An editing pass over the words around the game, and three corrections in the guide

The guide, the hall, the room page and the explanations after a turn
lose their closing aphorisms, most of their semicolons, the
statement-colon-example lines and the page narrating itself. The
tagline is one sentence, and 'a labor of love' is gone from the about
link. The chronicle's imagery and the in-world names stay.

Corrected along the way: a counter-spell does stop wound spells and
lightning (the guide said it did not); a shield is not the only defence
against a newly summoned creature; on the first turn a knife can hurt
you; a palm is no defence against a fireball; a goblin needs five turns
to match one; and only the offline duel lives in the browser.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_0141G6xqLeNRYEtviLWSB5Up
This commit is contained in:
Eric Wagoner
2026-10-10 18:51:59 -04:00
co-authored by Claude Opus 5.5
parent 673f7c84d9
commit 6f9d4de92d
9 changed files with 52 additions and 50 deletions
+23 -21
View File
@@ -6,7 +6,7 @@
<header>
<a class="back" href="/">Back to the hall</a>
<h1>How to play</h1>
<p class="lede">You are a wizard with two hands and a rival across the table. Every turn each of you writes down a gesture for each hand, and all are revealed at once. The right run of gestures on one hand is a spell. This page walks the room.</p>
<p class="lede">You are a wizard with two hands and a rival across the table. Every turn each of you chooses a gesture for each hand, and all of them are shown at once. The right run of gestures on one hand is a spell. This guide goes through the screen from the hall to your first duel.</p>
<nav aria-label="Sections">
<a href="#hall">The hall</a>
<a href="#table">The table</a>
@@ -27,7 +27,7 @@
<img src="/guide/hall.png" alt="The hall: the title, a field for your name, a button to play the bot, and buttons to open a table or join one by code." />
</figure>
<p>Write your name and choose your company. <strong>Play now against the bot</strong> seats you across from a construct that reads your gestures as you read its. <strong>Open a table</strong> lays a table for up to a dozen wizards and hands you a link and a four-letter code to send. <strong>Join one</strong> takes a code someone sent you.</p>
<p>Beneath, <em>your duels</em> lists every table this browser holds a seat at, and whose move it is. A duel waits for you as long as you like; nothing is lost by closing the page.</p>
<p>Beneath, <em>your duels</em> lists every table this browser holds a seat at, and whose move it is. A duel waits for you as long as you like, and nothing is lost by closing the page.</p>
</section>
<section id="table">
@@ -35,8 +35,8 @@
<figure>
<img src="/guide/table.png" alt="A table being laid: the invite link, a roster of seated wizards, an empty-seat count, and the host's button to begin." />
</figure>
<p>A table fills as wizards open the link. Whoever laid it is the host: they may seat a bot in any empty chair or send one away, and they begin the duel when the company suits them, from two wizards to twelve; a full table waits for them too. Once begun, the seats are closed and the ledger opens.</p>
<p>A duel between people is played by turns, whenever each of you has a moment. The page keeps watch and fills itself in when the others have moved; the masthead's <em>room</em> button copies the invite for latecomers who wish to watch.</p>
<p>A table fills as wizards open the link. Whoever laid it is the host. The host may seat a bot in any empty chair or send one away, and begins the duel when the company suits them, with anywhere from two wizards to twelve. Even a full table waits for the host. Once the duel begins, the seats are closed and the ledger opens.</p>
<p>A duel between people is played by turns, whenever each of you has a moment. When the others move, their turns appear without a reload. The <em>room</em> button at the top copies the invite link for anyone who arrives late and wants to watch.</p>
</section>
<section id="ledger">
@@ -44,8 +44,8 @@
<figure>
<img src="/guide/ledger.png" alt="The ledger: a table with a turn number down the left, two letter columns for each wizard, and spells named in ember beneath the gesture that finished them." />
</figure>
<p>This is the game, as Bartle drew it: one row a turn, two columns a wizard, one letter a hand. <strong>F</strong> wriggled fingers, <strong>P</strong> proffered palm, <strong>S</strong> snap, <strong>W</strong> wave, <strong>D</strong> pointed digit, <strong>C</strong> clap. A dagger is a stab; a dash, a hand that rested. A gesture written in ember finished a spell, and the spell is named beneath it.</p>
<p>The bottom row is the turn being written. Your letters appear as you choose them; your rivals' show as <strong>?</strong> until the reveal. A question mark in an older row means a gesture you were not allowed to see: you were blind, or they were invisible. With many wizards the ledger runs sideways; the turn and your own two columns stay pinned while you slide across to the rest, and a row of names above it turns the ledger toward any wizard. Pressing a warning or choosing a target does the same. Each wizard keeps one colour in the ledger, the warnings and the rail, so a name met in one place is known in the next.</p>
<p>The ledger is the game as Bartle drew it on paper. Each row is a turn, each wizard has two columns, and each letter is one hand's gesture. <strong>F</strong> is wriggled fingers, <strong>P</strong> a proffered palm, <strong>S</strong> a snap, <strong>W</strong> a wave, <strong>D</strong> a pointed digit and <strong>C</strong> a clap. A dagger is a stab, and a dash is a hand that rested. A gesture written in ember finished a spell, and the spell is named beneath it.</p>
<p>The bottom row is the turn being written. Your letters appear as you choose them, and your rivals' show as <strong>?</strong> until every hand is shown. A question mark in an older row is a gesture you were not allowed to see, because you were blind or they were invisible. With many wizards the ledger runs sideways. The turn number and your own two columns stay put while you slide across to the rest, and the row of names above the ledger jumps to any wizard. Pressing a warning or choosing a target jumps there too. Each wizard has one colour, used in the ledger, the warnings and the list of wizards alike.</p>
</section>
<section id="hands">
@@ -53,9 +53,10 @@
<figure>
<img src="/guide/hands.png" alt="Two panels of gesture buttons, left hand and right, each with a list beneath of spells under way and the gesture that continues them." />
</figure>
<p>Press a gesture for each hand, or type them: the first letter you type goes to your left hand and the second to your right, with K for a stab, a dash to rest, Backspace to take one back and Enter to seal the turn. The two letters wait in a row at the foot of the hands, beside the button, however far the page has scrolled. Beneath each hand is what that hand is part-way through: <em>D → F-W, Cure light wounds</em> means the digit you made last turn is the first gesture of that spell, and F then W would finish it. Press a line to make its next gesture; the diamond pins a spell so it stays at the top while you work toward it.</p>
<p>When a gesture finishes a spell, <em>Finishes</em> appears with the spell chosen and <em>at</em> naming the likeliest subject. Change either. A gesture can belong to more than one spell so long as each run is unbroken, which is how F-F-F followed by S-S-D-D casts a Paralysis and then a Fireball; but one gesture may finish only one spell, and the page will tell you when two of your choices would share one.</p>
<p>Some hands are not yours to move. A hand paralysed or charmed by a rival, or a turn under amnesia, shows its forced gesture locked. Both palms at once is surrender, and the page warns before you do it.</p>
<p>Press a gesture for each hand, or type them. The first letter you type goes to your left hand and the second to your right. K is a stab and a dash rests the hand. Backspace takes the last letter back, and Enter seals the turn. Your two letters wait beside the button in a row that stays in view however far you scroll.</p>
<p>Under each hand is a list of the spells that hand is part of the way through. <em>D → F-W, Cure light wounds</em> means the digit you made last turn starts that spell, and F then W would finish it. Press a line to make its next gesture. The diamond pins a spell to the top of the list while you work toward it.</p>
<p>When a gesture finishes a spell, <em>Finishes</em> shows which spell, and <em>at</em> shows the likeliest target. You can change either. A gesture can belong to more than one spell as long as each run is unbroken, which is how F-F-F followed by S-S-D-D casts a Paralysis and then a Fireball. But one gesture can finish only one spell, and you will be warned if two of your choices would share one.</p>
<p>Some hands are not yours to move. A hand paralysed or charmed by a rival, or a turn under amnesia, shows its forced gesture locked. Both palms at once is surrender, and you are warned before you commit to it.</p>
</section>
<section id="threats">
@@ -63,8 +64,8 @@
<figure>
<img src="/guide/threats.png" alt="Warnings above the hands: a rival's hand, the gestures already made, an arrow, and the gesture that would finish a hostile spell." />
</figure>
<p>Above the hands the page reads your rivals' ledgers for you. <em>Lucan, left: S → D, Missile</em> means Lucan's left hand snapped last turn, and one pointed digit would send a missile this turn. <em>Two gestures away</em> lists what could land the turn after. Press a warning to light those gestures in the ledger.</p>
<p>This is the whole art. A shield, a single palm, stops missiles, creatures and knives this turn. A counter-spell on yourself, W-W-S or W-P-P, stops every other spell aimed at you this turn and shields you besides. Neither stops a wound spell or a lightning bolt, and nothing but dispel magic stops the finger of death; against those, break their run with an anti-spell before it ends.</p>
<p>Above your hands is a list of what your rivals could cast soon, read from their gestures so far. <em>Lucan, left, S → D, Missile</em> means Lucan's left hand snapped last turn, and one pointed digit would send a missile this turn. <em>Two gestures away</em> lists what could land the turn after. Press a warning to light those gestures in the ledger.</p>
<p>Answering these warnings is most of the skill. A shield, a single palm, stops missiles, creatures and knives this turn, but not wound spells, lightning or fire. A counter-spell on yourself, W-W-S or W-P-P, stops every other spell cast at you this turn and shields you as well. Only finger of death and dispel magic get past it. Finger of death is stopped only by dispel magic, so the better answer is to break its run with an anti-spell before it ends.</p>
</section>
<section id="reveal">
@@ -72,8 +73,8 @@
<figure>
<img src="/guide/result.png" alt="The result strip: each wizard's health before and after the turn, then the events of the turn in a line each." />
</figure>
<p><strong>Seal the turn</strong> commits your two gestures; nobody else sees them until every wizard has sealed theirs, and then all hands are shown at once. Against the bot the turn resolves at once; at a table it resolves when the last wizard has moved, and until then the button reads <em>Waiting</em>. Everything happens together: a shield made this turn stops a missile made this turn, a creature summoned this turn strikes this turn, and a cure lands in the same breath as the wound.</p>
<p>The strip above the hands says what changed: each wizard's health, then the events worth knowing, and the first time a rule surprises you, a line explaining it. The chronicle in the rail keeps the whole story.</p>
<p><strong>Seal the turn</strong> commits your two gestures. Nobody sees them until every wizard has sealed theirs, and then all the hands are shown at once. Against the bot this happens straight away. At a table it happens when the last wizard moves, and until then your button reads <em>Waiting</em>. Everything in a turn happens together. A shield made this turn stops a missile made this turn, a creature summoned this turn strikes this turn, and a cure lands in the same breath as the wound.</p>
<p>The strip above your hands sums up the turn. It gives each wizard's health and the events worth knowing, and the first time a rule comes up it adds a line explaining it. The chronicle at the side keeps the whole story, turn by turn.</p>
</section>
<section id="rail">
@@ -86,7 +87,7 @@
<img src="/guide/sheet.png" alt="The spell sheet, open at Fireball: its gestures, what it does, and buttons to plan it with the left or right hand." />
</figure>
</div>
<p>The rail shows every wizard: fifteen marks of health, the enchantments on them and for how long, and the creatures that serve them with hits left and damage dealt. Past three wizards the rail lists the others on a line each, with their health, what matters about their condition, and whether they have written their turn; press a line to open it out. Your own creatures take orders beneath your hands each turn and keep attacking what they last attacked until told otherwise.</p>
<p>The column at the side shows every wizard's fifteen marks of health, the enchantments on them and for how long, and the creatures that serve them. At a table of more than three, the other wizards get one line each, showing their health, anything important about their condition, and whether they have moved yet. Press a line to see the rest. Your own creatures take orders beneath your hands each turn and keep attacking what they last attacked until told otherwise.</p>
<p>The spell sheet lists all forty spells. Gestures you have already made light up along each sequence. Open a spell to read it, then <strong>Plan with left hand</strong> or <strong>right hand</strong> to pin it and make its next gesture, which is how a duel begins when nothing is yet under way.</p>
</section>
@@ -95,21 +96,22 @@
<figure class="narrow">
<img src="/guide/phone.png" alt="The duel on a phone: the ledger, the result, the hands, and a bar fixed at the foot with every wizard's health, the chosen gestures and the button that seals the turn." />
</figure>
<p>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 <em>More spells</em> opens the rest.</p>
<p>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 <em>More spells</em> opens the rest.</p>
</section>
<section id="gallery">
<h2>The Peanut Gallery and table talk</h2>
<p>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.</p>
<p><em>Table talk</em>, 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 <em>Name (gallery)</em>.</p>
<p>Three more things a table can do. While it is laid, any seated wizard may <strong>challenge the keeper</strong>: 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 <strong>a rematch</strong>: a new table of the same size with the same bots, seats held for everyone who was here. And <strong>Transfer seat</strong> 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.</p>
<p>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.</p>
<p><em>Table talk</em>, 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 <em>Name (gallery)</em>.</p>
<p>Before a duel begins, any seated wizard may <strong>challenge the keeper</strong>, 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.</p>
<p>When a duel is over, anyone at the table may call for <strong>a rematch</strong>. That opens a new table of the same size with the same bots, and holds a seat for everyone who played. <strong>Transfer seat</strong> 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.</p>
</section>
<section id="first">
<h2>A first duel</h2>
<p>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.</p>
<p>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.</p>
<p>The full rules are on the <a href="/rules">rules page</a>, with Bartle's text. If a rule here reads wrong to you, or the page misbehaves, <a href="mailto:eric@ericwagoner.com">send word</a>; the hall's <em>about this game</em> has the other ways to reach the keeper.</p>
<p>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.</p>
<p>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.</p>
<p>The full rules are on the <a href="/rules">rules page</a>, with Bartle's text. If a rule here reads wrong to you, or something misbehaves, <a href="mailto:eric@ericwagoner.com">send word</a>. The hall's <em>about this game</em> lists the other ways to reach the keeper.</p>
</section>
</main>