Difficulty without stupidity: apprentice, adept, archmage
Tiers degrade resources and repertoire, never judgment — the design
constraint was that no tier may ever look dumb. The APPRENTICE draws
one card a turn instead of two (a poorer wizard, not a worse one),
spends counters only on heavy hits (thrift, not blindness), and
carries a modest spellbook: damage, summons, stones, keys, and
treasure play, with no afflictions, amplifies, ambushes, guarding
tricks, or deja-vu. The ADEPT draws fully and knows everything except
ambushes and amplify. The ARCHMAGE is the full curriculum. Every card
any tier plays, it plays correctly.
The lobby workshop gains a tier picker beside the temperaments
(default adept); the tier persists with the seat, shows in roster and
scoresheet ("⚙ apprentice mystery"), and rides the drive loop.
Measured where it should matter: in berserker combat mirrors the
archmage beats the apprentice two to one, while pure treasure races
stay honest — the handicap lives in the card exchanges a human
actually feels, pinned deterministically in the tournament suite.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -428,8 +428,8 @@ class Net {
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}
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/** Ask the server how all our games are doing. */
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addBot(style?: string): void {
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this.send({ type: "addBot", ...(style ? { style } : {}) });
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addBot(style?: string, tier?: string): void {
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this.send({ type: "addBot", ...(style ? { style } : {}), ...(tier ? { tier } : {}) });
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}
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rollTableDie(): void {
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