The fireball-then-buddy lockout
Per the owner's favorite play: the pact only breaks when its caster attacks the target, so a blow landed BEFORE the pact leaves it intact. After spending its attack, a non-berserker bot with BUDDY in hand signs it onto the weakest visible unpacted enemy — the one it likely just burned — barring their revenge. The berserker skips it: it would only break its own pact tomorrow. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0138A8CjeQRpvzKxuMfz1Bqc
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co-authored by
Claude Fable 5
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@@ -1250,6 +1250,23 @@ export function automatonCommand(
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}
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}
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// BUDDY after the blow: the wounded cannot come looking for payback —
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// the pact holds unless the clockwork strikes them again. The berserker
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// skips it; it would only break its own pact tomorrow.
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if (tier.buffs && view.turn.attackUsed && style !== "berserker") {
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const pact = inHand(view, "buddy");
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if (pact) {
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const sighted = sightedCellsFor(view);
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const mark = livingEnemies(view)
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.filter((p) => sighted.has(cellKey(p.position)) &&
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!view.sustained.some((s) => s.cardId === "buddy" && s.casterId === you && s.targetId === p.id))
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.sort((a, b) => a.life - b.life)[0];
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if (mark) {
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return { type: "cast", instanceId: pact.instanceId, target: { kind: "player", playerId: mark.id } };
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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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@@ -427,3 +427,43 @@ describe("round two of the owner's tactics", () => {
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if (!r.ok) throw new Error(r.error);
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});
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});
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describe("the fireball-then-buddy lockout", () => {
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it("burns the target, then signs the pact so they cannot hit back", () => {
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let { state } = createGame({ playerIds: ["bot", "other"], seed: 42, sets: ["basic", "expansion1"], deckRev: 24 });
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for (let guard = 0; guard < 10 && !(actingSeat(state) === "bot" && state.turn.round > 1); guard++) {
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const r = applyCommand(state, actingSeat(state), { type: "endTurn", draw: 0 });
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if (!r.ok) throw new Error(r.error);
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state = r.state;
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}
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const bot = state.players.find((p) => p.id === "bot")!;
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const prey = state.players.find((p) => p.id === "other")!;
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prey.position = { ...bot.position };
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bot.hand = [
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{ instanceId: "fireball#T", cardId: "fireball" },
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{ instanceId: "buddy#T", cardId: "buddy" },
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];
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// First: the blow.
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let cmd = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
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expect(cmd).toMatchObject({ type: "cast", instanceId: "fireball#T" });
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let r = applyCommand(state, "bot", cmd!);
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if (!r.ok) throw new Error(r.error);
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state = r.state;
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r = applyCommand(state, "other", { type: "pass" });
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if (!r.ok) throw new Error(r.error);
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state = r.state;
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// Then: the pact.
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cmd = automatonCommand(viewFor(state, "bot"), "hunter", "archmage");
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expect(cmd).toEqual({
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type: "cast", instanceId: "buddy#T",
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target: { kind: "player", playerId: "other" },
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});
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r = applyCommand(state, "bot", cmd!);
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if (!r.ok) throw new Error(r.error);
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state = r.state;
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// The pact holds: the victim cannot strike their tormentor.
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expect(state.sustained.some(
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(s) => s.cardId === "buddy" && s.casterId === "bot" && s.targetId === "other",
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)).toBe(true);
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});
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});
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