diff --git a/src/lib/components/Board.svelte b/src/lib/components/Board.svelte index add8844..63497dc 100644 --- a/src/lib/components/Board.svelte +++ b/src/lib/components/Board.svelte @@ -238,7 +238,7 @@ {#if duel.surrendering}
Both palms at once is surrender. You will lose the duel.
{:else if duel.loneClap && !duel.moved} -A clap needs both hands; one hand clapping does nothing. Clap with both, or rest the other hand.
+A clap needs both hands, and one hand clapping does nothing. Clap with both, or rest the other hand.
{/if} {#if duel.conflict}Those two spells share a gesture, and a gesture can finish only one spell. Let one of them pass.
diff --git a/src/lib/components/Hall.svelte b/src/lib/components/Hall.svelte index 4722154..96ef00f 100644 --- a/src/lib/components/Hall.svelte +++ b/src/lib/components/Hall.svelte @@ -211,9 +211,9 @@Duelling wizards. Two hands each. The right run of gestures is a spell.
-Richard Bartle's 1977 pencil-and-paper duel, free in your browser. Each turn every wizard chooses a gesture per hand and all reveal together; a Fireball is F-S-S-D-D on one hand, a Shield is a single palm. Play the bot, or open a table for up to a dozen wizards and play by turns.
-how to play · the rules · (aboutOpen = true)}>about this game — a labor of love
+Wizards duel with their hands, and the right run of gestures is a spell.
+Richard Bartle's 1977 pencil-and-paper duel, free in your browser. Each turn every wizard chooses a gesture for each hand, and all are shown together. A Fireball is F-S-S-D-D on one hand, and a Shield is a single palm. Play the bot, or open a table for up to a dozen wizards and play by turns.
+how to play · the rules · (aboutOpen = true)}>about this game
A code opens the door either way: take a seat if one is free, or watch from the Peanut Gallery.
+With a code you can take a seat if one is free, or watch from the Peanut Gallery.
Everything is here, in one column. The bar at the foot keeps every wizard's health, your two chosen gestures and the button that seals the turn in reach; after each turn the page brings the ledger's last rows and the result into view. Lists are shorter, and More spells opens the rest.
+On a phone everything sits in one column. A bar at the bottom of the screen keeps the wizards' health, your two gestures and the button that seals the turn within reach. After each turn the screen scrolls back to the ledger's last rows and the result. Lists are shorter, and More spells opens the rest.
A room's link is an invitation to sit while the table is laid and to watch once the duel has begun. Anyone who opens it without a seat takes a place in the Peanut Gallery: they see the ledger, the result of each turn and the chronicle, and the table is told how many are watching. The gallery is shown only what every wizard at the table could see; a gesture hidden from any one of them is a question mark to everyone in the gallery, and the turn being written shows nothing at all.
-Table talk, in the rail, is for the wizards seated. A line goes to everyone at the table and everyone in the gallery, and it is kept with the duel; when you come back to a table, the hall says how many lines were said while you were away. The gallery listens, unless the host lets it talk; then a watcher signs a name and their lines read Name (gallery).
-Three more things a table can do. While it is laid, any seated wizard may challenge the keeper: a seat is held under the keeper's name, the keeper's phone rings, and the note beside the button says what hour it is where they live, so you know whether to wait or come back. When a duel is over, anyone at the table may call for a rematch: a new table of the same size with the same bots, seats held for everyone who was here. And Transfer seat in the masthead mints four words that bring your seat to another device, good for ten minutes; the hall on that device has a place to claim them.
+A room's link is an invitation to sit while the table is laid and to watch once the duel has begun. Anyone who opens it without a seat takes a place in the Peanut Gallery. They see the ledger, the result of each turn and the chronicle, and the table can see how many are watching. The gallery is shown only what every wizard at the table could see. A gesture hidden from any one wizard is a question mark to the whole gallery, and the turn being written shows nothing at all.
+Table talk, in the rail, is for the wizards seated. A line goes to everyone at the table and in the gallery, and it is kept with the duel. When you come back, the hall says how many lines were said while you were away. The gallery only listens unless the host lets it talk. Then a watcher signs a name, and their lines read Name (gallery).
+Before a duel begins, any seated wizard may challenge the keeper, who looks after this site. A seat is held under the keeper's name and the keeper's phone rings. The note beside the button gives the hour where the keeper lives, so you know whether to wait or come back later.
+When a duel is over, anyone at the table may call for a rematch. That opens a new table of the same size with the same bots, and holds a seat for everyone who played. Transfer seat at the top of the page gives you four words that move your seat to another device. They work for ten minutes, and you enter them in the hall on the other device.
Open with a wave on each hand. From W-W you may turn either hand into a counter-spell (W-W-S), a protection from evil (W-W-P) or resist heat (W-W-F-P), and nobody can hurt you on the first turn. Watch the warnings: when a missile is one gesture away, a palm costs you one hand for one turn; when a fireball is one gesture away, only a counter-spell, a resistance, or a counter of your own will do.
-Then choose a spell from the sheet and pin it to a hand, and keep the other hand for answering. Cause light wounds is three gestures, a fireball five, and summoning a goblin three; a goblin that lives for four turns has done a fireball's work. Read the rival's ledger every turn as they read yours. Both of you are bluffing, and the whole page is the paper.
-The full rules are on the rules page, with Bartle's text. If a rule here reads wrong to you, or the page misbehaves, send word; the hall's about this game has the other ways to reach the keeper.
+Open with a wave on each hand. From W-W either hand can go on to a counter-spell (W-W-S), protection from evil (W-W-P) or resist heat (W-W-F-P). On the first turn only a knife can hurt you. Then watch the warnings. When a missile is one gesture away, a palm on one hand stops it. When a fireball is one gesture away, a palm will not help, but a counter-spell on yourself or resist heat will.
+Next, choose a spell from the sheet and pin it to one hand, and keep the other hand free for answering. Cause light wounds takes three gestures, a fireball five, and summoning a goblin three. A goblin left alone strikes every turn, so in five turns it does a fireball's damage. Read your rival's ledger every turn, because they are reading yours, and both of you can feint.
+The full rules are on the rules page, with Bartle's text. If a rule here reads wrong to you, or something misbehaves, send word. The hall's about this game lists the other ways to reach the keeper.
room {roomId}
A wizard has opened this table and is gathering opponents. Choose a name and sit; the duel begins when the host says.
+A wizard has opened this table and is gathering opponents. Choose a name and sit down. The duel begins when the host says.