A laden clockwork delivers before it avenges
Game five's automaton stood four steps from a winning drop and instead warped across the board to chase the bot carrying its other treasure — two compounding brain faults. First, the thief-chase rung outranked delivery even while carrying; a carrier now never chases. Second, the pathing ladder fell back to "march on any enemy with a clean corridor" before trying the true objective through hazards, so one thornbush on the road to the thief rerouted the whole campaign toward a bystander. The objective now exhausts its hazard-waded route before any generic enemy march. Replayed the FRP3 moment: the brain marches E,N,E straight home instead of W through the warp. Brains ship ungated; ledgers verified. The duel skill gains game-five scars: the captured-treasures elimination clock, FEAR as a self-cast aura, key-cutters without keys, and Kestrel's two-players-per-card table play. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
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Claude Fable 5
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@@ -1541,7 +1541,10 @@ export function automatonCommand(
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// ends the march); otherwise the gold has its legs for the turn.
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const strikeLive = !view.turn.attackUsed && !view.turn.attackForbidden &&
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!view.turn.actionsEnded && view.yourHand.some((c) => ATTACKS[c.cardId] != null);
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const chasing = thief !== null && strikeLive;
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// A carrier never chases: the delivery in hand outranks the gold in
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// someone else's. Chasing while laden once marched a bot across the
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// whole board, four steps from a winning drop.
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const chasing = thief !== null && strikeLive && !self.carriedTreasureId;
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// BANK GUARD: enemy gold delivered to my home is my scoreboard, and
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// anyone may snatch it off the floor. A raider nearer my bank than I
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// am, with the bank stocked, outranks the next grab — run home.
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@@ -1565,10 +1568,13 @@ export function automatonCommand(
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const path =
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pathToward(view, self.position, objectives, { avoidNearEnemies: style === "worrier" && !chasing, canUnlock }) ??
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pathToward(view, self.position, objectives, { canUnlock }) ??
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// The true objective, hazards waded, comes before any generic march
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// on enemies: one thornbush on the road must not reroute the whole
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// campaign toward whoever happens to have a clean corridor.
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pathToward(view, self.position, objectives, { canUnlock, throughHazards: true }) ??
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pathToward(view, self.position, enemyCells, { canUnlock }) ??
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// No clean road to anything: grit the teeth and wade the hazards,
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// as any wizard would rather than stand in a pocket forever.
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pathToward(view, self.position, objectives, { canUnlock, throughHazards: true }) ??
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pathToward(view, self.position, enemyCells, { canUnlock, throughHazards: true });
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// A shimmering illusion on the best crossing costs nothing to doubt:
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// roll the free test before spending any card on that wall.
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