turn. No new forces, markers or cards are created; the normal physical reserve, cross/return and Homeworld controls retain their source counts and price. A separate skip choice and unused Hajr control preserve actual movement history. [NEXUS_GUILD_CUNNING_RUNTIME.md](NEXUS_GUILD_CUNNING_RUNTIME.md) records runtime, interruption and recovery evidence. Guild Secret Ally, Betrayal, physical Ornithopter combinations and full module acceptance remain unfinished.
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private controls, all four AI profiles and saved continuation use the same
server option. Other Sapho timing questions remain pending. Independent
review and focused checks pass; broad results are in the checkpoint commit.
- The [Leader Skills source contract](LEADER_SKILLS_RULES.md) records all fourteen
cards, setup/lifecycle and printed clarifications for the next prototype batch.
Runtime, controls and AI remain **Missing**; unresolved edge cases stay explicit.
- The [first Leader Skills prototype](LEADER_SKILLS_RUNTIME.md) connects all
fourteen physical cards, private setup, five battle disciplines, skilled capture,
death and own revival through controls, legal AI and saved choices. The other
nine effects remain **Missing**. The user-requested [capture search](LEADER_SKILLS_CAPTURE.md)
resolves publicity through the known physical card; captured replacement and
broader combinations remain pending. No mode gate is opened.
- Following the reported power outage, the existing server responded normally,
the database integrity check passed with 291 rooms, and all 218 rooms in the
preceding handover baseline were unchanged. The saved QA seat restored its
same private hand and pending Storm decision after refresh. A new private
backup protects all 291 rooms. No server restart or database reset was needed.
- A second reported outage later stopped the server. All 292 rooms survived
integrity and preservation checks. A fresh backup preceded the necessary
server start; the Leader Skills QA seat restored its same private hand,
assignments and pending Storm choice. No database reset was performed.
- The current [Discovery prototype](DISCOVERY_PROTOTYPE.md) adds unambiguous
Jacurutu battle income, sole-occupant Ecological Testing Station adjustment and
Shrine card conversion. They connect engine effects, private controls, legal
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# Dune implementation status
## 13 September 2026 — Leader Skills setup, five disciplines and skilled capture
The [first connected prototype](LEADER_SKILLS_RUNTIME.md) adds all fourteen
physical cards and readable faces, source-ordered private setup, public battle
posture, five card-role strength modifiers, death return and own-leader revival
through controls, all four AI profiles and saved actions. The other nine effects
remain missing; combined modules and public starts remain gated.
The user's requested [capture research](LEADER_SKILLS_CAPTURE.md) resolved
publicity through the known card's required movement with the leader. Harkonnen
gets only its lower battle effect; surviving return and death retain physical
custody. This is a component-based source inference. Captured replacement
entitlement stays separately unresolved and explicitly guarded.
Independent review found and fixed a Voice/mandatory-leader deadlock and invalid
simultaneous assignment/offer custody. Focused capture review found no remaining
blocker. The focused union passed **66 tests**, including genuine setup, scoring,
capture and SQLite restart/concurrent setup and revival selections. Three sample
games finished; their exact scope and source fingerprints are recorded separately.
Browser setup, card inspection, AI assignment and refresh were exercised in new
room `REF6YHN7`; narrow sidebar cards were made readable. All 291 opening rooms
were backed up before QA. Final preservation and broad check results are recorded
in the checkpoint commit and private report.
The first broad run passed types/lint and 4,410 of 4,411 offline tests. Its one
failure was an existing Discovery privacy test treating `treachery-32` as a
substring match for hidden `treachery-3`. The exact physical pair now forms a
deterministic scenario and assertions compare complete JSON string identities;
the opponent's own card remains visible. Independent review and all six
Discovery runtime tests pass. The broad run was repeated after this correction.
During the follow-up, another user-reported outage stopped the server. All 292
games survived; a fresh backup and necessary server start restored the same
private prototype seat and pending Storm choice.
The first broad run also exposed a pre-existing random Discovery test failure:
the hidden identifier `treachery-3` matched the viewer's distinct `treachery-32`
through a substring assertion. The regression now stages both physical cards
and checks their complete identifiers; no production privacy behavior changed.
## 13 September 2026 — Sapho first after completed movement turns
Extends the existing clean-boundary movement contract to let Sapho's holder
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# Leader Skills and Harkonnen capture
Updated 13 September 2026. This note resolves the public-state boundary for a
skilled leader captured by Harkonnen. It records a source interpretation for
implementation; it does not claim the Leader Skills module is complete.
## Strongest source-supported answer
A Harkonnen capture is not universally secret in the published base rules.
The explicit face-down procedure applies to the branch where Harkonnen kills
the randomly selected leader for 2 spice: the leader is placed “face down into
the Tleilaxu Tanks.” The alternative branch says Harkonnen keeps the leader for
one later battle, but does not instruct players to turn that retained leader
face down or conceal its identity. [GF9 base rulebook, p. 17](https://www.gf9games.com/dunegame/wp-content/uploads/Dune-Rulebook.pdf)
The official FAQ's restricted-view answer is likewise framed around the
leader Harkonnen chose to kill and place face down in the Tanks. It authorizes
Harkonnen, the leader's original owner and Tleilaxu to inspect that dead disc;
it does not establish a general secrecy rule for every retained captive.
[GF9 FAQ, p. 6](https://www.gf9games.com/dune/wp-content/uploads/2020/11/Dune-FAQ-Nov-2020.pdf)
Leader Skills adds a later, component-specific rule. A faction's one chosen
skill and its assigned leader begin face up together, and “If a skilled leader
is captured, the skill goes with them.” The expansion Q&A then says Harkonnen
may use only that leader's battle skill, and only by using the captured leader
in battle. [GF9 *CHOAM & Richese* rulebook, pp. 9, 12](https://www.gf9games.com/dune/wp-content/uploads/2021/11/CHOAM-Rulebook-low-res.pdf)
The rules never literally instruct Harkonnen to announce the captured skilled
leader's name. The physical procedure nevertheless makes that identity public
or necessarily inferable. The assignment was already public, the unique skill
card must travel with the captured leader, and the card must leave play and be
shuffled into the Leader Skill deck if that leader dies. Concealing the leader
while exposing truthful custody of its unique public card is impossible without
adding a proxy or decoy component that the rules do not provide.
The source-supported implementation boundary is therefore:
- capturing the skilled leader publicly transfers that leader's attached skill
to Harkonnen custody, which identifies that one captured leader;
- Harkonnen loses the normal/top effect and may use only the battle/lower effect
when actually using that captured leader in a battle;
- an unskilled retained captive keeps the ordinary base-game privacy treatment;
- a captive killed for 2 spice still follows the FAQ's face-down Tanks access
rule, although killing the skilled captive also returns its unique public
skill card to the deck and therefore makes that particular identity
inferable; and
- if a used skilled captive survives, the leader and attached skill return to
the original faction together.
This is a necessary inference from the published component movements, rather
than an express publisher sentence saying “reveal the captured skilled
leader.” It is narrower than a rule that all Harkonnen captures are public.
## Source record
The [Future Pastimes expansion page](https://futurepastimes.com/dune-choam-richese)
links the GF9 expansion rules and identifies the official design/publisher
lineage. A fresh search of that designer site, the GF9 rulebook and FAQ, and
Jack Reda's official Leader Skills walkthrough found no contrary instruction
that the attached skill should be concealed or detached during capture.
The persistent local source archive is
`/home/quintine/.local/share/dune/sources`:
- `dune-rulebook-gf9-mirror.pdf` and its `.txt` extraction preserve the
publisher-authored 2019 base rulebook. SHA-256:
`02660bcce906d13dde65e0eb7599b49543af4d76e8cf6c7617bc19117887933c`.
The readable mirror was retrieved from
[1jour-1jeu's document archive](https://cdn.1j1ju.com/medias/37/57/71-dune-rulebook.pdf).
- `choam-richese-rulebook-en.pdf` and its `.txt` extraction preserve the
publisher-authored expansion rules.
- `leader-skills-designer-video-auto-transcript.txt` preserves Jack Reda's
card walkthrough. The walkthrough explains the skill bands but does not add
a capture-privacy exception.
The GF9 URLs now redirect or reject some direct clients, but their indexed
publisher text and the byte-stable local copies agree on the quoted rules.
## Remaining separate ruling
Capture does not settle whether the original faction counts as having no skill
card while its only card is attached to a captive, and therefore whether a
later own-leader revival may create a replacement assignment. That entitlement
should remain gated until separately ruled. It does not affect the custody and
visibility conclusion above.
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# Leader Skills source contract
Updated 13 September 2026. This is a primary-source contract for the optional
Leader Skills module from *CHOAM & Richese*. It does not record a runtime
prototype, enable the module, or certify its combinations.
Leader Skills module from *CHOAM & Richese*. The later [first runtime prototype](LEADER_SKILLS_RUNTIME.md)
records connected behavior and remaining gaps. This contract does not enable
the module or certify its combinations.
## Sources and local evidence
@@ -58,7 +59,7 @@ also alternatives rather than a cumulative four-force rescue
| 2 | **Spice Banker** | Once in each phase, when another player pays at least 4 spice to the Spice Bank, place 1 spice in front of this faction's shield for collection in the Mentat Pause. | Commit 1–3 spice with the Battle Plan and add the same amount to this leader's strength. This payment is separate from spice used to make forces full strength. |
| 3 | **Diplomat** | A single Worthless card in the owner's Battle Plan may stand in for the defense used by the opponent in that battle, provided the owner played no defense; discard the Worthless card afterward. | If this faction loses, retreat up to this leader's strength in **undialed** forces to one empty adjacent territory that is not a stronghold. |
| 4 | **Mentat** | Before Battle Plans, name a specific weapon and ask whether the opponent holds it. They reveal that card if held; otherwise they reveal a different Treachery Card. Revealing the named weapon does not commit it to the plan. | Add 2 to this leader's strength. |
| 5 | **Suk Graduate** | After winning a battle in which the winner loses forces, return 1 such force to reserves instead of the Tleilaxu Tanks. | After winning and losing forces, save up to 3 from the Tanks: leave 1 in the battle territory and return the remainder to reserves. |
| 5 | **Suk Graduate** | After winning a battle in which the winner loses forces, return 1 such force to reserves instead of the Tleilaxu Tanks. | After winning and losing forces, prevent up to 3 from going to the Tanks: leave 1 in the battle territory and return the remainder to reserves. |
| 6 | **Rihani Decipherer** | After winning a battle, secretly inspect 2 random cards from the Traitor Deck, then reshuffle them into that deck. | After winning, draw 2 Traitor Cards. Keep 1 by revealing an unused Traitor Card already held, then shuffle that revealed card and the unkept drawn card into the deck. |
| 7 | **Sandmaster** | When moving any forces into or through a territory containing spice, the faction may immediately collect 1 spice there, once for each territory traversed. | After winning a battle in a territory that contains spice, add 3 spice to that territory. |
| 8 | **Smuggler** | When shipping forces from off-planet to an empty territory, one additional force may accompany that shipment for free. | When Battle Plans are revealed, collect spice from the battle territory equal to this leader's strength, limited by the spice present. The general survival rule still applies. |
@@ -118,6 +119,11 @@ Prescience.
## Capture and official clarifications
The user's requested fresh search resolves the skilled capture's public state
through its unique, publicly assigned card's required movement. See the
[capture interpretation and its precise limits](LEADER_SKILLS_CAPTURE.md).
Captured-card replacement entitlement remains a separate unresolved question.
When Harkonnen captures a skilled leader, the skill card travels with that
leader. The captor may use only the lower battle effect and only when using
that captured leader in battle. Thus a captured Spice Banker cannot collect
@@ -191,6 +197,5 @@ Keep the six unresolved boundaries above gated or represented as explicit
pending decisions. In particular, do not pay Smuggler spice irreversibly at
plan reveal, transfer Spice Banker escrow on capture, or issue a replacement
skill while the original card is captured without a recorded ruling. This
source contract is ready for breadth-first implementation; it is not evidence
that Leader Skills is already prototyped or that the optional module can be
enabled publicly.
source contract supports the bounded [runtime prototype](LEADER_SKILLS_RUNTIME.md);
it is not evidence that the optional module can be enabled publicly.
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# Leader Skills first functional prototype
13 September 2026. This is **Prototyped**, with **Partial** rules coverage.
Normal mode starts and publication remain gated. The [source contract](LEADER_SKILLS_RULES.md)
contains all fourteen physical cards; the [capture interpretation](LEADER_SKILLS_CAPTURE.md)
records the fresh publisher/designer search requested by the user.
## Connected boundary
Genuine Basic or Advanced setup supports two through six base factions. Starting
Treachery Cards, including Harkonnen's extra card, precede simultaneous private
two-card skill offers. Every faction selects one physical skill and an eligible
own leader, returns the other card to the shuffled deck, and publicly assigns
the selected card before traitor choices. No reduced or duplicate skill deck is
substituted. Expansion rosters and other optional modules remain separate work.
Human controls show each permitted card's normal and battle text, select its
leader, choose battle posture, and handle an optional own-leader revival draw.
An undrawn revival offer shows no preview; drawing obliges a selection. All four
AI profiles follow the same private offers and legal actions, prioritizing the
five connected disciplines and hiding the assigned leader for battle. This
simple policy is not calibrated skill strategy.
Warmaster, Master of Assassins, Swordmaster of Ginaz, Killer Medic and
Prana-Bindu Adept apply +1 to another selected leader from a face-up native
trainer, or +3 to the surviving assigned leader. They use the physical card's
actual weapon or defense role, including a legally supplied Portable Snooper.
They do not grant +4 or change printed strength, leader bounty or Zoal's source
value. Existing traitor, explosion and Stone Burner precedence is preserved.
Cheap Hero receives the normal +1 through ordinary leader substitution; this
is a general-rule inference, without a separately located explicit skill FAQ.
A face-up assigned disc cannot enter a plan. Concealing it while selecting
another leader gives no skill bonus. Later Voice or card use can remove the
last alternative: the mandatory remaining skilled disc then moves behind the
shield automatically, without replaying battle powers. A surviving assignment
returns face up after battle. Death returns its physical card exactly once.
An own Ghola revival during unfinished battle preparation retains that stage
through the new private draw and public posture choice.
Harkonnen capture keeps the card attached to its original leader and publicly
shows the current captor. Only the captive's lower battle effect can apply;
neither faction receives its normal effect while captured. A surviving used
captive returns with the same card. Execution returns the card to the deck;
that unique formerly public card makes this skilled leader's identity inferable.
Other captures retain the existing privacy behavior. This narrow publicity
interpretation follows the physical component procedure, not an express
publisher instruction to announce a name.
## Missing and guarded work
The other nine cards have readable inventory entries but **missing effects**:
Bureaucrat, Spice Banker, Diplomat, Mentat, Suk Graduate, Rihani Decipherer,
Sandmaster, Smuggler and Planetologist. They are not completed features.
Captured-card replacement entitlement remains unresolved. The prototype rejects
own-leader revival while its original skill is captured, before beginning a
paid revival or consuming the Ghola/special-Karama action. This is an explicit
unsupported boundary, not a ruling that the physical game forbids that revival.
Foreign gholas, expansion rosters and combined optional modules remain gated.
Before enabling them, add response-driven automatic revival continuation
coverage; the current before/after revival observer does not certify deferred
Tleilaxu response chains. The other source-contract timing questions also remain
open. Skill-specific movement, payments, information, rescues and retreats need
their own connected controls and saved choices.
## Local prototype entry and evidence
Create a new base-faction local lobby, select its seats and mark them ready.
Keep its browser cookie. Use the existing backup and atomic version-check tool:
```sh
node --import tsx tools/start-prototype.ts --profile leader-skills \
--db PATH_TO_LOCAL_D1_SQLITE --room EIGHT_CHARACTER_CODE \
--version CURRENT_LOBBY_VERSION --out /private/new-prototype-checkpoint
```
Only that fresh named lobby is initialized; every other room and all seats stay
intact. Refresh to continue through ordinary authenticated actions. No HTTP
endpoint dispatches the initializer; do not restart or reset the database.
Focused tests cover physical inventory, setup ordering, private views, all five
bonuses, Voice legality, capture and return, death, revival and JSON restoration.
SQLite tests use production room actions across restarted stores and concurrent
selection: one choice commits, the selected card has one owner, the rejected
card returns once, and private offers remain owner-only. The local prototype
writer is separately checked for stale/redeal rejection and preserved seats.
Two seeded four-player simulations (20260913 Basic; 20260914 Advanced) completed
through genuine setup in 265 and 211 accepted actions with no rejected bot
candidates. They used Easy, Medium, Hard and Brutal, checked physical skills and
forces, and restored JSON views at fourteen sampled boundaries in total.
These were first-batch runs before the later capture and Voice review fixes;
their private report fingerprints the exact files exercised. They do not prove
all fourteen effects, Harkonnen capture or every interaction was played.
A later Advanced run including Harkonnen (seed 20260915) completed in 360
accepted actions, four turns and ten sampled JSON restores, with no rejected
bot candidates. It exercised the current controller/Voice integration. Exact
captured-card outcomes are proved by the focused capture scenarios, rather
than inferred from this sample game's completion.
Browser room `REF6YHN7` was created normally with a human Atreides and Medium
Harkonnen, then initialized through the backed-up local tool. The human inspected
both effect bands, assigned Master of Assassins to Thufir Hawat, selected a
private traitor and reached Storm. Refresh retained that assignment, the AI's
Swordmaster on Feyd-Rautha, the same Snooper hand and the pending Storm dial.
Visual inspection caught two squeezed columns in the table sidebar; single-column
cards restore readable text. This was a focused desktop setup/recovery journey,
not a complete human game or mobile acceptance.
The second reported power outage stopped the development server. All 292 rooms
were present with a clean SQLite integrity/foreign-key check; the 291 opening
rooms matched their hashes. A new online backup preceded the necessary server
start. The same browser seat then restored both skills, Snooper, private Thufir
traitor, ten spice and its pending Storm decision. No database reset or old
game restoration was performed.
Checkpoint-wide check/build/HTTP results and the final source fingerprint are
recorded in the commit and private verification report. Full module and combined
game acceptance remain unfinished.
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| Expansion Nexus families | Source audit coverage does not imply every panel is playable; consult later runtime records in the status log. | [Ixian Cunning](NEXUS_IXIAN_CUNNING_RULES.md), [Ixian replacement](NEXUS_IXIAN_REPLACEMENT_RULES.md), [Tleilaxu](NEXUS_TLEILAXU_RULES.md), [CHOAM](NEXUS_CHOAM_RULES.md), [Richese](NEXUS_RICHESE_RULES.md), [Ecaz](NEXUS_ECAZ_RULES.md), [Moritani](NEXUS_MORITANI_RULES.md) |
| CHOAM Secret Ally | Absent-faction Collection trade spends one actual Worthless card and the Nexus for two bank spice. It is separate from native Cunning and Auditor; the battle inspection alternative remains missing. | [Prototype contract](NEXUS_CHOAM_SECRET_ALLY.md) |
| Sapho movement | At a clean boundary, first reorders only remaining unstarted turns; completed turns stay completed. Advanced Guild must have finished or be absent. Last retains existing protection after Guild. | [Existing source contract](JUICE_OF_SAPHO_SOURCE_UPDATE.md#movement-firstlast), [runtime](JUICE_OF_SAPHO_RUNTIME.md) |
| Leader Skills | Fourteen physical cards, variant setup order, public/hidden assignment, death return, own-leader revival and captured lower-band effects are sourced. This is a contract, not an implemented module. | [Source contract](LEADER_SKILLS_RULES.md) |
| Leader Skills | Fourteen physical cards, variant setup order, public/hidden assignment, death return, own-leader revival and captured lower-band effects are sourced. Five battle disciplines and common lifecycle are prototyped; nine effects and combinations remain missing. Known skilled capture identifies the leader through its unique public card. | [Source contract](LEADER_SKILLS_RULES.md), [capture inference](LEADER_SKILLS_CAPTURE.md), [runtime](LEADER_SKILLS_RUNTIME.md) |
| Discoveries | Preserve seven sourced Spice Cards and eight physical tokens, private faction peeks and Collection choices. Revealed locations are separate territories; only Jacurutu counts toward stronghold victory. Next-turn free entry, sole-occupant Cistern income and later-turn Ornithopter spending are prototyped; Jacurutu income, Testing Station and Shrine have bounded prototypes; Orgiz and contested/mixed cases remain pending. | [Component authority](DISCOVERY_COMPONENTS.md), [prototype boundary](DISCOVERY_PROTOTYPE.md) |
| Guild Secret Ally | One explicit Guild-priced ordinary shipment; borrowed prices/routes preserve native identity. Free Fremen reinforcement remains a separate choice. | [Route contract](NEXUS_GUILD_SECRET_ALLY_RULES.md), [verified runtime](NEXUS_GUILD_SECRET_ALLY_RUNTIME.md) |
| Homeworld custody and mobility | Physical home/visitor groups, population thresholds, tariffs and transport permissions retain distinct sources; Homeworld immunity is not universal immunity. | [Homeworld rules](HOMEWORLD_RULES.md), [benefits](HOMEWORLD_BENEFITS_RULES.md), [mobility](HOMEWORLD_MOBILITY_RULES.md), [invasion](HOMEWORLD_INVASION_RULES.md), [Guild transport](GUILD_HOMEWORLD_TRANSPORT_RULES.md) |