diff --git a/PROJECT.md b/PROJECT.md
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@@ -762,6 +762,38 @@ drill-only HP scale is the knob, not a change to the roster.
deleted and rotting, and the never-a-fault rule is now tested with a hand-placed body so it holds
either way. That is the shape to copy for any other switchable subsystem here.
+**ELEVENTH PASS — TRIAGE: the drill finally gets a skill.** Oliver's verdict on the sequence
+version was the honest one — *"it feels not interesting enough to keep me playing.. I am really
+looking for some mechanic to make this skill based"* — and the diagnosis was that it tested
+nothing: the strip was always visible (no memory), the batch was slow (no urgency), the aim was
+easy (no execution). A checklist with gore. Settled in discussion: options were hide-the-call
+(memory), triage (judgment), clock+streak (score); he picked **triage + streak**.
+
+**ONE RULE: always kill the body that would reach you first.** Nothing is called, nothing shown —
+the court is the puzzle. `arrival(zb) = (COURT.L - zb.z) / zb.v` down a HELD lane (that is why
+drill bodies hold lanes — it makes the projection honest), and the roster's speed spread means the
+answer is not the closest body: a runner at the far baseline beats a roller at the service line.
+This is court sense, the most tennis-flavoured skill there is, and it trains the exact
+target-priority read the gore mode rewards. The strip, the alphabet, the batch and the eaters are
+all deleted — shamblers are first-class stream members now, `pts` 20 up to a roller's 100.
+
+The three design points that make it a game rather than a quiz:
+- **WOUNDS ARE FREE.** Only the KILL is judged (drillKill sits behind the kill funnel, wound()
+ never reaches it), so pre-softening a heavy while it is third in line is legal and eventually
+ necessary. This is also why `drillOneShot` must stay off: 1 hp bodies delete the planning layer.
+- **THE SLACK** (`drillSlack` 0.9 s): two bodies arriving within it are both legal. Without it a
+ near-tie made the rule a coin flip and a fault read as theft. Tightening it is the difficulty
+ curve for good players.
+- **THE STREAK IS BOTH PUNISHMENT AND PAYOUT.** x1..x5 (`drillMultEvery` 4, `drillMultCap` 5), a
+ misread resets it and shows OUT OF TURN, and nothing else happens — no sweep, no lost round; the
+ queue keeps walking. Being CAUGHT is the real setback (sweep + ramp handback), score survives.
+ Best is banked in localStorage (`drillBest`); the world board can carry it if the mode ships.
+
+**`TUNE.drillMark` (ON for the playtest): a chevron over the queue head.** It exists so Oliver can
+check the game's read against his own — and it answers the exact question the mode asks, so it MUST
+be off in anything shipped. If his read and the marker disagree often, tune `drillSlack` before
+touching `arrival`.
+
**Open, and every one of them is Oliver's call after he plays it:**
1. ~~**A ball that carries through the lane can complete two steps at once.**~~ Largely CLOSED by
the slice removal (seventh pass) — a cut ball picking its own next victim was the main way this
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