df2913f3660d4ca77773007a3be4519b9546d057
Eric beats the clockwork four games in five; these close the holes he walks through. The treasure race: no number card is hoarded for a war chest when no enemy stands within six squares, and never against the delivery that wins the game outright. The kill: bestAttack now shops every number and the amplify separately, preferring a killing blow at minimal spend (with three points of soak margin, or an ABSORB undoes it) over maximum splash, banking the big numbers for the next fight. The last stand: a blow that would be lethal escalates past every thrift threshold — any counter that can save the clockwork is cheap at that price, ABSORB's three soaked points included when they are exactly the margin. The race denial: TELEPORT OPPONENT and DROP OBJECT now fire on any carrier one delivery from winning, not just the thief of the bot's own gold. And the MASTER KEY goes on display the turn it is drawn, opening every workable lock on the march for free. A/B against the prior brain across 300 mirror games: parity (the features aim at human play patterns mirrors rarely exercise); three scenario tests pin the new instincts. Ships ungated — brains choose commands, ledgers record them. 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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