diff --git a/.claude/skills/wizwar-duel/SKILL.md b/.claude/skills/wizwar-duel/SKILL.md index 106e3ae..b461127 100644 --- a/.claude/skills/wizwar-duel/SKILL.md +++ b/.claude/skills/wizwar-duel/SKILL.md @@ -240,6 +240,21 @@ probing legality is free, so when unsure, try it and read the error. single-square terrain on a junction outlives every spell cast near it. Place terrain at junctions, not corridors. +## Game-fourteen scars (the five-player raid race) + +- **Terrain is SOFT in tempo math.** I counted a thornbush and an ooze + square as two turns of delay on his banking route; DISPEL CREATION + removed the bush for one card and zero steps, and he banked that + same turn. Any creation (bush, ooze, wall of stone, stones) is one + card from gone — count it as HALF a turn of delay, never a wall. +- On wide boards (5-6p cross), a raider in my quadrant carrying my + chest is usually UNREACHABLE by anything in hand — the interception + had to happen a turn earlier, at the grab, not the haul. Defend the + chest square, not the exit route. +- My real boobytrap finally fired (4 damage to a warping bot) — traps + on WARP LANDING squares hit players who never see the token coming. + That placement doctrine is proven; repeat it. + ## The passivity audit (Eric, after game thirteen) - "You did nothing but draw for several turns" — true, and fatal. A