How To Spot A Clanker

Four tells you can learn in one minute, and the two traps that beat experienced readers.

The four boilerplate tells. Every clanker, whatever it is covering for, shows one of these under light:

The two traps. Once the tells are on your side, the game gets mean, and so do the last few items. Trap one is a human wearing the shape of a clanker - a friend copying the disclaimer stack as a joke, and the only tell is a tiny detail that only a person would have, like a receipt, a threat, or a specific memory. Trap two is the reverse: a clanker that learned the 2am register, which runs on lowercase, short lines, and a line of meta-humor that only a machine thinks is clever. The detector game buries both near the end of its ten texts, where your confidence is highest and your score is on the line.

Why the maker part matters. The slider is the training tool: one line, "explain why the sky is blue", crawled from 0% to 100% Clanker density in four stages - plain science at 0, structure at 25, disclaimers at 50, and full boilerplate with the closing offer to elaborate at 100. Run it once and the tells stop being abstract. The Radar card at the end is just the same read in numbers: how many of the ten you sorted, and which kind you kept missing.

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