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Capitol Jobs

The jobs that can be performed with the points are as follows. Cost in parentheses:

Executioner (50)

Works in three stages. Turn 1: It is announced that a helicopter with an executioner is flying over the island. Turn 2: It is announced that the executioner has landed. An executioner is deployed on the island in the requested space (without specifying the space). The executioner is deployed as a tribute with armor and a scythe, with 12 initial and maximum energy points. It cannot be stolen. Turn 3 and subsequent turns: It strikes with its scythe whenever there are other tributes in the space until the space becomes empty, at the end of which it is removed. The only way to obtain a scythe is to kill it before that happens. The executioner can prioritize striking tributes over replicas.

The executioner has two main uses. The first is to position him strategically so you can push a victim into his path when he uses his scythe, thus securing kills. The second is to prepare for the attack and eliminate him as soon as he arrives on the island to take his armor and/or his scythe.

Snitch Cell (10)

All occupants of the requested space are made public when the turn map is published.

This is very useful if you know there are tributes in a space and want everyone else to know, or if you genuinely want to know if anyone is there. This tactic is often used by mercenaries to provoke conflicts, although it is by no means characteristic of that tribute.

Furniture Swap (35)

The two requested space on the map are swapped, provided neither is a detonation zone. If, on the same turn, an attempt is made to move the same space to two different locations, the first location is chosen randomly. You can swap a water tile as long as it's not adjacent to other tiles that aren't going to be detonated.

Is danger surrounding you? Do you need to move an object to the other side of the island? Do you want to move something away from you? Tile swaps might be just what you're looking for. They have a high cost, but they can completely change the course of a game by moving you away from detonation zones or bringing tributes who have revealed their positions back to your traps.

Barrier (25)

A barrier is created between the two requested tiles, provided neither is a detonation zone. To be crossed, the barrier must be destroyed. It must be destroyed after receiving two hits, regardless of their intensity. The tiles can be water.

The main use is to trap other tributes in dangerous areas or to surround yourself and know if someone enters your security perimeter when it's breached. The barrier can be destroyed even without being attacked if explosions or fires occur in the tiles it separates.

Fire (30)

Sets the requested space ablaze, subtracting 1 energy point from its occupants for each turn they remain in it, starting from the turn following its creation. The fire goes out when the turn ends without anyone being burned twice consecutively. Fires are not cumulative. Passing through a burning space instantly subtracts 1 energy point, even if you don't remain in it, in addition to the damage incurred at the end of the turn.

This is an excellent way to prevent other tributes from passing through a space you want to keep empty in subsequent turns. Although it subtracts energy points, it is very unusual for it to kill someone unless it catches them by surprise and they were already on the verge of death.

Poison Gas (25)

Poisons all occupants of the requested space, causing them to lose 2 energy points per action for 3 actions or until they recover energy. The poison is not cumulative. Just like with overload, this means that duplicate actions cost 4 energy points even if they aren't boosted.

While it rarely depletes a tribute's energy, it's very useful if you want them to waste time resting or having sex with their companions. Meanwhile, you gain the opportunity to do other things.

Lightning Bolt (40)

Kills all tributes on the island with 1 energy point remaining.

If you know or suspect that there are tributes on the island who are about to die and you have sponsorship points to spare, don't hesitate to use Lightning Bolt to finish them off. Sometimes getting rid of the dying ones in time is vital to prevent them from recovering and causing problems.

Mutation (35)

The body of a dead tribute rises in the tile where they died (if it hasn't been detonated) and begins to roam the map with 99 energy points, moving around and throwing punches wildly. The only reasonable ways to kill the "mutt" are by detonating it and using the scythe. If there are other tributes in its space, it delivers a powered-up punch that deals 4 damage; otherwise, it moves to the nearest space with more tributes.

Given its chaotic nature, the only advice before reanimating a body is to be sure you know where it will rise (watch out for space changes!) and that it's far enough away from you that it won't cause you any problems.

Capitol Article 47.f (15)

Subtract 30 sponsorship points from the requested tribute.

Very useful if you want to prevent someone from messing with you at any point in the game, especially in the final round when they can disrupt your carefully laid plans. It cannot prevent another tribute from spending their sponsorship points in the same turn it is applied.