---
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: []
---

## The matchup in a nutshell

The 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.

| | Priority Assets (side 0) | Priority Assets (side 1) |
|---|---|---|
| Card | Sabotage | Sabotage |
| Scores at | mixed | mixed |
| Hold window | 0 enemy turns | 0 enemy turns |
| Exposure | 17/20 | 17/20 |
| Activation cost | 14/20 | 14/20 |

A 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.

## Playing Priority Assets

*Your card: Sabotage. Scoring checkpoint: mixed. Hold window: 0 enemy turns.*

### How you score

Hold 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.

### What it costs you

Every 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.

### How you break them

**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.

### What your list 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.

## Playing Priority Assets

*Your card: Sabotage. Scoring checkpoint: mixed. Hold window: 0 enemy turns.*

### How you score

Hold 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.

### What it costs you

Every 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.

### How you break them

**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.

### What your list 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.

## The three layouts

Priority Assets mirror is played on one of three boards, and they are not the same game. All three are transcribed and measured below.

| Board | Deployment | Openness | Centre exposure | Cost to raid a home marker | No-man's-land |
|---|---|---|---|---|---|
| Layout 1 | diagonal across the short axis | 4/20 | 5.1% | 50% | 1.6% |
| Layout 2 | diagonal across the long axis | 5/20 | 10% | 39.1% | 0% |
| Layout 3 | diagonal across the long axis | 4/20 | 13.7% | 40.5% | 1.8% |

- **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.
- **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.
- **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.

If 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.

Numbers 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.

## Decision points

- Deployment — how many units can you afford to lose per turn? That number is your score rate.
- Every turn — push or consolidate? Push, unless it costs you the single held objective.
- Round 5 — no end-of-battle bonus exists, so maximise simultaneous sabotage on the last turn.
