IDIOT trusts the feet and yields to a jailbreak drop (rules rev 37)
The per-step steering recalculated greedily, ping-ponging between routes that tie at a corner and able to wall the victim off from the cure; rev 37 retires it — the march is the player's to honor, and the automatons steer themselves. DROP OBJECT that shakes the victim's OWN treasure out of a thief's arms is now an aid, not an attack: while carried, that treasure cannot even be stood upon, so the curse could be unsatisfiable. Older ledgers replay steered and strict. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Claude Fable 5
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@@ -1323,17 +1323,43 @@ export function automatonCommand(
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}
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}
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// IDIOT's curse: the maze no longer forces the feet (rev 37), so the
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// clockwork honors the march to its own gold itself — and when a thief
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// carries that gold, DROP OBJECT (the rev-37 carve-out) shakes it onto
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// the floor where it can finally be stood upon.
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const cursedIdiot = view.sustained.some((e) => e.cardId === "idiot" && e.targetId === view.you);
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if (cursedIdiot && view.deckRev >= 37 && view.turn.round > 1 && !view.turn.attackUsed) {
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const dropper = inHand(view, "drop-object");
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if (dropper) {
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const sighted = sightedCellsFor(view);
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const thiefOfGold = livingEnemies(view).find((p) =>
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sighted.has(cellKey(p.position)) &&
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view.treasures.some((t) => t.owner === view.you && t.carriedBy === p.id));
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if (thiefOfGold) {
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return {
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type: "cast", instanceId: dropper.instanceId,
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target: { kind: "player", playerId: thiefOfGold.id }, params: { cardId: "treasure" },
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};
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}
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}
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}
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// March. The thief-chase outranks everything; the berserker hunts wizards
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// over gold; the worrier keeps its distance; the hunter goes to the gold.
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if (view.turn.movementUsed < view.turn.movementAllowance) {
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const gold = treasureGoals(view);
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const enemyCells = new Set(livingEnemies(view).map((p) => cellKey(p.position)));
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const canUnlock = UNLOCKS.some((id) => inHand(view, id));
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const objectives = thief
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? new Set([cellKey(thief.position)])
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: style === "berserker" && !self.carriedTreasureId
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? (enemyCells.size > 0 ? enemyCells : gold)
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: gold;
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const ownGoldCells = new Set(view.treasures
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.filter((t) => t.owner === view.you && t.position && !t.carriedBy)
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.map((t) => cellKey(t.position!)));
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const objectives = cursedIdiot && ownGoldCells.size > 0
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? ownGoldCells
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: thief
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? new Set([cellKey(thief.position)])
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: style === "berserker" && !self.carriedTreasureId
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? (enemyCells.size > 0 ? enemyCells : gold)
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: gold;
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const path =
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pathToward(view, self.position, objectives, { avoidNearEnemies: style === "worrier" && !thief, canUnlock }) ??
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pathToward(view, self.position, objectives, { canUnlock }) ??
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