diff --git a/PROJECT.md b/PROJECT.md
index 86899af..23d5425 100644
--- a/PROJECT.md
+++ b/PROJECT.md
@@ -739,11 +739,21 @@ Watch: **a roller in the middle of a sequence is seven aimed serves.** Oliver as
robustness to be kept, so it is — but if a round ever feels like grinding rather than reading, a
drill-only HP scale is the knob, not a change to the roster.
-**TENTH PASS — two testing switches, and neither should be left on by drift.**
-- **`TUNE.drillOneShot` (ON)**: every body on a drill court drops to 1 hp. Asked for to make testing
- quick, but be aware what it removes — **the roster's HP is what makes the called ORDER matter**. A
- roller is normally seven serves, so being told to take it third means starting on it first; at one
- hit that whole layer of planning is gone and the sequence is pure recall. Decide it on feel.
+**TENTH PASS — two switches, and the round-boundary bug.**
+- **`TUNE.drillOneShot` — tried ON for one playtest, now OFF.** *"one-shot is bad - way too easy -
+ also we're losing all the nice gore animation sprites"*. The second half is the one that is easy to
+ miss and worth remembering generally: **a 1 hp body never passes through a wound stage**, so every
+ skin in `ZWOUND` (arm off, ribs out, still walking) is skipped and the roster's best art never
+ renders at all. The HP is also what makes the called ORDER matter — a roller is seven serves, so
+ being told to take it third means starting on it first. Kept as a switch, never a default.
+- **THE ROUND-BOUNDARY CARRY-OVER, and it was a real unfairness.** *"the last kill of a game can
+ carry to the spawn of a new zombie of the next round"*. A ball keeps pace through a kill
+ (`TUNE.zPierce`) and it travels UP-COURT — which is precisely where the next batch is born. So the
+ shot that finished your round flew on into bodies that did not exist when you took it and faulted
+ you on a round you had not been shown yet. **The shot that ends a round is spent** (`ball.active =
+ false` in drillKill's completion branch, and in `drillCaught` for the same reason: that also
+ refills the court up-court). Pierce WITHIN a batch is untouched — that is honest occlusion you
+ could have read; this was not.
- **`TUNE.drillEaterMax` 3 -> 0 (OFF)**: *"remove the fake zombies for now"*. The drill is the pure
puzzle with no second threat at the moment. The mechanism is untouched — `spawnEater`, the wide
entry away from the gang, the never-a-fault rule — so one number brings it back.
diff --git a/index.html b/index.html
index b2ec5b4..1c7e8ac 100644
--- a/index.html
+++ b/index.html
@@ -399,6 +399,6 @@
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+