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Levels are distance, not danger

A level is the number of hops from a capability to a one-way consequence, computed from the mesh — and the game says on the rail that it is distance, never a danger rating.

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Home↗ / Method↗ / Levels

Derive the levels from the graph

Difficulty tiers in most assessments are assigned by whoever wrote them, which means the tiers encode the author's intuition and nothing else. These are computed, and the computation is published.

The definition

A consequence is a one-way exposure — an edge in the mesh marked reversible: no. A capability's level is the fewest hops from it to any consequence, moving through at edges (exposure → reach) and runs-in edges (reach → environment), within a single profile's exposures, minimised across every profile in the set.

Hops to a one-way consequenceLevel
01
22
43
6 or more4
no path found5

With the current snapshot that gives 13 / 3 / 5 / 1 / 1 derived capabilities across the five levels, plus 8 / 4 / 4 / 1 / 0 authored above-the-ceiling ones. The distribution is lumpy, which is a property of the mesh rather than of the game, and a long level is played in rounds of eight with a carry-on-or-finish card in between rather than being padded out.

The sentence on the rail

The level rail says what each level means and that it is distance, not danger. That caveat is not decoration. A capability zero hops from a one-way consequence is not necessarily more dangerous than one six hops away — it is closer, which is a different claim. Reading a distance as a risk rating is exactly the mistake a numbered tier invites, so the game refuses the reading in the place where the number appears.

The honest limits


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