6d88b35516e024f0a4dfac7fa64b2e0ca4a63b36
Six instincts learned playing Kestrel live, taught to the automatons. Bank guard: enemy gold banked at home is a scoreboard anyone can rob — an empty-handed raider within two of a stocked bank pulls the walker home (the predicate reads only enemy positions, the thief-chase shuttle lesson), and pathDenial blockades the raider's road. Repossession: the bot's own treasure banked by an enemy one delivery from winning becomes a march goal, and the underfoot grab learns the owner exception. Infrastructure: holding DIMENSIONAL WARP near home in the early rounds, the bot anchors one mouth at its doorstep and one beside the richest distant gold — the home-anchored superhighway that won its teacher two games. Turn theft: a carrier one delivery from winning eats LIGHTNING BLAST's stun over any bigger point total. The teleport delivery: carrying with home a blink away but farther by boot, it jumps the ambush and drops next command. Last-counter thrift: a lone remaining counteraction at healthy life waits for something big. A/B vs the prior brain across 100 mirrors: parity (44-52, historical noise band) — the patterns are anti-human, and mirrors don't play like humans. Three scenario tests pin the rungs; 287 tests; 23 ledgers verified. 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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