How-to-play gains 'The automatons': temperaments, tiers, mysteries
The help never explained the clockwork — hunter/berserker/worrier moods, the mystery deal and its end-of-game unmasking, and what the difficulty tiers actually change (resources and repertoire, never fairness). 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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@@ -119,4 +119,12 @@ export const HOW_TO_PLAY: RulesSection[] = [
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"Games are saved move-by-move on the server and survive anything. The lobby lists every game you're in and whose turn it is; the tab title and favicon flip when a turn is yours, and “notify me on my turn” adds browser notifications. “Transfer seat” hands a game to another device with a spoken phrase.",
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],
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{
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title: "The automatons",
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body: [
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"Any empty seat can be filled with an automaton — a clockwork wizard that plays by the same rules and the same information a human seat gets. Add one in the lobby before the game starts, choosing its temperament: a HUNTER marches for treasure, a BERSERKER hunts wizards over gold, a WORRIER keeps its distance and guards what it has. Pick MYSTERY and the maze deals a temperament in secret — you'll have to read its play to guess its mood, and the roster only unmasks it (🎭) when the game ends.",
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"The difficulty picker sets how much the clockwork has to work with, never how fairly it plays: an APPRENTICE draws one card a turn and knows a modest spellbook, an ADEPT draws two and defends its gold, and an ARCHMAGE knows every trick in the deck — ambushes, amplifies, walls blasted through, roads denied. Every tier plays its cards correctly; none of them cheats, peeks, or rolls loaded dice.",
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"The automatons chat a little, hold grudges not at all, and take exactly one action per second so you can watch them think. If one does something that looks brilliant, it probably learned it from a human at this table.",
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],
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},
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];
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