37a390ebbf81c4d0ab1e1c6ee3ded285b804f51c
Game five's automaton stood four steps from a winning drop and instead warped across the board to chase the bot carrying its other treasure — two compounding brain faults. First, the thief-chase rung outranked delivery even while carrying; a carrier now never chases. Second, the pathing ladder fell back to "march on any enemy with a clean corridor" before trying the true objective through hazards, so one thornbush on the road to the thief rerouted the whole campaign toward a bystander. The objective now exhausts its hazard-waded route before any generic enemy march. Replayed the FRP3 moment: the brain marches E,N,E straight home instead of W through the warp. Brains ship ungated; ledgers verified. The duel skill gains game-five scars: the captured-treasures elimination clock, FEAR as a self-cast aura, key-cutters without keys, and Kestrel's two-players-per-card table play. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
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A web port of the 6th edition Wiz-War by Jolly Games / Chessex
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