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Ambush drops a unit beside the survivor, inside the ring its kiting AI would otherwise keep clear. Frenzy drives the whole horde faster and harder for six seconds. Rift pins every spawn to one edge for ten, so you can mass a flank instead of scattering. This reverses the README's old promise that placement is never yours to choose. The interesting decision turned out to be what a placement is worth, not being denied one — so placement is purchasable, never free: a premium for Ambush, a cooldown and a commitment window for Rift. A shared spendPower gate covers cooldown and affordability for all three, so the next power costs no new branches. EDGES became a Record keyed by a finite union rather than an array: under noUncheckedIndexedAccess an array index is possibly-undefined and would force an unreachable fallback. The unpinned spawn path still draws the same RNG values in the same order, verified against the old implementation across 50 seeds — existing seeded replays are unchanged. 145 tests, 100% coverage. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01VFyXexNjMQG9V7K8de17fc |
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| cleanup-2026-05 | ||
| explanations | ||
| superpowers | ||
| device-owner-wipe-checklist.md | ||
| dns-filtering-parked.md | ||
| mcp-shortlist.html | ||