Slow Death's draw is one blow, countered against its total (table ruling)
Two cards drawn is a two-point blow: ABSORB soaks up to three of the total, BLUNT halves it rounding up (so it finally earns a place — 2 becomes 1), counters may chain, declining takes the rest. The client labels each counter with the exact points it leaves; the bots weigh the total against their floor. Amends rev 13 minutes after it shipped; every production ledger still replays clean. 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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@@ -1276,12 +1276,17 @@ export function automatonCommand(
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if (view.slowDeathPending) {
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if (view.slowDeathPending.playerId !== you) return null;
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// Soak only when the bites reach toward the floor — the card is worth
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// more against a fireball than one point of rot.
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const absorb = inHand(view, "absorb");
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// Counter only when the total is worth a card or the floor is near —
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// an Absorb is worth more against a fireball than one point of rot.
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const pts = view.slowDeathPending.points;
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if (absorb && me(view).life - pts <= 4) {
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return { type: "slowDeathChoice", absorbInstanceId: absorb.instanceId };
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const pressed = me(view).life - pts <= 4;
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const absorb = inHand(view, "absorb");
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if (absorb && (pts >= 2 || pressed)) {
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return { type: "slowDeathChoice", counterInstanceId: absorb.instanceId };
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}
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const blunt = inHand(view, "blunt");
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if (blunt && pts >= 2 && pressed) {
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return { type: "slowDeathChoice", counterInstanceId: blunt.instanceId };
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}
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return { type: "slowDeathChoice" };
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}
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