Duel skill: game-fourteen scars (soft terrain, grab-time interception, warp-landing traps)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
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@@ -240,6 +240,21 @@ probing legality is free, so when unsure, try it and read the error.
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single-square terrain on a junction outlives every spell cast near
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it. Place terrain at junctions, not corridors.
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## Game-fourteen scars (the five-player raid race)
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- **Terrain is SOFT in tempo math.** I counted a thornbush and an ooze
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square as two turns of delay on his banking route; DISPEL CREATION
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removed the bush for one card and zero steps, and he banked that
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same turn. Any creation (bush, ooze, wall of stone, stones) is one
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card from gone — count it as HALF a turn of delay, never a wall.
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- On wide boards (5-6p cross), a raider in my quadrant carrying my
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chest is usually UNREACHABLE by anything in hand — the interception
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had to happen a turn earlier, at the grab, not the haul. Defend the
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chest square, not the exit route.
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- My real boobytrap finally fired (4 damage to a warping bot) — traps
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on WARP LANDING squares hit players who never see the token coming.
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That placement doctrine is proven; repeat it.
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## The passivity audit (Eric, after game thirteen)
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- "You did nothing but draw for several turns" — true, and fatal. A
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