diff --git a/packages/web/src/rules.ts b/packages/web/src/rules.ts index 14de317..efa4804 100644 --- a/packages/web/src/rules.ts +++ b/packages/web/src/rules.ts @@ -119,4 +119,12 @@ export const HOW_TO_PLAY: RulesSection[] = [ "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.", ], }, + { + title: "The automatons", + body: [ + "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.", + "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.", + "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.", + ], + }, ];