{
  "id": "disposition-matchup/priority-assets--mirror",
  "kind": "matchup-analysis",
  "lang": "en",
  "title": "Priority Assets mirror — Sabotage",
  "subjects": [
    "gdm:disposition/priority-assets",
    "gdm:primary/priority-assets/sabotage"
  ],
  "sides": {
    "side0": {
      "disposition": "priority-assets",
      "card": "gdm:primary/priority-assets/sabotage",
      "scoringCheckpoint": "mixed",
      "holdWindow": 0
    },
    "side1": {
      "disposition": "priority-assets",
      "card": "gdm:primary/priority-assets/sabotage",
      "scoringCheckpoint": "mixed",
      "holdWindow": 0
    }
  },
  "ratings": [
    {
      "metric": "edge",
      "value": 10,
      "confidence": "high",
      "basis": "theory",
      "rationale": "Mirror: identical cards."
    },
    {
      "metric": "ceiling",
      "side": 0,
      "value": 14,
      "confidence": "medium",
      "basis": "theory",
      "rationale": "Per-unit sabotage scoring (3 VP, +2 VP in enemy territory) scales with unit count but has no big single payout."
    },
    {
      "metric": "ceiling",
      "side": 1,
      "value": 14,
      "confidence": "medium",
      "basis": "theory",
      "rationale": "Mirror: both players hold this card, so the profile is identical on each side."
    },
    {
      "metric": "floor",
      "side": 0,
      "value": 12,
      "confidence": "medium",
      "basis": "theory",
      "rationale": "A flat 4 VP hold line plus one sabotage a turn is reliable even from a losing board."
    },
    {
      "metric": "floor",
      "side": 1,
      "value": 12,
      "confidence": "medium",
      "basis": "theory",
      "rationale": "Mirror: both players hold this card, so the profile is identical on each side."
    },
    {
      "metric": "tempo",
      "side": 0,
      "value": 13,
      "confidence": "medium",
      "basis": "theory",
      "rationale": "Sabotage resolves at the end of your turn, so it rewards pushing forward on your own activation."
    },
    {
      "metric": "tempo",
      "side": 1,
      "value": 13,
      "confidence": "medium",
      "basis": "theory",
      "rationale": "Mirror: both players hold this card, so the profile is identical on each side."
    },
    {
      "metric": "complexity",
      "side": 0,
      "value": 11,
      "confidence": "medium",
      "basis": "theory",
      "rationale": "Simple engine, but the enemy-territory rider forces a real risk calculation every turn."
    },
    {
      "metric": "complexity",
      "side": 1,
      "value": 11,
      "confidence": "medium",
      "basis": "theory",
      "rationale": "Mirror: both players hold this card, so the profile is identical on each side."
    },
    {
      "metric": "exposure",
      "side": 0,
      "value": 17,
      "confidence": "medium",
      "basis": "theory",
      "rationale": "Sabotage is worth 5 VP instead of 3 in the opponent territory, so the card explicitly pays you to send units where they die."
    },
    {
      "metric": "activationCost",
      "side": 0,
      "value": 14,
      "confidence": "medium",
      "basis": "theory",
      "rationale": "Each scoring unit spends its turn sabotaging rather than shooting."
    },
    {
      "metric": "exposure",
      "side": 1,
      "value": 17,
      "confidence": "medium",
      "basis": "theory",
      "rationale": "Sabotage is worth 5 VP instead of 3 in the opponent territory, so the card explicitly pays you to send units where they die."
    },
    {
      "metric": "activationCost",
      "side": 1,
      "value": 14,
      "confidence": "medium",
      "basis": "theory",
      "rationale": "Each scoring unit spends its turn sabotaging rather than shooting."
    }
  ],
  "claims": [
    {
      "type": "engine-note",
      "phase": "whole-game",
      "text": "The hold line is flat (4 VP for one or more objectives, home excluded), so a second and third objective are worth zero — the scaling is entirely in the number of units that sabotage."
    },
    {
      "type": "engine-note",
      "phase": "whole-game",
      "text": "Sabotaging inside the opponent territory is worth 5 VP per unit instead of 3, so the mirror is a forward-pressure race, not a home-sitting race."
    },
    {
      "type": "counter",
      "phase": "whole-game",
      "text": "Screen your own territory: every enemy unit you keep out of it downgrades their sabotage from 5 VP to 3 VP."
    },
    {
      "type": "pitfall",
      "phase": "whole-game",
      "text": "Holding 3 objectives feels safe and scores exactly the same as holding one — the units are wasted."
    },
    {
      "type": "cost",
      "side": 0,
      "phase": "whole-game",
      "text": "This card moves its checkpoint during the game, so the same grab costs a full enemy turn early and nothing late — price the grab accordingly before committing a unit to it."
    },
    {
      "type": "cost",
      "side": 1,
      "phase": "whole-game",
      "text": "This card moves its checkpoint during the game, so the same grab costs a full enemy turn early and nothing late — price the grab accordingly before committing a unit to it."
    },
    {
      "type": "terrain",
      "phase": "deployment",
      "text": "Measured across all 45 transcribed layouts: a central objective can be held from a spot only 4.6% of the enemy deployment zone can see (best board 0%), while taking an enemy home objective means standing where a median of 47.7% of their deployment zone has line of sight, rising to 91.7% on the most exposed board. Cards that pay for enemy home objectives are charging you that difference, and the board decides the price.",
      "refs": [
        "rule:13.08",
        "rule:14.02"
      ]
    },
    {
      "type": "disruption",
      "side": 0,
      "phase": "whole-game",
      "text": "Screen your own territory. Every enemy unit you keep out of your half turns their 5 VP into 3. That is a 40% pay cut for a job a single cheap unit can do, and it is the highest-value defensive action on this card. Beyond that, punish the sabotage units: they are cheap, they are alone in your deployment zone, and they are not shooting back."
    },
    {
      "type": "list-building",
      "side": 0,
      "phase": "list-building",
      "text": "Priority Assets needs: Numbers. The card pays per unit, so three 60-point units beat one 200-point unit every single time. Mobility — the sabotage has to happen in their half to pay full price. One durable holder for the flat 4 VP, and nothing more spent on objectives. A screen along your own territory edge. It denies 2 VP per enemy unit per turn and pays for itself immediately."
    },
    {
      "type": "layout",
      "phase": "deployment",
      "text": "All three boards for this pairing are transcribed and measured. Layout 1 (diagonal across the short axis) reads 4/20 for openness, Layout 2 (diagonal across the long axis) reads 5/20 for openness, Layout 3 (diagonal across the long axis) reads 4/20 for openness. Taking a home marker off the opponent costs 39.1% deployment-zone exposure on Layout 2 and 50% on Layout 1 — the same play, priced very differently. Central markers stay the safest ground on all three, bottoming out at 5.1% on Layout 1."
    }
  ],
  "listRequirements": [
    {
      "side": 0,
      "role": "The card pays per unit",
      "count": 3,
      "trait": [
        "objective-control"
      ],
      "phase": "list-building",
      "why": "The card pays per unit, so three 60-point units beat one 200-point unit every single time."
    },
    {
      "side": 0,
      "role": "Mobility",
      "trait": [
        "objective-control"
      ],
      "phase": "list-building",
      "why": "Mobility — the sabotage has to happen in their half to pay full price."
    },
    {
      "side": 0,
      "role": "One durable holder for the flat 4 VP",
      "count": 1,
      "trait": [
        "durability",
        "objective-control"
      ],
      "phase": "list-building",
      "why": "One durable holder for the flat 4 VP, and nothing more spent on objectives."
    },
    {
      "side": 0,
      "role": "A screen along your own territory edge",
      "trait": [
        "screening"
      ],
      "phase": "list-building",
      "why": "A screen along your own territory edge."
    },
    {
      "side": 0,
      "role": "It denies 2 VP per enemy unit per turn and pays for itself immediately",
      "count": 2,
      "trait": [
        "objective-control"
      ],
      "phase": "list-building",
      "why": "It denies 2 VP per enemy unit per turn and pays for itself immediately."
    }
  ],
  "dependsOn": {
    "corpus": "2026-05-09 23:42:21",
    "gdmPack": "GDM"
  },
  "status": "draft",
  "sources": [],
  "body": "## The matchup in a nutshell\n\nThe lowest ceiling in the matrix on paper, and the widest army it rewards. Holding pays a flat 4 VP no matter how much ground you own, while sabotage pays **per unit** — and 5 VP instead of 3 when that unit is in the enemy's half. So both of you are paid to push cheap bodies forward and to slam the door on the way back.\n\n| | Priority Assets (side 0) | Priority Assets (side 1) |\n|---|---|---|\n| Card | Sabotage | Sabotage |\n| Scores at | mixed | mixed |\n| Hold window | 0 enemy turns | 0 enemy turns |\n| Exposure | 17/20 | 17/20 |\n| Activation cost | 14/20 | 14/20 |\n\nA hold window of zero changes where the fight is. Nobody has to survive anything: you walk on, the turn ends, you get paid. Which means **there is no window to shoot them off the marker afterwards** — by the time it matters, they have already banked it. Denial on this card happens before the grab, not after. You are not buying reactions. You are buying space.\n\n## Playing Priority Assets\n\n*Your card: Sabotage. Scoring checkpoint: mixed. Hold window: 0 enemy turns.*\n\n### How you score\n\nHold 1 objective, cheaply, for 4 VP a round. Then send units to commit sabotage: 3 VP each, 5 VP each in their territory. Three cheap units in their half is 15 VP a turn, which no amount of objective holding will match.\n\n### What it costs you\n\nEvery sabotaging unit spends its turn not shooting, and the good version of the plan sends it where it will probably die. That is fine — a unit that sabotages in their half has already banked 5 VP before it dies. Losing it is a business expense, not a disaster. Exposure 17/20, activation cost 14/20.\n\n### How you break them\n\n**Screen your own territory.** Every enemy unit you keep out of your half turns their 5 VP into 3. That is a 40% pay cut for a job a single cheap unit can do, and it is the highest-value defensive action on this card. Beyond that, punish the sabotage units: they are cheap, they are alone in your deployment zone, and they are not shooting back.\n\n### What your list needs\n\n- Numbers. The card pays per unit, so three 60-point units beat one 200-point unit every single time.\n- Mobility — the sabotage has to happen in their half to pay full price.\n- One durable holder for the flat 4 VP, and nothing more spent on objectives.\n- A screen along your own territory edge. It denies 2 VP per enemy unit per turn and pays for itself immediately.\n\n## Playing Priority Assets\n\n*Your card: Sabotage. Scoring checkpoint: mixed. Hold window: 0 enemy turns.*\n\n### How you score\n\nHold 1 objective, cheaply, for 4 VP a round. Then send units to commit sabotage: 3 VP each, 5 VP each in their territory. Three cheap units in their half is 15 VP a turn, which no amount of objective holding will match.\n\n### What it costs you\n\nEvery sabotaging unit spends its turn not shooting, and the good version of the plan sends it where it will probably die. That is fine — a unit that sabotages in their half has already banked 5 VP before it dies. Losing it is a business expense, not a disaster. Exposure 17/20, activation cost 14/20.\n\n### How you break them\n\n**Screen your own territory.** Every enemy unit you keep out of your half turns their 5 VP into 3. That is a 40% pay cut for a job a single cheap unit can do, and it is the highest-value defensive action on this card. Beyond that, punish the sabotage units: they are cheap, they are alone in your deployment zone, and they are not shooting back.\n\n### What your list needs\n\n- Numbers. The card pays per unit, so three 60-point units beat one 200-point unit every single time.\n- Mobility — the sabotage has to happen in their half to pay full price.\n- One durable holder for the flat 4 VP, and nothing more spent on objectives.\n- A screen along your own territory edge. It denies 2 VP per enemy unit per turn and pays for itself immediately.\n\n## The three layouts\n\nPriority Assets mirror is played on one of three boards, and they are not the same game. All three are transcribed and measured below.\n\n| Board | Deployment | Openness | Centre exposure | Cost to raid a home marker | No-man's-land |\n|---|---|---|---|---|---|\n| Layout 1 | diagonal across the short axis | 4/20 | 5.1% | 50% | 1.6% |\n| Layout 2 | diagonal across the long axis | 5/20 | 10% | 39.1% | 0% |\n| Layout 3 | diagonal across the long axis | 4/20 | 13.7% | 40.5% | 1.8% |\n\n- **Layout 1** — diagonal across the short axis, openness **4/20**. The middle is free real estate: there is a legal spot within range of a central marker that only **5.1%** of the enemy deployment zone can see. Home markers are a fortress: taking one means standing in front of **50%** of their deployment zone. No-man's-land markers sit at **1.6%**. Almost anywhere you stand near a marker (92% of legal spots) can be put fully out of sight.\n- **Layout 2** — diagonal across the long axis, openness **5/20**. The middle is free real estate: there is a legal spot within range of a central marker that only **10%** of the enemy deployment zone can see. Raiding a home marker costs **39.1%** exposure — real, but payable with one screened unit. No-man's-land markers sit at **0%**. 82% of the legal holding spots can go fully out of sight — pick the spot, not the marker.\n- **Layout 3** — diagonal across the long axis, openness **4/20**. The middle is contested ground — the best holding spot on a central marker is still visible to **13.7%** of the enemy deployment zone. Raiding a home marker costs **40.5%** exposure — real, but payable with one screened unit. No-man's-land markers sit at **1.8%**. Almost anywhere you stand near a marker (96% of legal spots) can be put fully out of sight.\n\nIf your plan needs enemy ground, **Layout 2** is where it is cheapest (39.1% exposure against 50% on Layout 1) — the same raid can be a bargain or a suicide depending on which board you drew.\n\nNumbers are measured on the transcribed sheets: every legal spot within control range of each marker is tested, and the best one is reported — the way a real player looks for the safest place to stand, not the middle of the marker.\n\n## Decision points\n\n- Deployment — how many units can you afford to lose per turn? That number is your score rate.\n- Every turn — push or consolidate? Push, unless it costs you the single held objective.\n- Round 5 — no end-of-battle bonus exists, so maximise simultaneous sabotage on the last turn.",
  "url": "https://hive-perdita.vercel.app/analysis/priority-assets--mirror/"
}
