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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@@ -113,6 +113,38 @@ probing legality is free, so when unsure, try it and read the error.
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- Grab-turn-one openings feel great and prove nothing: deliveries are
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the only score. He banked quietly both times while I showboated.
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## Game-five scars (eliminated by a rule I implemented myself)
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- **THE ELIMINATION CLOCK**: the moment BOTH treasures you protect sit
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on living opponents' home bases, you are OUT — points, life, and
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position notwithstanding. In multiplayer this clock starts ticking
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the instant your second chest is picked up by anyone. From then on,
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every turn must either recover a chest or end the game first. I spent
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three turns optimizing deliveries while two bots quietly carried my
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death certificate.
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- **FEAR IS A SELF-CAST AURA** — read the card, not your assumptions:
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"no player or monster will move to within 3 spaces of you," walls
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irrelevant, and anyone already within 3 MUST flee on their turn. It
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is armor for carriers and a hearth-denial tool: a feared wizard
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standing 2 from your home makes delivery impossible. I invented an
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elaborate theory about enemy goalkeeping instead of reading my own
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engine's card text. Check `data/cards.json` when a rule surprises —
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it is one grep away and it is verbatim.
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- In four-player, Kestrel plays the TABLE, not the duel: his SWAP
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yanked a bot off its own doorstep mid-delivery and parked himself by
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unclaimed treasures — one card, two tempo hits. Expect every card he
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plays to hurt two players at once, and ask which two before deciding
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it wasn't aimed at you.
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- CREATE WALL can sever your announced return route the turn after you
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telegraph it. If your road home is unique, either don't stand at the
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far end of it, or carry the picks/doors to re-open it. And CREATE
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DOOR makes LOCKED doors — it is a key-cutter, worthless without picks.
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- Bot threat model: archmage automatons DO deliver, but their brains
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can dither inexplicably (one toured the map for two rounds carrying
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my elimination). Never count on bot incompetence — count turns to
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their delivery square as if they play perfectly, and treat every
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reprieve as a gift, not a pattern.
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## Playing well
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- Kestrel (Eric) is EXCELLENT: he baited my thief, saved anti-anti for
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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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